Saving and Loading Materials with .j3m Files
In the Material Definitions article you learned how to configure Materials programmatically in Java code. If you have certain commonly used Materials that never change, you can clean up the amount of Java code that clutters your init method, by moving material settings into .j3m files. Then later in your code, you only need to call one setter instead of several to apply the material.
If you want to colorize simple shapes (one texture all around), then .j3m are the most easily customizable solution. J3m files can contain texture mapped materials, but as usual you have to create the textures in an external editor, especially if you use UV-mapped textures.
Writing the .j3m File
-
For every Material, create a file and give it a name that describes it: e.g.
SimpleBump.j3m
-
Place the file in your project’s
assets/Materials/
directory, e.g.MyGame/src/assets/Materials/SimpleBump.j3m
-
Edit the file and add content using the following Syntax, e.g.:
Material shiny bumpy rock : Common/MatDefs/Light/Lighting.j3md { MaterialParameters { Shininess: 8.0 NormalMap: Textures/bump_rock_normal.png UseMaterialColors : true Ambient : 0.0 0.0 0.0 1.0 Diffuse : 1.0 1.0 1.0 1.0 Specular : 0.0 0.0 0.0 1.0 } }
How this file is structured:
-
Header
-
Material
is a fixed keyword, keep it. -
shiny bumpy rock
is a descriptive string that you can make up. Choose a name to help you remember for what you intend to use this material. -
After the colon, specify on which Materials definition you base this Material.
-
-
Now look up the choosen Material Definition’s parameters and their parameter types from the Material table. Add one line for each parameter.
-
For example: The series of four numbers in the example above represent RGBA color values.
-
-
Check the detailed syntax reference below if you are unsure.
In the jMonkeyEngine SDK, use to create .j3m files. You can edit .j3m files directly in the SDK. On the other hand, they are plain text files, so you can also create them in any plain text editor. |
How to Use .j3m Materials
This is how you use the prepared .j3m Material on a Spatial. Since you have saved the .j3m file to your project’s Assets directory, the .j3m path is relative to MyGame/src/assets/…
.
myGeometry.setMaterial(assetManager.loadMaterial("Materials/SimpleBump.j3m"));
In the jMonkeyEngine SDK, open |
Syntax Reference for .j3m Files
Paths
Make sure to get the paths to the textures (.png, .jpg) and material definitions (.j3md) right.
-
The paths to the built-in .j3md files are relative to jME3’s Core Data directory. Just copy the path stated in the Material table.
Common/MatDefs/Misc/Unshaded.j3md
is resolved tojme3/src/src/core-data/Common/MatDefs/Misc/Unshaded.j3md
. -
The paths to your textures are relative to your project’s assets directory.
Textures/bump_rock_normal.png
is resolved toMyGame/src/assets/Textures/bump_rock_normal.png
Data Types
All data types (except Color) are specified in com.jme3.shader.VarType. “Color” is specified as Vector4 in J3MLoader.java.
Name | jME Java class | .j3m file syntax |
---|---|---|
Float |
(basic Java type) |
a float (e.g. 0.72) , no comma or parentheses |
Vector2 |
|
Two floats, no comma or parentheses |
Vector3 |
|
Three floats, no comma or parentheses |
Vector4 |
|
Four floats, no comma or parentheses |
Texture2D |
|
Path to texture in |
Texture3D |
|
Same as texture 2D except it is interpreted as a 3D texture |
TextureCubeMap |
|
Same as texture 2D except it is interpreted as a cubemap texture |
Boolean |
(basic Java type) |
|
Int |
(basic Java type) |
Integer number, no comma or parentheses |
Color |
|
Four floats, no comma or parentheses |
FloatArray |
(Currently not supported in J3M) |
|
Vector2Array |
(Currently not supported in J3M) |
|
Vector3Array |
(Currently not supported in J3M) |
|
Vector4Array |
(Currently not supported in J3M) |
|
Matrix3 |
(Currently not supported in J3M) |
|
Matrix4 |
(Currently not supported in J3M) |
|
Matrix3Array |
(Currently not supported in J3M) |
|
Matrix4Array |
(Currently not supported in J3M) |
|
TextureBuffer |
(Currently not supported in J3M) |
|
TextureArray |
(Currently not supported in J3M) |
Flip and Repeat Syntax
-
A texture can be flipped using the following syntax
NormalMap: Flip Textures/bump_rock_normal.png
-
A texture can be set to repeat using the following syntax
NormalMap: Repeat Textures/bump_rock_normal.png
-
If a texture is set to both being flipped and repeated, Flip must come before Repeat
Syntax for Additional Render States
-
A Boolean can be “On” or “Off”
-
Float is “123.0” etc
-
Enum - values depend on the enum
See the RenderState javadoc for a detailed explanation of render states.
Name | Type | Purpose |
---|---|---|
(Boolean) |
Enable wireframe rendering mode |
|
(Enum: FaceCullMode) |
Set face culling mode (Off, Front, Back, FrontAndBack) |
|
(Boolean) |
Enable writing depth to the depth buffer |
|
(Boolean) |
Enable depth testing |
|
(Enum: BlendMode) |
Set the blending mode |
|
(Float) |
Set the alpha testing alpha falloff value (if set, it will enable alpha testing) |
|
(Float, Float) |
Set the polygon offset factor and units |
|
(Boolean) |
Enable color writing |
Examples
Example 1: Shiny
Spatial signpost = (Spatial) assetManager.loadAsset(
new OgreMeshKey("Models/Sign Post/Sign Post.mesh.xml", null));
signpost.setMaterial( assetManager.loadMaterial(
new AssetKey("Models/Sign Post/Sign Post.j3m")));
TangentBinormalGenerator.generate(signpost);
rootNode.attachChild(signpost);
The file assets/Models/Sign Post/Sign Post.j3m
contains:
Material Signpost : Common/MatDefs/Light/Lighting.j3md {
MaterialParameters {
Shininess: 4.0
DiffuseMap: Models/Sign Post/Sign Post.jpg
NormalMap: Models/Sign Post/Sign Post_normal.jpg
SpecularMap: Models/Sign Post/Sign Post_specular.jpg
UseMaterialColors : true
Ambient : 0.5 0.5 0.5 1.0
Diffuse : 1.0 1.0 1.0 1.0
Specular : 1.0 1.0 1.0 1.0
}
}
The JPG files are in the same directory, assets/Models/Sign Post/…
.
Example 2: Repeating Texture
Material mat = assetManager.loadMaterial(
"Textures/Terrain/Pond/Pond.j3m");
mat.setColor("Ambient", ColorRGBA.DarkGray);
mat.setColor("Diffuse", ColorRGBA.White);
mat.setBoolean("UseMaterialColors", true);
The file assets/Textures/Terrain/Pond/Pond.j3m
contains:
Material Pong Rock : Common/MatDefs/Light/Lighting.j3md {
MaterialParameters {
Shininess: 8.0
DiffuseMap: Repeat Textures/Terrain/Pond/Pond.png
NormalMap: Repeat Textures/Terrain/Pond/Pond_normal.png
}
}
The PNG files are in the same directory, assets/Textures/Terrain/Pond/
Example 3: Transparent
The file assets/Models/Tree/Leaves.j3m
contains:
Material Leaves : Common/MatDefs/Light/Lighting.j3md {
Transparent On
MaterialParameters {
DiffuseMap : Models/Tree/Leaves.png
UseAlpha : true
AlphaDiscardThreshold : 0.5
UseMaterialColors : true
Ambient : .5 .5 .5 .5
Diffuse : 0.7 0.7 0.7 1
Specular : 0 0 0 1
Shininess : 16
}
AdditionalRenderState {
Blend Alpha
AlphaTestFalloff 0.50
FaceCull Off
}
}
The PNG file is in the same directory, assets/Models/Tree/…