Package com.ardor3d.renderer.state

Examples of com.ardor3d.renderer.state.MaterialState


        final Random r = new Random(1337);
        for (int i = 0; i < 150; i++) {
            final Box box = new Box("b" + i, new Vector3(0, 0, 0), new Vector3(0.1f, 0.1f, 0.1f));
            box.updateModelBound();
            box.setRandomColors();
            final MaterialState ms = new MaterialState();
            ms.setDiffuse(MaterialFace.FrontAndBack, new ColorRGBA(r.nextFloat(), r.nextFloat(), r.nextFloat(), 1));
            box.setRenderState(ms);
            box.setTranslation(new Vector3(r.nextFloat(), r.nextFloat(), r.nextFloat()));
            box.setRotation(new Quaternion(r.nextFloat(), r.nextFloat(), r.nextFloat(), 1));
            node.attachChild(box);
        }
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        final TextureState ts = new TextureState();
        ts.setEnabled(true);
        ts.setTexture(TextureManager.load("images/ardor3d_white_256.jpg", Texture.MinificationFilter.Trilinear, true));
        _root.setRenderState(ts);

        final MaterialState ms = new MaterialState();
        ms.setColorMaterial(ColorMaterial.Diffuse);
        _root.setRenderState(ms);

        // Need to setup fog cause the water use it for various calculations.
        setupFog();
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        final TextureState ts = new TextureState();
        ts.setEnabled(true);
        ts.setTexture(TextureManager.load("images/ardor3d_white_256.jpg", Texture.MinificationFilter.Trilinear, true));

        final MaterialState ms = new MaterialState();
        ms.setColorMaterial(ColorMaterial.Diffuse);
        _root.setRenderState(ms);

        _root.setRenderState(ts);
    }
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        final Box tb1 = new Box("TBox Blue", min, max);
        tb1.setModelBound(new BoundingBox());
        tb1.setTranslation(new Vector3(0, 15, 15));
        transps.attachChild(tb1);
        final MaterialState ms1 = new MaterialState();
        ms1.setEnabled(true);
        ms1.setDiffuse(MaterialFace.FrontAndBack, new ColorRGBA(0, 0, 1, .75f));
        ms1.setShininess(MaterialFace.FrontAndBack, 128);
        tb1.setRenderState(ms1);

        final Torus tb2 = new Torus("TBox Green", 20, 20, 3, 6);
        tb2.setModelBound(new BoundingBox());
        tb2.setTranslation(new Vector3(0, 0, 30));
        transps.attachChild(tb2);
        final MaterialState ms2 = new MaterialState();
        ms2.setEnabled(true);
        ms2.setDiffuse(MaterialFace.FrontAndBack, new ColorRGBA(0, 1, 0, .5f));
        ms2.setShininess(MaterialFace.FrontAndBack, 128);
        tb2.setRenderState(ms2);

        final Box tb3 = new Box("TBox Red", min, max);
        tb3.setModelBound(new BoundingBox());
        tb3.setTranslation(new Vector3(0, 0, 15));
        transps.attachChild(tb3);
        final MaterialState ms3 = new MaterialState();
        ms3.setEnabled(true);
        ms3.setDiffuse(MaterialFace.FrontAndBack, new ColorRGBA(1, 0, 0, .5f));
        ms3.setShininess(MaterialFace.FrontAndBack, 128);
        tb3.setRenderState(ms3);

        final BlendState as = new BlendState();
        as.setEnabled(true);
        as.setBlendEnabled(true);
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        final TextureState ts = new TextureState();
        ts.setTexture(TextureManager.load("images/ardor3d_white_256.jpg", Texture.MinificationFilter.Trilinear, true));
        box.setRenderState(ts);

        // Add a material to the box, to show both vertex color and lighting/shading.
        final MaterialState ms = new MaterialState();
        ms.setColorMaterial(ColorMaterial.Diffuse);
        box.setRenderState(ms);
    }
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        ts.setEnabled(true);
        ts.setTexture(TextureManager.load("images/ardor3d_white_256.jpg", Texture.MinificationFilter.Trilinear,
                TextureStoreFormat.GuessCompressedFormat, true));
        _root.setRenderState(ts);

        final MaterialState ms = new MaterialState();
        ms.setColorMaterial(ColorMaterial.Diffuse);
        _root.setRenderState(ms);

        _root.getSceneHints().setCullHint(CullHint.Never);

        // Setup textfields for presenting example info.
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        final TextureState ts = new TextureState();
        ts.setTexture(TextureManager.load("images/ardor3d_white_256.jpg", Texture.MinificationFilter.Trilinear, true));
        box.setRenderState(ts);

        final MaterialState ms = new MaterialState();
        ms.setColorMaterial(ColorMaterial.Diffuse);
        box.setRenderState(ms);

        // Create our controller
        final C controller = createController();
        controller.setRepeatType(RepeatType.WRAP);
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        final TextureState ts = new TextureState();
        ts.setEnabled(true);
        ts.setTexture(TextureManager.load("images/ardor3d_white_256.jpg", Texture.MinificationFilter.Trilinear, false));

        final MaterialState ms = new MaterialState();
        ms.setColorMaterial(ColorMaterial.Diffuse);
        _root.setRenderState(ms);

        _root.setRenderState(ts);

        try {
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        floor.setTranslation(0, -5, -20);
        // rotate to point up
        floor.setRotation(new Quaternion(-1, 0, 0, 1));

        // Add a material state.
        final MaterialState ms = new MaterialState();
        floor.setRenderState(ms);
        // Pull diffuse color for front and back from mesh color
        ms.setColorMaterial(ColorMaterial.Diffuse);
        ms.setColorMaterialFace(MaterialFace.FrontAndBack);

        return floor;
    }
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        sky.setSolidColor(ColorRGBA.RED);
        // move back from camera.
        sky.setTranslation(0, 10, -20);

        // Add a material state
        final MaterialState ms = new MaterialState();
        sky.setRenderState(ms);
        // Pull diffuse color for front from mesh color
        ms.setColorMaterial(ColorMaterial.Diffuse);
        ms.setColorMaterialFace(MaterialFace.Front);
        // Set shininess for front and back
        ms.setShininess(MaterialFace.FrontAndBack, 100);
        // Set specular color for front
        ms.setSpecular(MaterialFace.Front, ColorRGBA.RED);
        // Set specular color for back
        ms.setSpecular(MaterialFace.Back, ColorRGBA.WHITE);
        // set the back diffuse color to blue
        ms.setDiffuse(MaterialFace.Back, ColorRGBA.BLUE);

        return sky;
    }
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