Material Definition Language

As i posted this already in the generel discussion section, i post this topic by advice

in this section:



Hello, i am new to JME and considering using it for some own projects.
First i took a look at the Ogre3d engine and Ogre4j.
Ogre has this nice material language where you can bind predefined
materials in a text file to an entity (guess entity is what spartial is in jme).
is/will there be something similiar in JME?
would love to see this  :)


in ogre its looking something like this:

material Material/SOLID/earthground.jpg
{
    receive_shadows on

    technique
    {
        // base pass
        pass
        {
            // no lighting
            lighting off

            texture_unit
            {
                // We use the grass texture as the base. other textures are blended over it
                texture grass.jpg
                // Scale the texture so, that it looks nice
                scale 0.1 0.1
                // Only blend colour
                //colour_op_ex source1 src_texture src_texture
            }
        }

        // dirt pass
        pass
        {
            // no lighting
            lighting off

            // blend with former pass
            scene_blend alpha_blend

            // only overwrite fragments with the same depth
            depth_func equal

            // alpha map for the dirt
            texture_unit
            {
                texture alpha_dirt.png

                // use alpha from this texture
                alpha_op_ex source1 src_texture src_texture
                // and colour from last pass
                colour_op_ex source2 src_texture src_texture
            }

            // detail texture
            texture_unit
            {
                texture dirt.jpg
                scale 0.15 0.15
                // alpha blend colour with colour from last pass
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }

        // .... further detail passes like the former one

        // lighting pass
        pass
        {
            ambient 0.5 0.5 0.5 1
            diffuse 0.3 0.3 0.3
           

            depth_func equal
            scene_blend zero src_colour
        }
    }
}


its better explained in this wiki:
http://www.ogre3d.org/wiki/index.php/Materials


EDIT:
maybe i should reference this thread in the forum.
its about some kind of xml def. language:
http://www.jmonkeyengine.com/jmeforum/index.php?topic=940.0
personally i like more the pure text, ogre style (similar to quake3 or doom3 shader/materials).
xml is too much overhead in my opinion.