Can't seem to change lighting in endless terrain example (TerrainGridTest)

I am trying to modify the lighting in the TerrainGridTest example. If I remove the DirectionalLight, the terrain remains lit as it did originally. I also tried adding a SpotLight “flashlight” as mentioned here:



[java]SpotLight spot = new SpotLight();

spot.setSpotRange(100f); // distance

spot.setSpotInnerAngle(15f * FastMath.DEG_TO_RAD); // inner light cone (central beam)

spot.setSpotOuterAngle(35f * FastMath.DEG_TO_RAD); // outer light cone (edge of the light)

spot.setColor(ColorRGBA.White.mult(1.3f)); // light color

spot.setPosition(cam.getLocation()); // shine from camera loc

spot.setDirection(cam.getDirection()); // shine forward from camera loc

rootNode.addLight(spot);





public void simpleUpdate(final float tpf) {

spot.setPosition(cam.getLocation());

spot.setDirection(cam.getLocation());

}[/java]



But still nothing seems to change with the lighting. Other than the lighting code, I have not modified TerrainGridTest.java except to to load TerrainGridTestData.zip from the classpath rather than over HTTP. Why can’t I modify the lighting in this class?



Note: I did successfully add lighting in another example, TestSceneWater.java. Does that have to do with the fact that it uses a Scene and not a Node as the parent object for the light?

It shouldn’t matter what you attach to the scene (a scene is a node), the light should have the same effect as long as you keep the same reference to that light. Do you have other lights in your saved scene? If you made a scene in the SDK and it has lights, and loaded that scene along with some hard-coded lights, then you will have extra lights.

@Sploreg said:
Do you have other lights in your saved scene? If you made a scene in the SDK and it has lights, and loaded that scene along with some hard-coded lights, then you will have extra lights.

I don't think I'm actually loading any saved scenes, just using a TerrainGrid with height-based terrain generated from PNGs. Here is the relevant portion of simpleInitApp:

[java]assetManager.registerLocator("TerrainGridTestData.zip", ZipLocator.class);

// TERRAIN TEXTURE material
this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md");

// Parameters to material:
// regionXColorMap: X = 1..4 the texture that should be appliad to state X
// regionX: a Vector3f containing the following information:
// regionX.x: the start height of the region
// regionX.y: the end height of the region
// regionX.z: the texture scale for the region
// it might not be the most elegant way for storing these 3 values, but it packs the data nicely :)
// slopeColorMap: the texture to be used for cliffs, and steep mountain sites
// slopeTileFactor: the texture scale for slopes
// terrainSize: the total size of the terrain (used for scaling the texture)
// GRASS texture
Texture grass = this.assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
this.mat_terrain.setTexture("region1ColorMap", grass);
this.mat_terrain.setVector3("region1", new Vector3f(88, 200, this.grassScale));

// DIRT texture
Texture dirt = this.assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
this.mat_terrain.setTexture("region2ColorMap", dirt);
this.mat_terrain.setVector3("region2", new Vector3f(0, 90, this.dirtScale));

// ROCK texture
Texture rock = this.assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg");
rock.setWrap(WrapMode.Repeat);
this.mat_terrain.setTexture("region3ColorMap", rock);
this.mat_terrain.setVector3("region3", new Vector3f(198, 260, this.rockScale));

this.mat_terrain.setTexture("region4ColorMap", rock);
this.mat_terrain.setVector3("region4", new Vector3f(198, 260, this.rockScale));

this.mat_terrain.setTexture("slopeColorMap", rock);
this.mat_terrain.setFloat("slopeTileFactor", 32);

this.mat_terrain.setFloat("terrainSize", 129);

this.terrain = new TerrainGrid("terrain", 65, 257, new ImageTileLoader(assetManager, new Namer() {

public String getName(int x, int y) {
return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png";
}
}));

this.terrain.setMaterial(mat_terrain);
this.terrain.setLocalTranslation(0, 0, 0);
this.terrain.setLocalScale(1f, 1f, 1f);
this.rootNode.attachChild(this.terrain);

TerrainLodControl control = new TerrainGridLodControl(this.terrain, getCamera());
control.setLodCalculator( new DistanceLodCalculator(65, 2.7f) ); // patch size, and a multiplier
this.terrain.addControl(control);[/java]

I can post more code if necessary, but like I said, it's practically unmodified from what is in SVN, so maybe I can save everyone the scrolling here :)

“Practically unmodified” is still modified :wink: As I can’t repro this in any tests I will need to see the whole test case.

OK, here’s the whole thing.



[java]import com.jme3.app.SimpleApplication;

import com.jme3.app.state.ScreenshotAppState;

import com.jme3.asset.plugins.HttpZipLocator;

import com.jme3.asset.plugins.ZipLocator;

import com.jme3.bullet.BulletAppState;

import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;

import com.jme3.bullet.collision.shapes.HeightfieldCollisionShape;

import com.jme3.bullet.control.CharacterControl;

import com.jme3.bullet.control.RigidBodyControl;

import com.jme3.input.KeyInput;

import com.jme3.input.controls.ActionListener;

import com.jme3.input.controls.KeyTrigger;

import com.jme3.light.DirectionalLight;

import com.jme3.light.SpotLight;

import com.jme3.material.Material;

import com.jme3.math.ColorRGBA;

import com.jme3.math.FastMath;

import com.jme3.math.Vector3f;

import com.jme3.terrain.geomipmap.TerrainGrid;

import com.jme3.terrain.geomipmap.TerrainGridListener;

import com.jme3.terrain.geomipmap.TerrainGridLodControl;

import com.jme3.terrain.geomipmap.TerrainLodControl;

import com.jme3.terrain.geomipmap.TerrainQuad;

import com.jme3.terrain.geomipmap.grid.ImageTileLoader;

import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;

import com.jme3.terrain.heightmap.Namer;

import com.jme3.texture.Texture;

import com.jme3.texture.Texture.WrapMode;

import java.io.File;



public class TerrainGridTest extends SimpleApplication {



private Material mat_terrain;

private TerrainGrid terrain;

private float grassScale = 64;

private float dirtScale = 16;

private float rockScale = 128;

private boolean usePhysics = false;

private boolean physicsAdded = false;

private SpotLight spot;



public static void main(final String[] args) {

TerrainGridTest app = new TerrainGridTest();

app.start();

}

private CharacterControl player3;



@Override

public void simpleInitApp() {

this.flyCam.setMoveSpeed(100f);

ScreenshotAppState state = new ScreenshotAppState();

this.stateManager.attach(state);



// File file = new File(“TerrainGridTestData.zip”);

// if (!file.exists()) {

// assetManager.registerLocator(“http://jmonkeyengine.googlecode.com/files/TerrainGridTestData.zip”, HttpZipLocator.class);

// } else {

// assetManager.registerLocator(“TerrainGridTestData.zip”, ZipLocator.class);

// }



assetManager.registerLocator(“TerrainGridTestData.zip”, ZipLocator.class);



// TERRAIN TEXTURE material

this.mat_terrain = new Material(this.assetManager, “Common/MatDefs/Terrain/HeightBasedTerrain.j3md”);



// Parameters to material:

// regionXColorMap: X = 1…4 the texture that should be appliad to state X

// regionX: a Vector3f containing the following information:

// regionX.x: the start height of the region

// regionX.y: the end height of the region

// regionX.z: the texture scale for the region

// it might not be the most elegant way for storing these 3 values, but it packs the data nicely :slight_smile:

// slopeColorMap: the texture to be used for cliffs, and steep mountain sites

// slopeTileFactor: the texture scale for slopes

// terrainSize: the total size of the terrain (used for scaling the texture)

// GRASS texture

Texture grass = this.assetManager.loadTexture(“Textures/Terrain/splat/grass.jpg”);

grass.setWrap(WrapMode.Repeat);

this.mat_terrain.setTexture(“region1ColorMap”, grass);

this.mat_terrain.setVector3(“region1”, new Vector3f(88, 200, this.grassScale));



// DIRT texture

Texture dirt = this.assetManager.loadTexture(“Textures/Terrain/splat/dirt.jpg”);

dirt.setWrap(WrapMode.Repeat);

this.mat_terrain.setTexture(“region2ColorMap”, dirt);

this.mat_terrain.setVector3(“region2”, new Vector3f(0, 90, this.dirtScale));



// ROCK texture

Texture rock = this.assetManager.loadTexture(“Textures/Terrain/Rock2/rock.jpg”);

rock.setWrap(WrapMode.Repeat);

this.mat_terrain.setTexture(“region3ColorMap”, rock);

this.mat_terrain.setVector3(“region3”, new Vector3f(198, 260, this.rockScale));



this.mat_terrain.setTexture(“region4ColorMap”, rock);

this.mat_terrain.setVector3(“region4”, new Vector3f(198, 260, this.rockScale));



this.mat_terrain.setTexture(“slopeColorMap”, rock);

this.mat_terrain.setFloat(“slopeTileFactor”, 32);



this.mat_terrain.setFloat(“terrainSize”, 129);



this.terrain = new TerrainGrid(“terrain”, 65, 257, new ImageTileLoader(assetManager, new Namer() {



public String getName(int x, int y) {

return “Scenes/TerrainMountains/terrain_” + x + “_” + y + “.png”;

}

}));



this.terrain.setMaterial(mat_terrain);

this.terrain.setLocalTranslation(0, 0, 0);

this.terrain.setLocalScale(1f, 1f, 1f);

this.rootNode.attachChild(this.terrain);



TerrainLodControl control = new TerrainGridLodControl(this.terrain, getCamera());

control.setLodCalculator( new DistanceLodCalculator(65, 2.7f) ); // patch size, and a multiplier

this.terrain.addControl(control);



final BulletAppState bulletAppState = new BulletAppState();

stateManager.attach(bulletAppState);



this.getCamera().setLocation(new Vector3f(0, 200, 0));



this.viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));



// DirectionalLight light = new DirectionalLight();

// light.setDirection((new Vector3f(-0.5f, -1f, -0.5f)).normalize());

// light.setColor(ColorRGBA.Red.clone().multLocal(2));

// rootNode.addLight(light);



spot = new SpotLight();

spot.setSpotRange(100f); // distance

spot.setSpotInnerAngle(15f * FastMath.DEG_TO_RAD); // inner light cone (central beam)

spot.setSpotOuterAngle(35f * FastMath.DEG_TO_RAD); // outer light cone (edge of the light)

spot.setColor(ColorRGBA.White.clone().multLocal(2)); // light color

spot.setPosition(cam.getLocation()); // shine from camera loc

spot.setDirection(cam.getDirection()); // shine forward from camera loc

rootNode.addLight(spot);



if (usePhysics) {

CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(0.5f, 1.8f, 1);

player3 = new CharacterControl(capsuleShape, 0.5f);

player3.setJumpSpeed(20);

player3.setFallSpeed(10);

player3.setGravity(10);



player3.setPhysicsLocation(new Vector3f(cam.getLocation().x, 256, cam.getLocation().z));



bulletAppState.getPhysicsSpace().add(player3);



terrain.addListener(new TerrainGridListener() {



public void gridMoved(Vector3f newCenter) {

}



public Material tileLoaded(Material material, Vector3f cell) {

return material;

}



public void tileAttached(Vector3f cell, TerrainQuad quad) {

while(quad.getControl(RigidBodyControl.class)!=null){

quad.removeControl(RigidBodyControl.class);

}

quad.addControl(new RigidBodyControl(new HeightfieldCollisionShape(quad.getHeightMap(), terrain.getLocalScale()), 0));

bulletAppState.getPhysicsSpace().add(quad);

}



public void tileDetached(Vector3f cell, TerrainQuad quad) {

bulletAppState.getPhysicsSpace().remove(quad);

quad.removeControl(RigidBodyControl.class);

}



});

}



this.initKeys();

}



private void initKeys() {

// You can map one or several inputs to one named action

this.inputManager.addMapping(“Lefts”, new KeyTrigger(KeyInput.KEY_A));

this.inputManager.addMapping(“Rights”, new KeyTrigger(KeyInput.KEY_D));

this.inputManager.addMapping(“Ups”, new KeyTrigger(KeyInput.KEY_W));

this.inputManager.addMapping(“Downs”, new KeyTrigger(KeyInput.KEY_S));

this.inputManager.addMapping(“Jumps”, new KeyTrigger(KeyInput.KEY_SPACE));

this.inputManager.addListener(this.actionListener, “Lefts”);

this.inputManager.addListener(this.actionListener, “Rights”);

this.inputManager.addListener(this.actionListener, “Ups”);

this.inputManager.addListener(this.actionListener, “Downs”);

this.inputManager.addListener(this.actionListener, “Jumps”);

}

private boolean left;

private boolean right;

private boolean up;

private boolean down;

private final ActionListener actionListener = new ActionListener() {



@Override

public void onAction(final String name, final boolean keyPressed, final float tpf) {

if (name.equals(“Lefts”)) {

if (keyPressed) {

TerrainGridTest.this.left = true;

} else {

TerrainGridTest.this.left = false;

}

} else if (name.equals(“Rights”)) {

if (keyPressed) {

TerrainGridTest.this.right = true;

} else {

TerrainGridTest.this.right = false;

}

} else if (name.equals(“Ups”)) {

if (keyPressed) {

TerrainGridTest.this.up = true;

} else {

TerrainGridTest.this.up = false;

}

} else if (name.equals(“Downs”)) {

if (keyPressed) {

TerrainGridTest.this.down = true;

} else {

TerrainGridTest.this.down = false;

}

} else if (name.equals(“Jumps”)) {

TerrainGridTest.this.player3.jump();

}

}

};

private final Vector3f walkDirection = new Vector3f();



@Override

public void simpleUpdate(final float tpf) {

Vector3f camDir = this.cam.getDirection().clone().multLocal(0.6f);

Vector3f camLeft = this.cam.getLeft().clone().multLocal(0.4f);

this.walkDirection.set(0, 0, 0);

if (this.left) {

this.walkDirection.addLocal(camLeft);

}

if (this.right) {

this.walkDirection.addLocal(camLeft.negate());

}

if (this.up) {

this.walkDirection.addLocal(camDir);

}

if (this.down) {

this.walkDirection.addLocal(camDir.negate());

}



if (usePhysics) {

this.player3.setWalkDirection(this.walkDirection);

this.cam.setLocation(this.player3.getPhysicsLocation());

}



spot.setPosition(cam.getLocation()); // shine from camera loc

spot.setDirection(cam.getDirection()); // shine forward from camera loc

}

}[/java]

ah, you are using HeightBasedTerrain.j3md, you need TerrainLighting.j3md. The former does not support lighting.

1 Like
@Sploreg said:
ah, you are using HeightBasedTerrain.j3md, you need TerrainLighting.j3md. The former does not support lighting.


Thanks, that did the trick. I had to modify the texture names in my code as well (e.g. "region1ColorMap" -> "DiffuseMap"), but I can successfully change the lighting now.