List of usage examples for javax.media.j3d TextureUnitState TextureUnitState
public TextureUnitState(Texture texture, TextureAttributes textureAttributes,
TexCoordGeneration texCoordGeneration)
From source file:MultiTextureTest.java
public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a Transformgroup to scale all objects so they // appear in the scene. TransformGroup objScale = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setScale(0.4);// w w w . j av a 2s.com objScale.setTransform(t3d); objRoot.addChild(objScale); TransformGroup objTrans = new TransformGroup(); //write-enable for behaviors objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); objTrans.setCapability(TransformGroup.ENABLE_PICK_REPORTING); objScale.addChild(objTrans); Appearance ap = new Appearance(); // load textures TextureAttributes texAttr1 = new TextureAttributes(); texAttr1.setTextureMode(TextureAttributes.DECAL); TextureAttributes texAttr2 = new TextureAttributes(); texAttr2.setTextureMode(TextureAttributes.MODULATE); TextureLoader tex = new TextureLoader(stoneImage, new String("RGB"), this); if (tex == null) return null; stoneTex = tex.getTexture(); tex = new TextureLoader(skyImage, new String("RGB"), this); if (tex == null) return null; skyTex = tex.getTexture(); lightTex = createLightMap(); textureUnitState[0] = new TextureUnitState(stoneTex, texAttr1, null); textureUnitState[0].setCapability(TextureUnitState.ALLOW_STATE_WRITE); textureUnitState[1] = new TextureUnitState(lightTex, texAttr2, null); textureUnitState[1].setCapability(TextureUnitState.ALLOW_STATE_WRITE); ap.setTextureUnitState(textureUnitState); //Create a Box Box BoxObj = new Box(1.5f, 1.5f, 0.8f, Box.GENERATE_NORMALS | Box.GENERATE_TEXTURE_COORDS, ap, 2); // add it to the scene graph. objTrans.addChild(BoxObj); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); //Shine it with two lights. Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f); Color3f lColor2 = new Color3f(0.2f, 0.2f, 0.1f); Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f); Vector3f lDir2 = new Vector3f(0.0f, 0.0f, -1.0f); DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1); DirectionalLight lgt2 = new DirectionalLight(lColor2, lDir2); lgt1.setInfluencingBounds(bounds); lgt2.setInfluencingBounds(bounds); objScale.addChild(lgt1); objScale.addChild(lgt2); // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:InterleavedTest.java
BranchGroup createSceneGraph() {
BranchGroup objRoot = new BranchGroup();
// Set up attributes to render lines
app = new Appearance();
app.setCapability(Appearance.ALLOW_TEXTURE_UNIT_STATE_WRITE);
transp = new TransparencyAttributes();
transp.setTransparency(0.5f);//from w w w . j av a 2 s . co m
transp.setCapability(TransparencyAttributes.ALLOW_MODE_WRITE);
transp.setTransparencyMode(TransparencyAttributes.NONE);
app.setTransparencyAttributes(transp);
// load textures
TextureAttributes texAttr1 = new TextureAttributes();
texAttr1.setTextureMode(TextureAttributes.DECAL);
TextureAttributes texAttr2 = new TextureAttributes();
texAttr2.setTextureMode(TextureAttributes.MODULATE);
TextureLoader tex = new TextureLoader(texImage1, new String("RGB"), this);
if (tex == null)
return null;
tex1 = tex.getTexture();
tex = new TextureLoader(texImage2, new String("RGB"), this);
if (tex == null)
return null;
tex2 = tex.getTexture();
textureUnitState[0] = new TextureUnitState(tex1, texAttr1, null);
textureUnitState[1] = new TextureUnitState(tex2, texAttr2, null);
tetraRegular = createGeometry(1);
tetraStrip = createGeometry(2);
tetraIndexed = createGeometry(3);
tetraIndexedStrip = createGeometry(4);
geoArrays[0] = tetraRegular;
geoArrays[1] = tetraStrip;
geoArrays[2] = tetraIndexed;
geoArrays[3] = tetraIndexedStrip;
shape = new Shape3D(tetraRegular, app);
shape.setCapability(Shape3D.ALLOW_GEOMETRY_WRITE);
Transform3D t = new Transform3D();
// move the object upwards
t.set(new Vector3f(0.0f, 0.3f, 0.0f));
// rotate the shape
Transform3D temp = new Transform3D();
temp.rotX(Math.PI / 4.0d);
t.mul(temp);
temp.rotY(Math.PI / 4.0d);
t.mul(temp);
// Shrink the object
t.setScale(0.6);
TransformGroup trans = new TransformGroup(t);
trans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
trans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
objRoot.addChild(trans);
trans.addChild(shape);
BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
// Set up the global lights
Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f);
Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f);
Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f);
AmbientLight aLgt = new AmbientLight(alColor);
aLgt.setInfluencingBounds(bounds);
DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
lgt1.setInfluencingBounds(bounds);
objRoot.addChild(aLgt);
objRoot.addChild(lgt1);
// Let Java 3D perform optimizations on this scene graph.
objRoot.compile();
return objRoot;
}
From source file:InterleavedNIOBuffer.java
BranchGroup createSceneGraph() {
BranchGroup objRoot = new BranchGroup();
// Set up attributes to render lines
app = new Appearance();
app.setCapability(Appearance.ALLOW_TEXTURE_UNIT_STATE_WRITE);
transp = new TransparencyAttributes();
transp.setTransparency(0.5f);// w w w. j a va2s . com
transp.setCapability(TransparencyAttributes.ALLOW_MODE_WRITE);
transp.setTransparencyMode(TransparencyAttributes.NONE);
app.setTransparencyAttributes(transp);
// load textures
TextureAttributes texAttr1 = new TextureAttributes();
texAttr1.setTextureMode(TextureAttributes.DECAL);
TextureAttributes texAttr2 = new TextureAttributes();
texAttr2.setTextureMode(TextureAttributes.MODULATE);
TextureLoader tex = new TextureLoader(texImage1, new String("RGB"), this);
if (tex == null)
return null;
tex1 = tex.getTexture();
tex = new TextureLoader(texImage2, new String("RGB"), this);
if (tex == null)
return null;
tex2 = tex.getTexture();
textureUnitState[0] = new TextureUnitState(tex1, texAttr1, null);
textureUnitState[1] = new TextureUnitState(tex2, texAttr2, null);
createInterleavedBuffers();
tetraRegular = createGeometry(1);
tetraStrip = createGeometry(2);
tetraIndexed = createGeometry(3);
tetraIndexedStrip = createGeometry(4);
geoArrays[0] = tetraRegular;
geoArrays[1] = tetraStrip;
geoArrays[2] = tetraIndexed;
geoArrays[3] = tetraIndexedStrip;
shape = new Shape3D(tetraRegular, app);
shape.setCapability(Shape3D.ALLOW_GEOMETRY_WRITE);
Transform3D t = new Transform3D();
// move the object upwards
t.set(new Vector3f(0.0f, 0.3f, 0.0f));
// rotate the shape
Transform3D temp = new Transform3D();
temp.rotX(Math.PI / 4.0d);
t.mul(temp);
temp.rotY(Math.PI / 4.0d);
t.mul(temp);
// Shrink the object
t.setScale(0.6);
TransformGroup trans = new TransformGroup(t);
trans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
trans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
objRoot.addChild(trans);
trans.addChild(shape);
BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
// Set up the global lights
Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f);
Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f);
Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f);
AmbientLight aLgt = new AmbientLight(alColor);
aLgt.setInfluencingBounds(bounds);
DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
lgt1.setInfluencingBounds(bounds);
objRoot.addChild(aLgt);
objRoot.addChild(lgt1);
// Let Java 3D perform optimizations on this scene graph.
objRoot.compile();
return objRoot;
}