Texture: picture ball : Texture « 3D « Java






Texture: picture ball

/*
The Joy of Java 3D

by Greg Hopkins

Copyright Copyright 2001


*/

/*
Materials make change the appearance of a whole shape, but sometimes even the shiniest 
objects can seem dull. By adding texture you can produce more interesting effects like 
marbling or wrapping a two-dimensional image around your object.

The TextureLoader class enables you to load an image to use as a texture. The dimensions 
of your image must be powers of two, for example 128 pixels by 256. When you load the 
texture you can also specify how you want to use the image. For example, RGB to use the 
color of the image or LUMINANCE to see the image in black and white.

After the texture is loaded, you can change the TextureAttributes to say whether you want 
the image to replace the object underneath or modulate the underlying color. You can also 
apply it as a decal or blend the image with the color of your choice. 

If you are using a simple object like a sphere then you will also have to enable texturing
 by setting the "primitive flags". These can be set to Primitive.GENERATE_NORMALS + 
 Primitive.GENERATE_TEXTURE_COORDS when you create the object.

In case this is starting to sound a bit complicated, here is an example. You can 
experiment with the texture settings in this example and compare the results. You can 
download the picture I used from http://www.java3d.org/Arizona.jpg or you can substitute 
a picture of your own.


*/

import java.awt.Container;

import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.Material;
import javax.media.j3d.Texture;
import javax.media.j3d.TextureAttributes;
import javax.vecmath.Color3f;
import javax.vecmath.Color4f;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3f;

import com.sun.j3d.utils.geometry.Primitive;
import com.sun.j3d.utils.geometry.Sphere;
import com.sun.j3d.utils.image.TextureLoader;
import com.sun.j3d.utils.universe.SimpleUniverse;

public class PictureBall {

  public PictureBall() {

    // Create the universe
    SimpleUniverse universe = new SimpleUniverse();

    // Create a structure to contain objects
    BranchGroup group = new BranchGroup();

    // Set up colors
    Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f red = new Color3f(0.7f, .15f, .15f);

    // Set up the texture map
    TextureLoader loader = new TextureLoader("K:\\3d\\Arizona.jpg",
        "LUMINANCE", new Container());
    Texture texture = loader.getTexture();
    texture.setBoundaryModeS(Texture.WRAP);
    texture.setBoundaryModeT(Texture.WRAP);
    texture.setBoundaryColor(new Color4f(0.0f, 1.0f, 0.0f, 0.0f));

    // Set up the texture attributes
    //could be REPLACE, BLEND or DECAL instead of MODULATE
    TextureAttributes texAttr = new TextureAttributes();
    texAttr.setTextureMode(TextureAttributes.MODULATE);
    Appearance ap = new Appearance();
    ap.setTexture(texture);
    ap.setTextureAttributes(texAttr);

    //set up the material
    ap.setMaterial(new Material(red, black, red, black, 1.0f));

    // Create a ball to demonstrate textures
    int primflags = Primitive.GENERATE_NORMALS
        + Primitive.GENERATE_TEXTURE_COORDS;
    Sphere sphere = new Sphere(0.5f, primflags, ap);
    group.addChild(sphere);

    // Create lights
    Color3f light1Color = new Color3f(1f, 1f, 1f);
    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
        100.0);

    Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f);
    DirectionalLight light1 = new DirectionalLight(light1Color,
        light1Direction);
    light1.setInfluencingBounds(bounds);
    group.addChild(light1);

    AmbientLight ambientLight = new AmbientLight(new Color3f(.5f, .5f, .5f));
    ambientLight.setInfluencingBounds(bounds);
    group.addChild(ambientLight);

    // look towards the ball
    universe.getViewingPlatform().setNominalViewingTransform();

    // add the group of objects to the Universe
    universe.addBranchGraph(group);
  }

  public static void main(String[] args) {
    new PictureBall();
  }
}

           
       








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2.TexCoordGeneration class to automatically define the texture coordinates
3.The simple application of textures
4.ExTexture - illustrate use of textures
5.Illustrates how a texture image can be dynamically rotated at runtime
6.Illustrates dynamic texture coordinate generation using the TexCoordGeneration class
7.Create geometry to display the texture image mapped onto a triangulated polygon
8.Image Component By ReferenceImage Component By Reference
9.Interleaved TestInterleaved Test
10.Texture ImageTexture Image
11.Multi TextureMulti Texture
12.Texture By Reference
13.Texture MappingTexture Mapping