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1 /*
2  * Copyright (c) 2009-2010 jMonkeyEngine
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * * Redistributions of source code must retain the above copyright
10  *   notice, this list of conditions and the following disclaimer.
11  *
12  * * Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  *
16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
17  *   may be used to endorse or promote products derived from this software
18  *   without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 package jme3test.terrain;
33 
34 import com.jme3.app.SimpleApplication;
35 import com.jme3.font.BitmapText;
36 import com.jme3.input.KeyInput;
37 import com.jme3.input.controls.ActionListener;
38 import com.jme3.input.controls.KeyTrigger;
39 import com.jme3.light.DirectionalLight;
40 import com.jme3.light.PointLight;
41 import com.jme3.material.Material;
42 import com.jme3.math.ColorRGBA;
43 import com.jme3.math.Vector3f;
44 import com.jme3.scene.Geometry;
45 import com.jme3.terrain.geomipmap.TerrainLodControl;
46 import com.jme3.terrain.geomipmap.TerrainQuad;
47 import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;
48 import com.jme3.terrain.heightmap.AbstractHeightMap;
49 import com.jme3.terrain.heightmap.ImageBasedHeightMap;
50 import com.jme3.texture.Texture;
51 import com.jme3.texture.Texture.WrapMode;
52 import com.jme3.asset.TextureKey;
53 
54 /**
55  * Demonstrates how to use terrain.
56  * The base terrain class it uses is TerrainQuad, which is a quad tree of actual
57  * meshes called TerainPatches.
58  * There are a couple options for the terrain in this test:
59  * The first is wireframe mode. Here you can see the underlying trianglestrip structure.
60  * You will notice some off lines; these are degenerate triangles and are part of the
61  * trianglestrip. They are only noticeable in wireframe mode.
62  * Second is Tri-Planar texture mode. Here the textures are rendered on all 3 axes and
63  * then blended together to reduce distortion and stretching.
64  * Third, which you have to modify the code to see, is Entropy LOD calculations.
65  * In the constructor for the TerrainQuad, un-comment the final parameter that is
66  * the LodPerspectiveCalculatorFactory. Then you will see the terrain flicker to start
67  * while it calculates the entropies. Once it is done, it will pick the best LOD value
68  * based on entropy. This method reduces "popping" of terrain greatly when LOD levels
69  * change. It is highly suggested you use it in your app.
70  *
71  * @author bowens
72  */
73 public class TerrainTest extends SimpleApplication {
74 
75     private TerrainQuad terrain;
76     Material matRock;
77     Material matWire;
78     boolean wireframe = false;
79     boolean triPlanar = false;
80     protected BitmapText hintText;
81     PointLight pl;
82     Geometry lightMdl;
83     private float grassScale = 64;
84     private float dirtScale = 16;
85     private float rockScale = 128;
86 
main(String[] args)87     public static void main(String[] args) {
88         TerrainTest app = new TerrainTest();
89         app.start();
90     }
91 
92     @Override
initialize()93     public void initialize() {
94         super.initialize();
95 
96         loadHintText();
97     }
98 
99     @Override
simpleInitApp()100     public void simpleInitApp() {
101         setupKeys();
102 
103         // First, we load up our textures and the heightmap texture for the terrain
104 
105         // TERRAIN TEXTURE material
106         matRock = new Material(assetManager, "Common/MatDefs/Terrain/Terrain.j3md");
107         matRock.setBoolean("useTriPlanarMapping", false);
108 
109         // ALPHA map (for splat textures)
110         matRock.setTexture("Alpha", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
111 
112         // HEIGHTMAP image (for the terrain heightmap)
113         Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
114 
115         // GRASS texture
116         Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
117         grass.setWrap(WrapMode.Repeat);
118         matRock.setTexture("Tex1", grass);
119         matRock.setFloat("Tex1Scale", grassScale);
120 
121         // DIRT texture
122         Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
123         dirt.setWrap(WrapMode.Repeat);
124         matRock.setTexture("Tex2", dirt);
125         matRock.setFloat("Tex2Scale", dirtScale);
126 
127         // ROCK texture
128         Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
129         rock.setWrap(WrapMode.Repeat);
130         matRock.setTexture("Tex3", rock);
131         matRock.setFloat("Tex3Scale", rockScale);
132 
133         // WIREFRAME material
134         matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
135         matWire.getAdditionalRenderState().setWireframe(true);
136         matWire.setColor("Color", ColorRGBA.Green);
137 
138         // CREATE HEIGHTMAP
139         AbstractHeightMap heightmap = null;
140         try {
141             //heightmap = new HillHeightMap(1025, 1000, 50, 100, (byte) 3);
142 
143             heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 1f);
144             heightmap.load();
145 
146         } catch (Exception e) {
147             e.printStackTrace();
148         }
149 
150         /*
151          * Here we create the actual terrain. The tiles will be 65x65, and the total size of the
152          * terrain will be 513x513. It uses the heightmap we created to generate the height values.
153          */
154         /**
155          * Optimal terrain patch size is 65 (64x64).
156          * The total size is up to you. At 1025 it ran fine for me (200+FPS), however at
157          * size=2049, it got really slow. But that is a jump from 2 million to 8 million triangles...
158          */
159         terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
160         TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
161         control.setLodCalculator( new DistanceLodCalculator(65, 2.7f) ); // patch size, and a multiplier
162         terrain.addControl(control);
163         terrain.setMaterial(matRock);
164         terrain.setLocalTranslation(0, -100, 0);
165         terrain.setLocalScale(2f, 1f, 2f);
166         rootNode.attachChild(terrain);
167 
168         DirectionalLight light = new DirectionalLight();
169         light.setDirection((new Vector3f(-0.5f, -1f, -0.5f)).normalize());
170         rootNode.addLight(light);
171 
172         cam.setLocation(new Vector3f(0, 10, -10));
173         cam.lookAtDirection(new Vector3f(0, -1.5f, -1).normalizeLocal(), Vector3f.UNIT_Y);
174     }
175 
loadHintText()176     public void loadHintText() {
177         hintText = new BitmapText(guiFont, false);
178         hintText.setSize(guiFont.getCharSet().getRenderedSize());
179         hintText.setLocalTranslation(0, getCamera().getHeight(), 0);
180         hintText.setText("Hit T to switch to wireframe,  P to switch to tri-planar texturing");
181         guiNode.attachChild(hintText);
182     }
183 
setupKeys()184     private void setupKeys() {
185         flyCam.setMoveSpeed(50);
186         inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
187         inputManager.addListener(actionListener, "wireframe");
188         inputManager.addMapping("triPlanar", new KeyTrigger(KeyInput.KEY_P));
189         inputManager.addListener(actionListener, "triPlanar");
190     }
191     private ActionListener actionListener = new ActionListener() {
192 
193         public void onAction(String name, boolean pressed, float tpf) {
194             if (name.equals("wireframe") && !pressed) {
195                 wireframe = !wireframe;
196                 if (!wireframe) {
197                     terrain.setMaterial(matWire);
198                 } else {
199                     terrain.setMaterial(matRock);
200                 }
201             } else if (name.equals("triPlanar") && !pressed) {
202                 triPlanar = !triPlanar;
203                 if (triPlanar) {
204                     matRock.setBoolean("useTriPlanarMapping", true);
205                     // planar textures don't use the mesh's texture coordinates but real world coordinates,
206                     // so we need to convert these texture coordinate scales into real world scales so it looks
207                     // the same when we switch to/from tr-planar mode
208                     matRock.setFloat("Tex1Scale", 1f / (float) (512f / grassScale));
209                     matRock.setFloat("Tex2Scale", 1f / (float) (512f / dirtScale));
210                     matRock.setFloat("Tex3Scale", 1f / (float) (512f / rockScale));
211                 } else {
212                     matRock.setBoolean("useTriPlanarMapping", false);
213                     matRock.setFloat("Tex1Scale", grassScale);
214                     matRock.setFloat("Tex2Scale", dirtScale);
215                     matRock.setFloat("Tex3Scale", rockScale);
216                 }
217             }
218         }
219     };
220 }
221