Client API. The Codename One framework your app is built on: this runs on the device, not in a backend.

public final class Material

  1. Object
  2. Material
A declarative description of how a surface should be shaded. The 3D engine is responsible for translating a material into a platform shader (GLSL on OpenGL ES and WebGL, Metal Shading Language on iOS); applications never write shader source. A material combines a lighting model (Type), a base color, an optional texture and pipeline RenderState.

Nested types

enum Material.TypeThe built in lighting model used to shade a surface.

Constructors

public Material()Creates an unlit white material.
public Material(Material.Type type)Creates a material of the supplied type.

Methods

public Material.Type getType()Returns the lighting model.
public Material setType(Material.Type type)Sets the lighting model.
public int getColor()Returns the base color as a packed ARGB integer.
public Material setColor(int argb)Sets the base color as a packed ARGB integer (0xAARRGGBB).
public Texture getTexture()Returns the diffuse texture, or null when the material is untextured.
public Material setTexture(Texture texture)Sets the diffuse texture.
public float getShininess()Returns the Phong specular exponent.
public Material setShininess(float shininess)Sets the Phong specular exponent (used only by Type.PHONG).
public RenderState getRenderState()Returns the pipeline render state.
public Material setRenderState(RenderState renderState)Sets the pipeline render state.
public float getMetallic()Returns how metallic a Type.PBR surface is, from 0 (a dielectric such as paint, plastic or wood) to 1 (bare metal).
public Material setMetallic(float metallic)Sets how metallic a Type.PBR surface is.
public float getRoughness()Returns how rough a Type.PBR surface is, from 0 (mirror) to 1 (chalk).
public Material setRoughness(float roughness)Sets how rough a Type.PBR surface is.
public int getEmissive()Returns the light the surface gives off by itself, as RGB in an ARGB int; black for none.
public Material setEmissive(int argb)Sets the light the surface gives off by itself: a lamp, a screen, wet paint catching the sun.
public boolean isReceiveShadows()Returns true if the surface is darkened by shadows the light casts.
public Material setReceiveShadows(boolean receiveShadows)Sets whether the surface is darkened by the light’s shadows.
public boolean isCastShadows()Returns true if geometry drawn with this material casts a shadow.
public Material setCastShadows(boolean castShadows)Sets whether geometry drawn with this material casts a shadow.
public boolean isLit()Returns true if this material is lit by the directional light.
public String getShaderKey()Returns a stable string identifying the shader variant required by this material.

Inherited methods

Constructor details

Material

public Material()
Creates an unlit white material.

Material

public Material(Material.Type type)
Creates a material of the supplied type.

Parameters

type Material.Type
the lighting model

Method details

getType

public Material.Type getType()
Returns the lighting model.

setType

public Material setType(Material.Type type)
Sets the lighting model.

Parameters

type Material.Type
the lighting model

Returns

this material for chaining

getColor

public int getColor()
Returns the base color as a packed ARGB integer.

setColor

public Material setColor(int argb)
Sets the base color as a packed ARGB integer (0xAARRGGBB).

Parameters

argb int
the packed ARGB color

Returns

this material for chaining

getTexture

public Texture getTexture()
Returns the diffuse texture, or null when the material is untextured.

setTexture

public Material setTexture(Texture texture)
Sets the diffuse texture. Pass null for an untextured material.

Parameters

texture Texture
the diffuse texture or null

Returns

this material for chaining

getShininess

public float getShininess()
Returns the Phong specular exponent.

setShininess

public Material setShininess(float shininess)
Sets the Phong specular exponent (used only by Type.PHONG).

Parameters

shininess float
the specular exponent

Returns

this material for chaining

getRenderState

public RenderState getRenderState()
Returns the pipeline render state.

setRenderState

public Material setRenderState(RenderState renderState)
Sets the pipeline render state.

Parameters

renderState RenderState
the render state

Returns

this material for chaining

getMetallic

public float getMetallic()
Returns how metallic a Type.PBR surface is, from 0 (a dielectric such as paint, plastic or wood) to 1 (bare metal).

setMetallic

public Material setMetallic(float metallic)
Sets how metallic a Type.PBR surface is.

Parameters

metallic float
0 for a dielectric, 1 for metal

Returns

this material for chaining

getRoughness

public float getRoughness()
Returns how rough a Type.PBR surface is, from 0 (mirror) to 1 (chalk).

setRoughness

public Material setRoughness(float roughness)
Sets how rough a Type.PBR surface is. Rough surfaces spread their highlight wide and dim; smooth ones make it small and bright.

Parameters

roughness float
0 for a mirror, 1 for fully diffuse

Returns

this material for chaining

getEmissive

public int getEmissive()
Returns the light the surface gives off by itself, as RGB in an ARGB int; black for none.

setEmissive

public Material setEmissive(int argb)
Sets the light the surface gives off by itself: a lamp, a screen, wet paint catching the sun. Emissive colour is added after lighting and is what a bloom post effect picks up. Used by Type.PBR, Type.LAMBERT and Type.PHONG.

Parameters

argb int
the emitted colour; black for none

Returns

this material for chaining

isReceiveShadows

public boolean isReceiveShadows()
Returns true if the surface is darkened by shadows the light casts.

setReceiveShadows

public Material setReceiveShadows(boolean receiveShadows)
Sets whether the surface is darkened by the light’s shadows. A ground plane receives them; a particle or a muzzle flash should not.

Parameters

receiveShadows boolean
true to receive shadows

Returns

this material for chaining

isCastShadows

public boolean isCastShadows()
Returns true if geometry drawn with this material casts a shadow.

setCastShadows

public Material setCastShadows(boolean castShadows)
Sets whether geometry drawn with this material casts a shadow. Transparent and unlit effects normally should not.

Parameters

castShadows boolean
true to cast shadows

Returns

this material for chaining

isLit

public boolean isLit()
Returns true if this material is lit by the directional light.

getShaderKey

public String getShaderKey()
Returns a stable string identifying the shader variant required by this material. Backends use it together with the mesh VertexFormat to cache generated and compiled shader programs. The key intentionally depends only on properties that change the generated source, not on values such as the color which are passed as uniforms.

Returns

a shader variant cache key