JME基础教程代码分析6

package com.hello;



import com.jme3.app.SimpleApplication;

import com.jme3.light.DirectionalLight;

import com.jme3.material.Material;

import com.jme3.material.RenderState.BlendMode;

import com.jme3.math.ColorRGBA;

import com.jme3.math.Vector3f;

import com.jme3.scene.Geometry;

import com.jme3.scene.shape.Box;

import com.jme3.scene.shape.Sphere;

import com.jme3.texture.Texture;

import com.jme3.util.TangentBinormalGenerator;

import com.jme3.renderer.queue.RenderQueue.Bucket;

 

 

/** Sample 6 - how to give an object's surface a material and texture.

 * How to make objects transparent, or let colors "leak" through partially

 * transparent textures. How to make bumpy and shiny surfaces.  */

public class HelloMaterial extends SimpleApplication {

 

  public static void main(String[] args) {

    HelloMaterial app = new HelloMaterial();

    app.start();

  }

 

  @Override

  public void simpleInitApp() {

 

    /** A simple textured cube -- in good MIP map quality. */

 //普通的材质纹理处理,加载了一张.jpg文件

    Box boxshape1 = new Box(new Vector3f(-3f,1.1f,0f), 1f,1f,1f);

    Geometry cube = new Geometry("My Textured Box", boxshape1);

    Material mat_stl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");

    Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg");

    mat_stl.setTexture("ColorMap", tex_ml);

    cube.setMaterial(mat_stl);

    rootNode.attachChild(cube);

 

    /** A translucent/transparent texture, similar to a window frame. */

    //一个透明半透明的纹理。

    Box boxshape3 = new Box(new Vector3f(0f,0f,0f), 1f,1f,0.01f);

    Geometry window_frame = new Geometry("window frame", boxshape3);

    Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");

    mat_tt.setTexture("ColorMap",

        assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));

    //这里是关键,获得额外的绘制状态,设置为混合模式Alpha

    mat_tt.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);

    window_frame.setMaterial(mat_tt);

    /** Objects with transparency need to be in the render bucket for transparent objects: */

    window_frame.setQueueBucket(Bucket.Transparent);

    rootNode.attachChild(window_frame);

 

    /** A cube with base color "leaking" through a partially transparent texture */

    //带底色的透明纹理

    Box boxshape4 = new Box(new Vector3f(3f,-1f,0f), 1f,1f,1f);

    Geometry cube_leak = new Geometry("Leak-through color cube", boxshape4);

    Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");

    mat_tl.setTexture("ColorMap",

        assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));

    //没有用混合模式,而是直接着色

    mat_tl.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple

    cube_leak.setMaterial(mat_tl);

    rootNode.attachChild(cube_leak);

 

    /** A bumpy rock with a shiny light effect */

    //崎岖的岩石和光泽效果

    Sphere rock = new Sphere(32,32, 2f);

    Geometry shiny_rock = new Geometry("Shiny rock", rock);

    //纹理模式,包括三种模式,效果不详

    rock.setTextureMode(Sphere.TextureMode.Projected); 

    // better quality on spheres

    //用正切某生成器生成该Sphere的效果

    TangentBinormalGenerator.generate(rock);          

    // for lighting effect 光线效果

    Material mat_lit = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");

    //材质的几种效果

    mat_lit.setTexture("DiffuseMap",

        assetManager.loadTexture("Textures/Terrain/Pond/Pond.png"));

    mat_lit.setTexture("NormalMap",

        assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));

    mat_lit.setFloat("Shininess", 5f); // [0,128]

    //加载材质调整位置

    shiny_rock.setMaterial(mat_lit);

    shiny_rock.setLocalTranslation(0,2,-2); // Move it a bit

    shiny_rock.rotate(1.6f, 0, 0);          // Rotate it a bit

    rootNode.attachChild(shiny_rock);

    /** Must add a light to make the lit object visible! */

    //设置光线

    DirectionalLight sun = new DirectionalLight();

    sun.setDirection(new Vector3f(1,0,-2).normalizeLocal());

    sun.setColor(ColorRGBA.White);

    rootNode.addLight(sun);

 

  }

}

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