1package jme3test.terrain;
2
3import com.jme3.app.SimpleApplication;
4import com.jme3.app.state.ScreenshotAppState;
5import com.jme3.bullet.control.CharacterControl;
6import com.jme3.material.Material;
7import com.jme3.math.ColorRGBA;
8import com.jme3.math.Vector3f;
9import com.jme3.terrain.geomipmap.TerrainGrid;
10import com.jme3.terrain.geomipmap.TerrainLodControl;
11import com.jme3.terrain.geomipmap.grid.FractalTileLoader;
12import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;
13import com.jme3.terrain.noise.ShaderUtils;
14import com.jme3.terrain.noise.basis.FilteredBasis;
15import com.jme3.terrain.noise.filter.IterativeFilter;
16import com.jme3.terrain.noise.filter.OptimizedErode;
17import com.jme3.terrain.noise.filter.PerturbFilter;
18import com.jme3.terrain.noise.filter.SmoothFilter;
19import com.jme3.terrain.noise.fractal.FractalSum;
20import com.jme3.terrain.noise.modulator.NoiseModulator;
21import com.jme3.texture.Texture;
22import com.jme3.texture.Texture.WrapMode;
23
24public class TerrainFractalGridTest extends SimpleApplication {
25
26    private Material mat_terrain;
27    private TerrainGrid terrain;
28    private float grassScale = 64;
29    private float dirtScale = 16;
30    private float rockScale = 128;
31
32    public static void main(final String[] args) {
33        TerrainFractalGridTest app = new TerrainFractalGridTest();
34        app.start();
35    }
36    private CharacterControl player3;
37    private FractalSum base;
38    private PerturbFilter perturb;
39    private OptimizedErode therm;
40    private SmoothFilter smooth;
41    private IterativeFilter iterate;
42
43    @Override
44    public void simpleInitApp() {
45        this.flyCam.setMoveSpeed(100f);
46        ScreenshotAppState state = new ScreenshotAppState();
47        this.stateManager.attach(state);
48
49        // TERRAIN TEXTURE material
50        this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md");
51
52        // Parameters to material:
53        // regionXColorMap: X = 1..4 the texture that should be appliad to state X
54        // regionX: a Vector3f containing the following information:
55        //      regionX.x: the start height of the region
56        //      regionX.y: the end height of the region
57        //      regionX.z: the texture scale for the region
58        //  it might not be the most elegant way for storing these 3 values, but it packs the data nicely :)
59        // slopeColorMap: the texture to be used for cliffs, and steep mountain sites
60        // slopeTileFactor: the texture scale for slopes
61        // terrainSize: the total size of the terrain (used for scaling the texture)
62        // GRASS texture
63        Texture grass = this.assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
64        grass.setWrap(WrapMode.Repeat);
65        this.mat_terrain.setTexture("region1ColorMap", grass);
66        this.mat_terrain.setVector3("region1", new Vector3f(15, 200, this.grassScale));
67
68        // DIRT texture
69        Texture dirt = this.assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
70        dirt.setWrap(WrapMode.Repeat);
71        this.mat_terrain.setTexture("region2ColorMap", dirt);
72        this.mat_terrain.setVector3("region2", new Vector3f(0, 20, this.dirtScale));
73
74        // ROCK texture
75        Texture rock = this.assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg");
76        rock.setWrap(WrapMode.Repeat);
77        this.mat_terrain.setTexture("region3ColorMap", rock);
78        this.mat_terrain.setVector3("region3", new Vector3f(198, 260, this.rockScale));
79
80        this.mat_terrain.setTexture("region4ColorMap", rock);
81        this.mat_terrain.setVector3("region4", new Vector3f(198, 260, this.rockScale));
82
83        this.mat_terrain.setTexture("slopeColorMap", rock);
84        this.mat_terrain.setFloat("slopeTileFactor", 32);
85
86        this.mat_terrain.setFloat("terrainSize", 513);
87
88        this.base = new FractalSum();
89        this.base.setRoughness(0.7f);
90        this.base.setFrequency(1.0f);
91        this.base.setAmplitude(1.0f);
92        this.base.setLacunarity(2.12f);
93        this.base.setOctaves(8);
94        this.base.setScale(0.02125f);
95        this.base.addModulator(new NoiseModulator() {
96
97            @Override
98            public float value(float... in) {
99                return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1);
100            }
101        });
102
103        FilteredBasis ground = new FilteredBasis(this.base);
104
105        this.perturb = new PerturbFilter();
106        this.perturb.setMagnitude(0.119f);
107
108        this.therm = new OptimizedErode();
109        this.therm.setRadius(5);
110        this.therm.setTalus(0.011f);
111
112        this.smooth = new SmoothFilter();
113        this.smooth.setRadius(1);
114        this.smooth.setEffect(0.7f);
115
116        this.iterate = new IterativeFilter();
117        this.iterate.addPreFilter(this.perturb);
118        this.iterate.addPostFilter(this.smooth);
119        this.iterate.setFilter(this.therm);
120        this.iterate.setIterations(1);
121
122        ground.addPreFilter(this.iterate);
123
124        this.terrain = new TerrainGrid("terrain", 33, 129, new FractalTileLoader(ground, 256f));
125
126        this.terrain.setMaterial(this.mat_terrain);
127        this.terrain.setLocalTranslation(0, 0, 0);
128        this.terrain.setLocalScale(2f, 1f, 2f);
129        this.rootNode.attachChild(this.terrain);
130
131        TerrainLodControl control = new TerrainLodControl(this.terrain, this.getCamera());
132        control.setLodCalculator(new DistanceLodCalculator(33, 2.7f)); // patch size, and a multiplier
133        this.terrain.addControl(control);
134
135
136
137        this.getCamera().setLocation(new Vector3f(0, 300, 0));
138
139        this.viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));
140
141
142    }
143
144    @Override
145    public void simpleUpdate(final float tpf) {
146    }
147}
148