Package com.ardor3d.example.renderer

Source Code of com.ardor3d.example.renderer.MultiPassTextureExample

/**
* Copyright (c) 2008-2012 Ardor Labs, Inc.
*
* This file is part of Ardor3D.
*
* Ardor3D is free software: you can redistribute it and/or modify it
* under the terms of its license which may be found in the accompanying
* LICENSE file or at <http://www.ardor3d.com/LICENSE>.
*/

package com.ardor3d.example.renderer;

import com.ardor3d.bounding.BoundingBox;
import com.ardor3d.example.ExampleBase;
import com.ardor3d.example.Purpose;
import com.ardor3d.image.Texture;
import com.ardor3d.math.MathUtils;
import com.ardor3d.math.Matrix3;
import com.ardor3d.math.Vector3;
import com.ardor3d.renderer.state.BlendState;
import com.ardor3d.renderer.state.TextureState;
import com.ardor3d.scenegraph.Mesh;
import com.ardor3d.scenegraph.extension.PassNode;
import com.ardor3d.scenegraph.extension.PassNodeState;
import com.ardor3d.scenegraph.shape.Box;
import com.ardor3d.util.ReadOnlyTimer;
import com.ardor3d.util.TextureManager;

/**
* Borrows from the BoxExample to illustrate using PassNode to do simple multi-texturing.
*/
@Purpose(htmlDescriptionKey = "com.ardor3d.example.renderer.MultiPassTextureExample", //
thumbnailPath = "com/ardor3d/example/media/thumbnails/renderer_MultiPassTextureExample.jpg", //
maxHeapMemory = 64)
public class MultiPassTextureExample extends ExampleBase {

    /** Keep a reference to the box to be able to rotate it each frame. */
    private Mesh box;

    /** Rotation matrix for the spinning box. */
    private final Matrix3 rotate = new Matrix3();

    /** Angle of rotation for the box. */
    private double angle = 0;

    /** Axis to rotate the box around. */
    private final Vector3 axis = new Vector3(1, 1, 0.5f).normalizeLocal();

    public static void main(final String[] args) {
        start(MultiPassTextureExample.class);
    }

    @Override
    protected void updateExample(final ReadOnlyTimer timer) {
        // Update the angle using the current tpf to rotate at a constant speed.
        angle += timer.getTimePerFrame() * 50;
        // Wrap the angle to keep it inside 0-360 range
        angle %= 360;

        // Update the rotation matrix using the angle and rotation axis.
        rotate.fromAngleNormalAxis(angle * MathUtils.DEG_TO_RAD, axis);
        // Update the box rotation using the rotation matrix.
        box.setRotation(rotate);
    }

    @Override
    protected void initExample() {
        // turn off lighting calcs, it looks a little nicer.
        _lightState.setEnabled(false);

        _canvas.setTitle("Multi-pass Texture Example");

        // Create a new box centered at (0,0,0) with width/height/depth of size 10.
        box = new Box("Box", new Vector3(0, 0, 0), 5, 5, 5);
        // Set a bounding box for frustum culling.
        box.setModelBound(new BoundingBox());
        // Move the box out from the camera 15 units.
        box.setTranslation(new Vector3(0, 0, -15));

        // Create our states to use in the passes
        final TextureState ts1 = new TextureState();
        ts1.setTexture(TextureManager.load("images/ardor3d_white_256.jpg", Texture.MinificationFilter.Trilinear, true));

        final TextureState ts2 = new TextureState();
        ts2.setTexture(TextureManager.load("images/flaresmall.jpg", Texture.MinificationFilter.Trilinear, true));

        final BlendState as = new BlendState();
        as.setBlendEnabled(true);
        as.setSourceFunction(BlendState.SourceFunction.DestinationColor);
        as.setDestinationFunction(BlendState.DestinationFunction.SourceColor);

        // Set up our passes
        final PassNodeState pass1 = new PassNodeState();
        pass1.setPassState(ts1);

        final PassNodeState pass2 = new PassNodeState();
        pass2.setPassState(ts2);
        pass2.setPassState(as);

        // Add the passes to the pass node
        final PassNode pNode = new PassNode();
        pNode.addPass(pass1);
        pNode.addPass(pass2);

        // Attach the box to the pass node.
        pNode.attachChild(box);

        // Attach the pass node to the scenegraph root.
        _root.attachChild(pNode);
    }
}
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