add support of DepthStencil into *Renderer

+ a test app
- only tested on desktop with Lwjgl
experimental
David Bernard 10 years ago
parent 3ef5505faa
commit 37da17e3eb
  1. 24
      jme3-android/src/main/java/com/jme3/renderer/android/OGLESShaderRenderer.java
  2. 9
      jme3-core/src/main/java/com/jme3/texture/FrameBuffer.java
  3. 15
      jme3-core/src/main/java/com/jme3/texture/Image.java
  4. 297
      jme3-examples/src/main/java/jme3test/renderer/TestDepthStencil.java
  5. 2
      jme3-ios/src/main/java/com/jme3/renderer/ios/IGLESShaderRenderer.java
  6. 35
      jme3-jogl/src/main/java/com/jme3/renderer/jogl/JoglRenderer.java
  7. 5
      jme3-lwjgl/src/main/java/com/jme3/renderer/lwjgl/LwjglRenderer.java

@ -36,8 +36,18 @@ import android.os.Build;
import com.jme3.asset.AndroidImageInfo;
import com.jme3.light.LightList;
import com.jme3.material.RenderState;
import com.jme3.math.*;
import com.jme3.renderer.*;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Matrix4f;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.math.Vector4f;
import com.jme3.renderer.Caps;
import com.jme3.renderer.IDList;
import com.jme3.renderer.RenderContext;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.RendererException;
import com.jme3.renderer.Statistics;
import com.jme3.renderer.android.TextureUtil.AndroidGLImageFormat;
import com.jme3.scene.Mesh;
import com.jme3.scene.Mesh.Mode;
@ -58,7 +68,11 @@ import com.jme3.texture.Texture.WrapAxis;
import com.jme3.util.BufferUtils;
import com.jme3.util.ListMap;
import com.jme3.util.NativeObjectManager;
import java.nio.*;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;
import java.util.EnumSet;
import java.util.List;
import java.util.logging.Level;
@ -1313,8 +1327,10 @@ public class OGLESShaderRenderer implements Renderer {
private int convertAttachmentSlot(int attachmentSlot) {
// can also add support for stencil here
if (attachmentSlot == -100) {
if (attachmentSlot == FrameBuffer.SLOT_DEPTH) {
return GLES20.GL_DEPTH_ATTACHMENT;
// if (attachmentSlot == FrameBuffer.SLOT_DEPTH_STENCIL) {
// return GLES30.GL_DEPTH_STENCIL_ATTACHMENT;
} else if (attachmentSlot == 0) {
return GLES20.GL_COLOR_ATTACHMENT0;
} else {

@ -72,6 +72,9 @@ import java.util.ArrayList;
* @author Kirill Vainer
*/
public class FrameBuffer extends NativeObject {
public static int SLOT_UNDEF = -1;
public static int SLOT_DEPTH = -100;
public static int SLOT_DEPTH_STENCIL = -101;
private int width = 0;
private int height = 0;
@ -91,7 +94,7 @@ public class FrameBuffer extends NativeObject {
Texture tex;
Image.Format format;
int id = -1;
int slot = -1;
int slot = SLOT_UNDEF;
int face = -1;
/**
@ -212,7 +215,7 @@ public class FrameBuffer extends NativeObject {
throw new IllegalArgumentException("Depth buffer format must be depth.");
depthBuf = new RenderBuffer();
depthBuf.slot = -100; // -100 == special slot for DEPTH_BUFFER
depthBuf.slot = format.isDepthStencilFormat() ? SLOT_DEPTH_STENCIL : SLOT_DEPTH;
depthBuf.format = format;
}
@ -404,7 +407,7 @@ public class FrameBuffer extends NativeObject {
checkSetTexture(tex, true);
depthBuf = new RenderBuffer();
depthBuf.slot = -100; // indicates GL_DEPTH_ATTACHMENT
depthBuf.slot = img.getFormat().isDepthStencilFormat() ? SLOT_DEPTH_STENCIL : SLOT_DEPTH;
depthBuf.tex = tex;
depthBuf.format = img.getFormat();
}

@ -31,7 +31,11 @@
*/
package com.jme3.texture;
import com.jme3.export.*;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.export.Savable;
import com.jme3.math.FastMath;
import com.jme3.renderer.Caps;
import com.jme3.renderer.Renderer;
@ -349,6 +353,13 @@ public class Image extends NativeObject implements Savable /*, Cloneable*/ {
return isDepth;
}
/**
* @return True if this format is a depth + stencil (packed) format, false otherwise.
*/
boolean isDepthStencilFormat() {
return this == Depth24Stencil8;
}
/**
* @return True if this is a compressed image format, false if
* uncompressed.
@ -365,6 +376,8 @@ public class Image extends NativeObject implements Savable /*, Cloneable*/ {
return isFloatingPoint;
}
}
// image attributes

@ -0,0 +1,297 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package jme3test.renderer;
import com.jme3.app.SimpleApplication;
import com.jme3.material.Material;
import com.jme3.material.RenderState.StencilOperation;
import com.jme3.material.RenderState.TestFunction;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.post.SceneProcessor;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.control.AbstractControl;
import com.jme3.scene.shape.Box;
import com.jme3.system.AppSettings;
import com.jme3.system.JmeContext.Type;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture2D;
import com.jme3.util.BufferUtils;
import com.jme3.util.Screenshots;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferedImage;
import java.nio.ByteBuffer;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
/**
* This test renders a scene to an offscreen framebuffer, then copies
* the contents to a Swing JFrame. Note that some parts are done inefficently,
* this is done to make the code more readable.
*/
public class TestDepthStencil extends SimpleApplication implements SceneProcessor {
private static String TOGGLE_STENCIL = "TOGGLE_STENCIL";
private Geometry offBox;
private float angle = 0;
private FrameBuffer offBuffer;
private ViewPort offView;
private Texture2D offTex;
private Camera offCamera;
private ImageDisplay display;
private boolean enableStencil = false;
private static final int width = 800, height = 600;
private final ByteBuffer cpuBuf = BufferUtils.createByteBuffer(width * height * 4);
private final byte[] cpuArray = new byte[width * height * 4];
private final BufferedImage image = new BufferedImage(width, height,
BufferedImage.TYPE_4BYTE_ABGR);
private class ImageDisplay extends JPanel {
private long t;
private long total;
private int frames;
private int fps;
@Override
public void paintComponent(Graphics gfx) {
super.paintComponent(gfx);
Graphics2D g2d = (Graphics2D) gfx;
if (t == 0)
t = timer.getTime();
// g2d.setBackground(Color.BLACK);
// g2d.clearRect(0,0,width,height);
synchronized (image){
g2d.drawImage(image, null, 0, 0);
}
long t2 = timer.getTime();
long dt = t2 - t;
total += dt;
frames ++;
t = t2;
if (total > 1000){
fps = frames;
total = 0;
frames = 0;
}
g2d.setColor(Color.white);
g2d.drawString("FPS: "+fps, 0, getHeight() - 100);
g2d.drawString("Toggle Stencil : [SPACE] (" + enableStencil + ")", 0, getHeight() - 10);
}
}
public static void main(String[] args){
TestDepthStencil app = new TestDepthStencil();
app.setPauseOnLostFocus(false);
AppSettings settings = new AppSettings(true);
settings.setResolution(1, 1);
app.setSettings(settings);
app.start(Type.OffscreenSurface);
}
public void createDisplayFrame(){
SwingUtilities.invokeLater(new Runnable(){
public void run(){
final JFrame frame = new JFrame("Render Display");
display = new ImageDisplay();
display.setPreferredSize(new Dimension(width, height));
frame.getContentPane().add(display);
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.addWindowListener(new WindowAdapter(){
public void windowClosed(WindowEvent e){
stop();
}
});
frame.addKeyListener(new KeyListener() {
public void keyTyped(KeyEvent ke) {
}
public void keyPressed(KeyEvent ke) {
}
public void keyReleased(KeyEvent ke) {
if (ke.getKeyCode() == KeyEvent.VK_SPACE) {
enableStencil = !enableStencil;
}else if (ke.getKeyCode() == KeyEvent.VK_ESCAPE) {
frame.setVisible(false);
}
}
});
frame.pack();
frame.setLocationRelativeTo(null);
frame.setResizable(false);
frame.setVisible(true);
}
});
}
public void updateImageContents(){
cpuBuf.clear();
renderer.readFrameBuffer(offBuffer, cpuBuf);
synchronized (image) {
Screenshots.convertScreenShot(cpuBuf, image);
}
if (display != null)
display.repaint();
}
public void setupOffscreenView(){
offCamera = new Camera(width, height);
// create a pre-view. a view that is rendered before the main view
offView = renderManager.createPreView("Offscreen View", offCamera);
offView.setBackgroundColor(ColorRGBA.DarkGray);
offView.setClearFlags(true, true, true);
// this will let us know when the scene has been rendered to the
// frame buffer
offView.addProcessor(this);
// create offscreen framebuffer
offBuffer = new FrameBuffer(width, height, 1);
//setup framebuffer's cam
offCamera.setFrustumPerspective(45f, 1f, 1f, 1000f);
offCamera.setLocation(new Vector3f(0f, 0f, -5f));
offCamera.lookAt(new Vector3f(0f, 0f, 0f), Vector3f.UNIT_Y);
//setup framebuffer's texture
// offTex = new Texture2D(width, height, Format.RGBA8);
//setup framebuffer to use renderbuffer
// this is faster for gpu -> cpu copies
offBuffer.setDepthBuffer(Format.Depth24Stencil8);
offBuffer.setColorBuffer(Format.RGBA8);
// offBuffer.setColorTexture(offTex);
//set viewport to render to offscreen framebuffer
offView.setOutputFrameBuffer(offBuffer);
// setup framebuffer's scene
Box boxMesh = new Box(Vector3f.ZERO, 1,1,1);
final Material material = assetManager.loadMaterial("Interface/Logo/Logo.j3m");
offBox = new Geometry("box", boxMesh);
offBox.setMaterial(material);
offBox.addControl(new AbstractControl() {
@Override
protected void controlUpdate(float tpf) {
material.getAdditionalRenderState().setStencil(enableStencil,
StencilOperation.Keep, StencilOperation.Keep, StencilOperation.Keep,
StencilOperation.Keep, StencilOperation.Keep, StencilOperation.Keep,
TestFunction.Never, TestFunction.Never
//TestFunction.Always, TestFunction.Always
);
}
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
}
});
// attach the scene to the viewport to be rendered
offView.attachScene(offBox);
}
@Override
public void simpleInitApp() {
setupOffscreenView();
createDisplayFrame();
}
@Override
public void simpleUpdate(float tpf){
Quaternion q = new Quaternion();
angle += tpf;
angle %= FastMath.TWO_PI;
q.fromAngles(angle, 0, angle);
offBox.setLocalRotation(q);
offBox.updateLogicalState(tpf);
offBox.updateGeometricState();
}
public void initialize(RenderManager rm, ViewPort vp) {
}
public void reshape(ViewPort vp, int w, int h) {
}
public boolean isInitialized() {
return true;
}
public void preFrame(float tpf) {
}
public void postQueue(RenderQueue rq) {
}
/**
* Update the CPU image's contents after the scene has
* been rendered to the framebuffer.
*/
public void postFrame(FrameBuffer out) {
updateImageContents();
}
public void cleanup() {
}
}

@ -2235,7 +2235,7 @@ public class IGLESShaderRenderer implements Renderer {
private int convertAttachmentSlot(int attachmentSlot) {
// can also add support for stencil here
if (attachmentSlot == -100) {
if (attachmentSlot == FrameBuffer.SLOT_DEPTH) {
return JmeIosGLES.GL_DEPTH_ATTACHMENT;
} else if (attachmentSlot == 0) {
return JmeIosGLES.GL_COLOR_ATTACHMENT0;

@ -33,20 +33,26 @@ package com.jme3.renderer.jogl;
import com.jme3.light.LightList;
import com.jme3.material.RenderState;
import com.jme3.material.RenderState.StencilOperation;
import com.jme3.material.RenderState.TestFunction;
import com.jme3.math.*;
import com.jme3.renderer.*;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Matrix4f;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.math.Vector4f;
import com.jme3.renderer.Caps;
import com.jme3.renderer.IDList;
import com.jme3.renderer.RenderContext;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.RendererException;
import com.jme3.renderer.Statistics;
import com.jme3.scene.Mesh;
import com.jme3.scene.Mesh.Mode;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.VertexBuffer.Format;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.VertexBuffer.Usage;
import com.jme3.shader.Attribute;
import com.jme3.shader.Shader;
import com.jme3.shader.Shader.ShaderSource;
import com.jme3.shader.Shader.ShaderType;
import com.jme3.shader.Uniform;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.FrameBuffer.RenderBuffer;
@ -56,16 +62,6 @@ import com.jme3.texture.Texture.WrapAxis;
import com.jme3.util.BufferUtils;
import com.jme3.util.ListMap;
import com.jme3.util.NativeObjectManager;
import java.nio.*;
import java.util.EnumSet;
import java.util.List;
import java.util.logging.Level;
import java.util.logging.Logger;
import jme3tools.converters.MipMapGenerator;
import jme3tools.shader.ShaderDebug;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
@ -74,7 +70,6 @@ import java.util.EnumSet;
import java.util.List;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.media.nativewindow.NativeWindowFactory;
import javax.media.opengl.GL;
import javax.media.opengl.GL2;
@ -84,6 +79,8 @@ import javax.media.opengl.GL2ES3;
import javax.media.opengl.GL2GL3;
import javax.media.opengl.GL3;
import javax.media.opengl.GLContext;
import jme3tools.converters.MipMapGenerator;
import jme3tools.shader.ShaderDebug;
public class JoglRenderer implements Renderer {
@ -1508,8 +1505,10 @@ public class JoglRenderer implements Renderer {
private int convertAttachmentSlot(int attachmentSlot) {
// can also add support for stencil here
if (attachmentSlot == -100) {
if (attachmentSlot == FrameBuffer.SLOT_DEPTH) {
return GL.GL_DEPTH_ATTACHMENT;
} else if (attachmentSlot == FrameBuffer.SLOT_DEPTH_STENCIL) {
return GL2ES3.GL_DEPTH_STENCIL_ATTACHMENT;
} else if (attachmentSlot < 0 || attachmentSlot >= 16) {
throw new UnsupportedOperationException("Invalid FBO attachment slot: " + attachmentSlot);
}

@ -65,6 +65,7 @@ import jme3tools.converters.MipMapGenerator;
import jme3tools.shader.ShaderDebug;
import static org.lwjgl.opengl.ARBDrawInstanced.*;
import static org.lwjgl.opengl.ARBFramebufferObject.*;
import static org.lwjgl.opengl.ARBInstancedArrays.*;
import static org.lwjgl.opengl.ARBMultisample.*;
import static org.lwjgl.opengl.ARBTextureMultisample.*;
@ -1418,8 +1419,10 @@ public class LwjglRenderer implements Renderer {
private int convertAttachmentSlot(int attachmentSlot) {
// can also add support for stencil here
if (attachmentSlot == -100) {
if (attachmentSlot == FrameBuffer.SLOT_DEPTH) {
return GL_DEPTH_ATTACHMENT_EXT;
} else if (attachmentSlot == FrameBuffer.SLOT_DEPTH_STENCIL) {
return GL_DEPTH_STENCIL_ATTACHMENT;
} else if (attachmentSlot < 0 || attachmentSlot >= 16) {
throw new UnsupportedOperationException("Invalid FBO attachment slot: " + attachmentSlot);
}

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