Reputation: 1282
I am currently studying JavaFX 3D capabilities, and I would like to model the solar system. I am quite successful in creating a light source of type PointLight
, and set its coordinates bound to sun's coordinates. Now I would like to see the sun glows with its radiance as the light source. How would I do that?
@Component
public class RootPane extends StackPane {
@Inject
protected Scene scene;
@Inject
protected PerspectiveCamera camera;
@Inject
protected LightBase lightBase;
@PostConstruct
public void init() {
setBackground(new Background(new BackgroundFill(
Color.TRANSPARENT, CornerRadii.EMPTY, Insets.EMPTY)));
setAlignment(Pos.CENTER);
setPadding(new Insets(20));
Sphere sunSphere = new Sphere(80);
sunSphere.setEffect(new Glow(5));
Sphere mercurySphere = new Sphere(40);
mercurySphere.translateZProperty().bind(sunSphere.translateZProperty()
.add(200));
Sphere venusSphere = new Sphere(40);
venusSphere.translateXProperty().bind(sunSphere.translateXProperty()
.subtract(300));
venusSphere.translateZProperty().bind(sunSphere.translateZProperty()
.subtract(300));
Sphere earthSphere = new Sphere(40);
earthSphere.translateXProperty().bind(sunSphere.translateXProperty()
.add(300));
earthSphere.translateZProperty().bind(sunSphere.translateZProperty()
.subtract(400));
Rotate rotateX = new Rotate(0, Rotate.X_AXIS);
Rotate rotateY = new Rotate(0, Rotate.Y_AXIS);
Rotate rotateZ = new Rotate(0, Rotate.Z_AXIS);
Translate translate = new Translate(0, 0, -3000);
camera.getTransforms().addAll(rotateX, rotateY, rotateZ, translate);
scene.addEventHandler(
KeyEvent.KEY_PRESSED,
event -> {
if (Objects.equals(event.getCode(), KeyCode.D)) {
rotateY.setAngle(rotateY.getAngle() -
(event.isShiftDown() ? 5 : 0.1));
} else if (Objects.equals(event.getCode(), KeyCode.A)) {
rotateY.setAngle(rotateY.getAngle() +
(event.isShiftDown() ? 5 : 0.1));
}
});
scene.addEventHandler(
KeyEvent.KEY_PRESSED,
event -> {
if (Objects.equals(event.getCode(), KeyCode.W)) {
rotateX.setAngle(rotateX.getAngle() -
(event.isShiftDown() ? 5 : 0.1));
} else if (Objects.equals(event.getCode(), KeyCode.S)) {
rotateX.setAngle(rotateX.getAngle() +
(event.isShiftDown() ? 5 : 0.1));
}
});
lightBase.translateXProperty().bind(sunSphere.translateXProperty());
lightBase.translateYProperty().bind(sunSphere.translateYProperty());
lightBase.translateZProperty().bind(sunSphere.translateZProperty());
getChildren().addAll(sunSphere, mercurySphere, venusSphere,
earthSphere, camera, lightBase);
}
}
Upvotes: 4
Views: 1276
Reputation: 636
The color is computed by the following equation:
for each ambient light source i { ambient += lightColor[i] } for each point light source i { diffuse += (L[i] . N) * lightColor[i] specular += ((R[i] . V) ^ (specularPower * intensity(specularMap))) * lightColor[i] } color = (ambient + diffuse) * diffuseColor * diffuseMap + specular * specularColor * specularMap + selfIlluminationMap
where:
lightColor[i] is the color of light source i,
L[i] is the vector from the surface to light source i,
N is the normal vector (taking into the account the bumpMap if present),
R[i] is the normalized reflection vector for L[i] about the surface normal,
and V is the normalized view vector.
If your PointLight coordinates match your Sun's Sphere coordinates, then L[i] . N < 0 and you have no diffuse contribution. So, in the absence of ambient light it'll look black.
Try to add that selfIlluminationMap they have mentioned using sun texture. It should help.
A brief search on google gave me this link, might be useful: planets and sun maps. Be careful with the licenses, though, there ought to be free sources.
Upvotes: 1
Reputation: 1289
Without an example of the effect you are looking to achieve it is hard to provide an answer but here are Two options:
Create a particle effect emitting from the sun with additive blending
Create a material with a specular map.
Upvotes: 1