Package edu.ups.gamedev.terrain.water

Source Code of edu.ups.gamedev.terrain.water.TestSimpleQuadWater

/*
* Copyright (c) 2003-2007 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
*   notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
*   notice, this list of conditions and the following disclaimer in the
*   documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
*   may be used to endorse or promote products derived from this software
*   without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

package edu.ups.gamedev.terrain.water;

import com.jme.app.SimplePassGame;
import com.jme.bounding.BoundingBox;
import com.jme.image.Texture;
import com.jme.input.KeyBindingManager;
import com.jme.input.KeyInput;
import com.jme.math.FastMath;
import com.jme.math.Plane;
import com.jme.math.Vector3f;
import com.jme.renderer.ColorRGBA;
import com.jme.renderer.Renderer;
import com.jme.renderer.pass.RenderPass;
import com.jme.scene.Node;
import com.jme.scene.SceneElement;
import com.jme.scene.Skybox;
import com.jme.scene.Text;
import com.jme.scene.shape.Box;
import com.jme.scene.shape.Quad;
import com.jme.scene.shape.Torus;
import com.jme.scene.state.CullState;
import com.jme.scene.state.FogState;
import com.jme.scene.state.LightState;
import com.jme.scene.state.TextureState;
import com.jme.scene.state.ZBufferState;
import com.jme.util.TextureManager;
import com.jmex.effects.water.WaterRenderPass;

/**
* <code>TestSimpleQuadWater</code>
* Test for the water effect pass.
*
* @author Rikard Herlitz (MrCoder)
*/
public class TestSimpleQuadWater extends SimplePassGame {
  private WaterRenderPass waterEffectRenderPass;
  private Skybox skybox;
  private Quad waterQuad;
  private float farPlane = 10000.0f;

  //debug stuff
  private Node debugQuadsNode;
  private boolean freezeMovement;

  public static void main( String[] args ) {
    TestSimpleQuadWater app = new TestSimpleQuadWater();
    app.setDialogBehaviour( ALWAYS_SHOW_PROPS_DIALOG );
    app.start();
  }

  protected void cleanup() {
    super.cleanup();
    waterEffectRenderPass.cleanup();
  }

  private Vector3f tmpVec = new Vector3f();
  protected void simpleUpdate() {
    if( KeyBindingManager.getKeyBindingManager().isValidCommand( "e", false ) ) {
      switchShowDebug();
    }
    if( KeyBindingManager.getKeyBindingManager().isValidCommand( "f", false ) ) {
      freezeMovement = !freezeMovement;
    }

    skybox.getLocalTranslation().set( cam.getLocation() );
    skybox.updateGeometricState( 0.0f, true );

    //make some funny movement of the quad...
    if( !freezeMovement ) {
      waterQuad.getLocalTranslation().set( 0.0f, 0.0f, FastMath.sin( timer.getTimeInSeconds() * 0.2f ) * 50.0f );
      waterQuad.getLocalRotation().fromAngles( FastMath.sin( timer.getTimeInSeconds() * 0.5f ) * 1.0f, FastMath.sin( timer.getTimeInSeconds() * 0.5f ) * 0.8f, 0.0f );

      tmpVec.set(0,0,1);
      waterQuad.getLocalRotation().multLocal( tmpVec );
      waterEffectRenderPass.getNormal().set( tmpVec );

      float dist = waterEffectRenderPass.getNormal().dot( waterQuad.getLocalTranslation() );//not needed, allways length 1 - "/ waterEffectRenderPass.getNormal().length();"
      waterEffectRenderPass.setWaterHeight( dist );
    }
  }

  protected void simpleInitGame() {
    display.setTitle( "Water Test" );
    cam.setFrustumPerspective( 45.0f, (float) display.getWidth() / (float) display.getHeight(), 1f, farPlane );
    cam.setLocation( new Vector3f( 100, 50, 100 ) );
    //y-up
    cam.lookAt( new Vector3f( 0, 0, 0 ), Vector3f.UNIT_Y );
    //z-up
//    cam.lookAt( new Vector3f( 0, 0, 0 ), Vector3f.UNIT_Z );
//    ((FirstPersonHandler)input).getMouseLookHandler().setLockAxis( Vector3f.UNIT_Z );
    cam.update();

    setupKeyBindings();

    setupFog();

    Node reflectedNode = new Node( "reflectNode" );

    buildSkyBox();
    reflectedNode.attachChild( skybox );
    reflectedNode.attachChild( createObjects() );

    rootNode.attachChild( reflectedNode );

    waterEffectRenderPass = new WaterRenderPass( cam, 4, false, true );
    //set equations to use z axis as up
    waterEffectRenderPass.setWaterPlane( new Plane( new Vector3f( 0.0f, 0.0f, 1.0f ), 0.0f ) );
    waterEffectRenderPass.setTangent( new Vector3f( 1.0f, 0.0f, 0.0f ) );
    waterEffectRenderPass.setBinormal( new Vector3f( 0.0f, 1.0f, 0.0f ) );

    waterQuad = new Quad( "waterQuad", 100, 100 );

    waterEffectRenderPass.setWaterEffectOnSpatial( waterQuad );
    rootNode.attachChild( waterQuad );

    createDebugQuads();
    rootNode.attachChild( debugQuadsNode );

    waterEffectRenderPass.setReflectedScene( reflectedNode );
    waterEffectRenderPass.setSkybox( skybox );
    pManager.add( waterEffectRenderPass );

    RenderPass rootPass = new RenderPass();
    rootPass.add( rootNode );
    pManager.add( rootPass );

    RenderPass fpsPass = new RenderPass();
    fpsPass.add( fpsNode );
    pManager.add( fpsPass );

    rootNode.setCullMode( SceneElement.CULL_NEVER );
    rootNode.setRenderQueueMode( Renderer.QUEUE_OPAQUE );
    fpsNode.setRenderQueueMode( Renderer.QUEUE_OPAQUE );
  }

  private void setupFog() {
    FogState fogState = display.getRenderer().createFogState();
    fogState.setDensity( 1.0f );
    fogState.setEnabled( true );
    fogState.setColor( new ColorRGBA( 1.0f, 1.0f, 1.0f, 1.0f ) );
    fogState.setEnd( farPlane );
    fogState.setStart( farPlane / 10.0f );
    fogState.setDensityFunction( FogState.DF_LINEAR );
    fogState.setApplyFunction( FogState.AF_PER_VERTEX );
    rootNode.setRenderState( fogState );
  }

  private void buildSkyBox() {
    skybox = new Skybox( "skybox", 10, 10, 10 );

    String dir = "jmetest/data/skybox1/";
    Texture north = TextureManager.loadTexture(
        TestSimpleQuadWater.class.getClassLoader().getResource(
            dir + "1.jpg" ),
        Texture.MM_LINEAR,
        Texture.FM_LINEAR );
    Texture south = TextureManager.loadTexture(
        TestSimpleQuadWater.class.getClassLoader().getResource(
            dir + "3.jpg" ),
        Texture.MM_LINEAR,
        Texture.FM_LINEAR );
    Texture east = TextureManager.loadTexture(
        TestSimpleQuadWater.class.getClassLoader().getResource(
            dir + "2.jpg" ),
        Texture.MM_LINEAR,
        Texture.FM_LINEAR );
    Texture west = TextureManager.loadTexture(
        TestSimpleQuadWater.class.getClassLoader().getResource(
            dir + "4.jpg" ),
        Texture.MM_LINEAR,
        Texture.FM_LINEAR );
    Texture up = TextureManager.loadTexture(
        TestSimpleQuadWater.class.getClassLoader().getResource(
            dir + "6.jpg" ),
        Texture.MM_LINEAR,
        Texture.FM_LINEAR );
    Texture down = TextureManager.loadTexture(
        TestSimpleQuadWater.class.getClassLoader().getResource(
            dir + "5.jpg" ),
        Texture.MM_LINEAR,
        Texture.FM_LINEAR );

    skybox.setTexture( Skybox.NORTH, north );
    skybox.setTexture( Skybox.WEST, west );
    skybox.setTexture( Skybox.SOUTH, south );
    skybox.setTexture( Skybox.EAST, east );
    skybox.setTexture( Skybox.UP, up );
    skybox.setTexture( Skybox.DOWN, down );
    skybox.preloadTextures();

    CullState cullState = display.getRenderer().createCullState();
    cullState.setCullMode( CullState.CS_NONE );
    cullState.setEnabled( true );
    skybox.setRenderState( cullState );

    ZBufferState zState = display.getRenderer().createZBufferState();
    zState.setEnabled( false );
    skybox.setRenderState( zState );

    FogState fs = display.getRenderer().createFogState();
    fs.setEnabled( false );
    skybox.setRenderState( fs );

    skybox.setLightCombineMode( LightState.OFF );
    skybox.setCullMode( SceneElement.CULL_NEVER );
    skybox.setTextureCombineMode( TextureState.REPLACE );
    skybox.updateRenderState();

    skybox.lockBounds();
    skybox.lockMeshes();
  }

  private Node createObjects() {
    Node objects = new Node( "objects" );

    Torus torus = new Torus( "Torus", 50, 50, 10, 20 );
    torus.setLocalTranslation( new Vector3f( 50, -5, 20 ) );
    TextureState ts = display.getRenderer().createTextureState();
    Texture t0 = TextureManager.loadTexture(
        TestSimpleQuadWater.class.getClassLoader().getResource(
            "jmetest/data/images/Monkey.jpg" ),
        Texture.MM_LINEAR_LINEAR,
        Texture.FM_LINEAR );
    Texture t1 = TextureManager.loadTexture(
        TestSimpleQuadWater.class.getClassLoader().getResource(
            "jmetest/data/texture/north.jpg" ),
        Texture.MM_LINEAR_LINEAR,
        Texture.FM_LINEAR );
    t1.setEnvironmentalMapMode( Texture.EM_SPHERE );
    ts.setTexture( t0, 0 );
    ts.setTexture( t1, 1 );
    ts.setEnabled( true );
    torus.setRenderState( ts );
    objects.attachChild( torus );

    ts = display.getRenderer().createTextureState();
    t0 = TextureManager.loadTexture(
        TestSimpleQuadWater.class.getClassLoader().getResource(
            "jmetest/data/texture/wall.jpg" ),
        Texture.MM_LINEAR_LINEAR,
        Texture.FM_LINEAR );
    t0.setWrap( Texture.WM_WRAP_S_WRAP_T );
    ts.setTexture( t0 );

    Box box = new Box( "box1", new Vector3f( -10, -10, -10 ), new Vector3f( 10, 10, 10 ) );
    box.setLocalTranslation( new Vector3f( 0, -7, 0 ) );
    box.setRenderState( ts );
    objects.attachChild( box );

    box = new Box( "box2", new Vector3f( -5, -5, -5 ), new Vector3f( 5, 5, 5 ) );
    box.setLocalTranslation( new Vector3f( 15, 10, 0 ) );
    box.setRenderState( ts );
    objects.attachChild( box );

    box = new Box( "box3", new Vector3f( -5, -5, -5 ), new Vector3f( 5, 5, 5 ) );
    box.setLocalTranslation( new Vector3f( 0, -10, 15 ) );
    box.setRenderState( ts );
    objects.attachChild( box );

    box = new Box( "box4", new Vector3f( -5, -5, -5 ), new Vector3f( 5, 5, 5 ) );
    box.setLocalTranslation( new Vector3f( 20, 0, 0 ) );
    box.setRenderState( ts );
    objects.attachChild( box );

    ts = display.getRenderer().createTextureState();
    t0 = TextureManager.loadTexture(
        TestSimpleQuadWater.class.getClassLoader().getResource(
            "jmetest/data/images/Monkey.jpg" ),
        Texture.MM_LINEAR_LINEAR,
        Texture.FM_LINEAR );
    t0.setWrap( Texture.WM_WRAP_S_WRAP_T );
    ts.setTexture( t0 );

    box = new Box( "box5", new Vector3f( -50, -2, -50 ), new Vector3f( 50, 2, 50 ) );
    box.setLocalTranslation( new Vector3f( 0, -15, 0 ) );
    box.setRenderState( ts );
    box.setModelBound( new BoundingBox() );
    box.updateModelBound();
    objects.attachChild( box );

    return objects;
  }

  private void setupKeyBindings() {
    KeyBindingManager.getKeyBindingManager().set( "e", KeyInput.KEY_E );
    KeyBindingManager.getKeyBindingManager().set( "f", KeyInput.KEY_F );

    Text t = new Text( "Text", "E: debug show/hide reflection and refraction textures" );
    t.setRenderQueueMode( Renderer.QUEUE_ORTHO );
    t.setLightCombineMode( LightState.OFF );
    t.setLocalTranslation( new Vector3f( 0, 20, 1 ) );
    fpsNode.attachChild( t );
    t = new Text( "Text", "F: freeze/unfreeze waterquad movement" );
    t.setRenderQueueMode( Renderer.QUEUE_ORTHO );
    t.setLightCombineMode( LightState.OFF );
    t.setLocalTranslation( new Vector3f( 0, 40, 1 ) );
    fpsNode.attachChild( t );
  }

  private void switchShowDebug() {
    if( debugQuadsNode.getCullMode() == SceneElement.CULL_NEVER ) {
      debugQuadsNode.setCullMode( SceneElement.CULL_ALWAYS );
    }
    else {
      debugQuadsNode.setCullMode( SceneElement.CULL_NEVER );
    }
  }

  private void createDebugQuads() {
    debugQuadsNode = new Node( "quadNode" );
    debugQuadsNode.setCullMode( SceneElement.CULL_NEVER );

    float quadWidth = display.getWidth() / 8;
    float quadHeight = display.getWidth() / 8;
    Quad debugQuad = new Quad( "reflectionQuad", quadWidth, quadHeight );
    debugQuad.setRenderQueueMode( Renderer.QUEUE_ORTHO );
    debugQuad.setCullMode( SceneElement.CULL_NEVER );
    debugQuad.setLightCombineMode( LightState.OFF );
    TextureState ts = display.getRenderer().createTextureState();
    ts.setTexture( waterEffectRenderPass.getTextureReflect() );
    debugQuad.setRenderState( ts );
    debugQuad.updateRenderState();
    debugQuad.getLocalTranslation().set( quadWidth * 0.6f, quadHeight * 1.0f, 1.0f );
    debugQuadsNode.attachChild( debugQuad );

    if( waterEffectRenderPass.getTextureRefract() != null ) {
      debugQuad = new Quad( "refractionQuad", quadWidth, quadHeight );
      debugQuad.setRenderQueueMode( Renderer.QUEUE_ORTHO );
      debugQuad.setCullMode( SceneElement.CULL_NEVER );
      debugQuad.setLightCombineMode( LightState.OFF );
      ts = display.getRenderer().createTextureState();
      ts.setTexture( waterEffectRenderPass.getTextureRefract() );
      debugQuad.setRenderState( ts );
      debugQuad.updateRenderState();
      debugQuad.getLocalTranslation().set( quadWidth * 0.6f, quadHeight * 2.1f, 1.0f );
      debugQuadsNode.attachChild( debugQuad );
    }

        if( waterEffectRenderPass.getTextureDepth() != null ) {
            debugQuad = new Quad( "refractionQuad", quadWidth, quadHeight );
            debugQuad.setRenderQueueMode( Renderer.QUEUE_ORTHO );
            debugQuad.setCullMode( SceneElement.CULL_NEVER );
            debugQuad.setLightCombineMode( LightState.OFF );
            ts = display.getRenderer().createTextureState();
            ts.setTexture( waterEffectRenderPass.getTextureDepth() );
            debugQuad.setRenderState( ts );
            debugQuad.updateRenderState();
            debugQuad.getLocalTranslation().set( quadWidth * 0.6f, quadHeight * 3.2f, 1.0f );
            debugQuadsNode.attachChild( debugQuad );
        }
  }
}
TOP

Related Classes of edu.ups.gamedev.terrain.water.TestSimpleQuadWater

TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.