I would like to place JPEG texture map on sphere. It works for me, but I want to rotate texture by 180 degrees. I.e I want image to start not from zero UV coordinates, but earlier.
UPDATE
I have tried to reassign texture coordinates of a sphere. Texture coordinates are float, and I was hoping they are not constrained to the range of [0..1]. Otherwise it should placed my image into the region of [0..1 x 0..1].
It did something like latter, but not precise:
I.e. entire image was put into small region of a sphere. But, this exact region, where it is located, corresponds with negative values of U
, i.e. at the same longitude, where image margin was in previous experiment (top sphere).
Why?
Image is here: https://en.wikipedia.org/wiki/File:Equirectangular_projection_SW.jpg
The code is follows:
package tests.com.jme3;
import java.nio.FloatBuffer;
import com.jme3.app.SimpleApplication;
import com.jme3.font.BitmapText;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.VertexBuffer.Usage;
import com.jme3.scene.shape.Sphere;
import com.jme3.util.BufferUtils;
public class Try_TextureTransform extends SimpleApplication {
public static void main(String[] args) {
Try_TextureTransform app = new Try_TextureTransform();
app.setShowSettings(false);
app.start(); // start the game
}
final float speed = 0.01f;
BitmapText hudText;
Sphere sphere1Mesh, sphere2Mesh;
Material sphere1Mat, sphere2Mat;
Geometry sphere1Geo, sphere2Geo;
Quaternion orientation;
DirectionalLight sun;
@Override
public void simpleInitApp() {
flyCam.setEnabled(false);
setDisplayStatView(false);
setDisplayFps(false);
hudText = new BitmapText(guiFont, false);
hudText.setSize(guiFont.getCharSet().getRenderedSize()); // font size
hudText.setColor(ColorRGBA.Blue); // font color
hudText.setText(""); // the text
hudText.setLocalTranslation(300, hudText.getLineHeight()*2, 0); // position
guiNode.attachChild(hudText);
sphere1Mesh = new Sphere(50, 50, 2);
sphere1Mesh.setTextureMode(Sphere.TextureMode.Projected); // matrc
sphere1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
sphere1Mat.setTexture("ColorMap", assetManager.loadTexture("textures/Equirectangular_projection_SW.jpg"));
sphere1Geo = new Geometry("Sphere2", sphere1Mesh);
sphere1Geo.setMaterial(sphere1Mat);
sphere1Geo.setLocalTranslation(0, 0, 2);
sphere2Mesh = new Sphere(50, 50, 2);
VertexBuffer vb = sphere2Mesh.getBuffer(Type.Position);
FloatBuffer fb = (FloatBuffer) vb.getData();
float[] vertexCoordinates = BufferUtils.getFloatArray(fb);
VertexBuffer vb2 = sphere2Mesh.getBuffer(Type.TexCoord);
FloatBuffer fb2 = (FloatBuffer) vb2.getData();
float[] uvCoordinates = BufferUtils.getFloatArray(fb2);
double rho;
for (int i = 0; i < vertexCoordinates.length/3; ++i) {
uvCoordinates[i*2] = (float) Math.atan2(vertexCoordinates[i*3+1], vertexCoordinates[i*3]);
rho = Math.sqrt(Math.pow( vertexCoordinates[i*3], 2) + Math.pow( vertexCoordinates[i*3+1], 2));
uvCoordinates[i*2+1] = (float) Math.atan2(vertexCoordinates[i*3+2], rho);
}
//apply new texture coordinates
VertexBuffer uvCoordsBuffer = new VertexBuffer(Type.TexCoord);
uvCoordsBuffer.setupData(Usage.Static, 2, com.jme3.scene.VertexBuffer.Format.Float, BufferUtils.createFloatBuffer(uvCoordinates));
sphere2Mesh.clearBuffer(Type.TexCoord);
sphere2Mesh.setBuffer(uvCoordsBuffer);
//sphere2Mesh.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
sphere2Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
sphere2Mat.setTexture("ColorMap", assetManager.loadTexture("textures/Equirectangular_projection_SW.jpg"));
sphere2Geo = new Geometry("Sphere2", sphere2Mesh);
sphere2Geo.setMaterial(sphere2Mat);
sphere2Geo.setLocalTranslation(0, 0, -2);
cam.setLocation(new Vector3f(-10, 0, 0));
cam.lookAt(Vector3f.ZERO, Vector3f.UNIT_Z);
rootNode.attachChild(sphere1Geo);
rootNode.attachChild(sphere2Geo);
}
@Override
public void simpleUpdate(float tpf) {
Vector2f cursorPosition = inputManager.getCursorPosition();
Vector3f cursorPositionWorld = cam.getWorldCoordinates(cursorPosition, 1);
orientation = new Quaternion().fromAngleAxis(cursorPositionWorld.z*speed, Vector3f.UNIT_Y);
orientation.multLocal(new Quaternion().fromAngleAxis(-cursorPositionWorld.y*speed, Vector3f.UNIT_Z));
rootNode.setLocalRotation(orientation);
}
}
The correct way to do this is just to rotate the geometry as you see fit or edit the texture (techniques 1 and 2) but because you talk about modifying the texture coordinates themselves I include techniques 3 and 4 in case you are using this example to learn a larger technique for when it is appropriate.
Rotate the geometry so that it is orientated the way you want it. This is by far the easiest, most appropriate and most understandable technique and what I recommend
//Add this
Quaternion quat=new Quaternion();
quat.fromAngles(0 ,0 , FastMath.PI);
sphere1Geo.setLocalRotation(quat);
public class Main extends SimpleApplication {
public static void main(String[] args) {
Main app = new Main();
app.setShowSettings(false);
app.start(); // start the game
}
final float speed = 0.01f;
BitmapText hudText;
Quaternion orientation;
DirectionalLight sun;
@Override
public void simpleInitApp() {
flyCam.setEnabled(false);
setDisplayStatView(false);
setDisplayFps(false);
hudText = new BitmapText(guiFont, false);
hudText.setSize(guiFont.getCharSet().getRenderedSize()); // font size
hudText.setColor(ColorRGBA.Blue); // font color
hudText.setText(""); // the text
hudText.setLocalTranslation(300, hudText.getLineHeight()*2, 0); // position
guiNode.attachChild(hudText);
cam.setLocation(new Vector3f(10, 0, 0));
cam.lookAt(Vector3f.ZERO, Vector3f.UNIT_Z);
addOriginalSphere();
addRotatedSphere();
}
public void addOriginalSphere(){
Sphere sphere1Mesh = new Sphere(50, 50, 2);
sphere1Mesh.setTextureMode(Sphere.TextureMode.Projected); // matrc
Material sphere1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
sphere1Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/world.png"));
Geometry sphere1Geo = new Geometry("Original Sphere", sphere1Mesh);
sphere1Geo.setMaterial(sphere1Mat);
sphere1Geo.setLocalTranslation(0, -2, 0);
rootNode.attachChild(sphere1Geo);
}
public void addRotatedSphere(){
Sphere sphere1Mesh = new Sphere(50, 50, 2);
sphere1Mesh.setTextureMode(Sphere.TextureMode.Projected); // matrc
Material sphere1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
sphere1Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/world.png"));
Geometry sphere1Geo = new Geometry("Rotated Sphere", sphere1Mesh);
sphere1Geo.setMaterial(sphere1Mat);
sphere1Geo.setLocalTranslation(0, 2, 0);
//Add this
Quaternion quat=new Quaternion();
quat.fromAngles(0 ,0 , FastMath.PI);
sphere1Geo.setLocalRotation(quat);
rootNode.attachChild(sphere1Geo);
}
@Override
public void simpleUpdate(float tpf) {
}
}
Many image editing programs exist, the one I use is Paint.Net and (like most editing software) gives exact pixel mouse coordinates. Just cut and paste the image such that greenwich is at the far left. In your case you need to edit the image anyway because it has that horrible white border on it.
This is overkill for this and is not what I recomend. But if this is an excercise to learn to create your own custom mesh then read on
public void addRotatedSphere_ByMessingWithMesh(){
Sphere sphere1Mesh = new Sphere(50, 50, 2);
sphere1Mesh.setTextureMode(Sphere.TextureMode.Projected); // matrc
FloatBuffer textureBuffer=sphere1Mesh.getFloatBuffer(Type.TexCoord);
float[] newTextureCoordinates=new float[textureBuffer.capacity()];
for(int i=0;i<newTextureCoordinates.length;i++){
//texture buffer goes x co-ordinate, y coordinate, x coordinate, y coordinate
if (i%2!=1){
newTextureCoordinates[i]=(float)((textureBuffer.get(i)+0.5)%1);
}else{
newTextureCoordinates[i]=textureBuffer.get(i);
}
}
sphere1Mesh.setBuffer(Type.TexCoord, 2,newTextureCoordinates);
Material sphere1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
sphere1Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/world.png"));
Geometry sphere1Geo = new Geometry("Rotated Sphere", sphere1Mesh);
sphere1Geo.setMaterial(sphere1Mat);
sphere1Geo.setLocalTranslation(0, 2, 0);
rootNode.attachChild(sphere1Geo);
}
This has a problem because the seam at the back is not done properly; because the true texture coordinates go 0,0.2,0.4,0.8,1. Whereas out new ones do a wrap around on the far side. In this specific example you can do a manual handling of the seam but you can already see that this is a pain.
This is bordering on rediculus but you could write a custom shader that would take the true texture coordinates and apply a transformation similar to the one performed within Technique 3, but this would be done on the graphics card and is a nightmare to debug.
It goes without saying that that would be using a small nuclear weapon to kill a fly and I shall not explain all the step explicity (but its heavily based on unshaded.j3md and unshaded.vert
Only change is to mention our custom vertex shader rather than use the custom one
MaterialDef Unshaded {
MaterialParameters {
Texture2D ColorMap
Texture2D LightMap
Color Color (Color)
Boolean VertexColor (UseVertexColor)
Boolean SeparateTexCoord
// Texture of the glowing parts of the material
Texture2D GlowMap
// The glow color of the object
Color GlowColor
// For hardware skinning
Int NumberOfBones
Matrix4Array BoneMatrices
// Alpha threshold for fragment discarding
Float AlphaDiscardThreshold (AlphaTestFallOff)
//Shadows
Int FilterMode
Boolean HardwareShadows
Texture2D ShadowMap0
Texture2D ShadowMap1
Texture2D ShadowMap2
Texture2D ShadowMap3
//pointLights
Texture2D ShadowMap4
Texture2D ShadowMap5
Float ShadowIntensity
Vector4 Splits
Vector2 FadeInfo
Matrix4 LightViewProjectionMatrix0
Matrix4 LightViewProjectionMatrix1
Matrix4 LightViewProjectionMatrix2
Matrix4 LightViewProjectionMatrix3
//pointLight
Matrix4 LightViewProjectionMatrix4
Matrix4 LightViewProjectionMatrix5
Vector3 LightPos
Vector3 LightDir
Float PCFEdge
Float ShadowMapSize
}
Technique {
VertexShader GLSL100: MatDefs/TextureSplitting.vert
FragmentShader GLSL100: Common/MatDefs/Misc/Unshaded.frag
WorldParameters {
WorldViewProjectionMatrix
}
Defines {
SEPARATE_TEXCOORD : SeparateTexCoord
HAS_COLORMAP : ColorMap
HAS_LIGHTMAP : LightMap
HAS_VERTEXCOLOR : VertexColor
HAS_COLOR : Color
NUM_BONES : NumberOfBones
DISCARD_ALPHA : AlphaDiscardThreshold
}
}
Technique {
}
Technique PreNormalPass {
VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
NormalMatrix
}
Defines {
NUM_BONES : NumberOfBones
}
}
Technique PreShadow {
VertexShader GLSL100 : Common/MatDefs/Shadow/PreShadow.vert
FragmentShader GLSL100 : Common/MatDefs/Shadow/PreShadow.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
}
Defines {
COLOR_MAP : ColorMap
DISCARD_ALPHA : AlphaDiscardThreshold
NUM_BONES : NumberOfBones
}
ForcedRenderState {
FaceCull Off
DepthTest On
DepthWrite On
PolyOffset 5 3
ColorWrite Off
}
}
Technique PostShadow15{
VertexShader GLSL150: Common/MatDefs/Shadow/PostShadow15.vert
FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadow15.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
}
Defines {
HARDWARE_SHADOWS : HardwareShadows
FILTER_MODE : FilterMode
PCFEDGE : PCFEdge
DISCARD_ALPHA : AlphaDiscardThreshold
COLOR_MAP : ColorMap
SHADOWMAP_SIZE : ShadowMapSize
FADE : FadeInfo
PSSM : Splits
POINTLIGHT : LightViewProjectionMatrix5
NUM_BONES : NumberOfBones
}
ForcedRenderState {
Blend Modulate
DepthWrite Off
PolyOffset -0.1 0
}
}
Technique PostShadow{
VertexShader GLSL100: Common/MatDefs/Shadow/PostShadow.vert
FragmentShader GLSL100: Common/MatDefs/Shadow/PostShadow.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
}
Defines {
HARDWARE_SHADOWS : HardwareShadows
FILTER_MODE : FilterMode
PCFEDGE : PCFEdge
DISCARD_ALPHA : AlphaDiscardThreshold
COLOR_MAP : ColorMap
SHADOWMAP_SIZE : ShadowMapSize
FADE : FadeInfo
PSSM : Splits
POINTLIGHT : LightViewProjectionMatrix5
NUM_BONES : NumberOfBones
}
ForcedRenderState {
Blend Modulate
DepthWrite Off
PolyOffset -0.1 0
}
}
Technique Glow {
VertexShader GLSL100: Common/MatDefs/Misc/TextureSplitting.vert
FragmentShader GLSL100: Common/MatDefs/Light/Glow.frag
WorldParameters {
WorldViewProjectionMatrix
}
Defines {
NEED_TEXCOORD1
HAS_GLOWMAP : GlowMap
HAS_GLOWCOLOR : GlowColor
NUM_BONES : NumberOfBones
}
}
}
Use a translation to map the true texture coordinates to the shifted coordinates. Incidently if you think this isn't java; it isn't. Its OpenGL Shader Langauge.
#import "Common/ShaderLib/Skinning.glsllib"
uniform mat4 g_WorldViewProjectionMatrix;
attribute vec3 inPosition;
#if defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD))
#define NEED_TEXCOORD1
#endif
attribute vec2 inTexCoord;
attribute vec2 inTexCoord2;
attribute vec4 inColor;
varying vec2 texCoord1;
varying vec2 texCoord2;
varying vec4 vertColor;
void main(){
#ifdef NEED_TEXCOORD1
texCoord1 = inTexCoord;
texCoord1.x=texCoord1.x+0.5;
if (texCoord1.x>1){
texCoord1.x=texCoord1.x-1;
}
#endif
#ifdef SEPARATE_TEXCOORD
texCoord2 = inTexCoord2;
#endif
#ifdef HAS_VERTEXCOLOR
vertColor = inColor;
#endif
vec4 modelSpacePos = vec4(inPosition, 1.0);
#ifdef NUM_BONES
Skinning_Compute(modelSpacePos);
#endif
gl_Position = g_WorldViewProjectionMatrix * modelSpacePos;
}
Then use this as a material instead of unshaded.j3md
Material sphere1Mat = new Material(assetManager, "Materials/TextureSplitting.j3md");
Again there is a nasty break around the back where the true texture roles over between 0 and 1 which we could handle explicitly if we wanted but we'd have to make sure there were 2 vertexs at the split point one with texture coordinate 0 and one with texture coordinate 1.
Techniques 1 or 2 are the ones you should use. I include techniques 3 and 4 simply to show that you can do this using the actual texture coordinates but that you shouldn't.