Adds a test case to modify an existing mat def through the shader nodes api

shader-nodes-enhancement
Nehon 7 years ago
parent b57ecf35ea
commit 523087a82f
  1. 84
      jme3-examples/src/main/java/jme3test/material/TestShaderNodesModifApi.java

@ -0,0 +1,84 @@
package jme3test.material;
import com.jme3.app.SimpleApplication;
import com.jme3.material.*;
import com.jme3.math.ColorRGBA;
import com.jme3.scene.Geometry;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.shape.Box;
import com.jme3.shader.*;
import com.jme3.shader.builder.MaterialBuilder;
import com.jme3.texture.Texture;
import java.util.logging.Level;
import java.util.logging.Logger;
public class TestShaderNodesModifApi extends SimpleApplication {
public static void main(String[] args) {
TestShaderNodesModifApi app = new TestShaderNodesModifApi();
app.start();
}
@Override
public void simpleInitApp() {
flyCam.setMoveSpeed(20);
Logger.getLogger("com.jme3").setLevel(Level.WARNING);
Box boxshape1 = new Box(1f, 1f, 1f);
Geometry cube = new Geometry("A Box", boxshape1);
Texture tex = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
MaterialBuilder mb = new MaterialBuilder(assetManager,"jme3test/matdefs/test.j3md");
mb.addMatParam(VarType.Vector4, "Color2");
mb.addMatParam(VarType.Texture2D, "Texture");
mb.technique().inlineVertexNode("vec2","TexCoord", "%texIn")
.inputs(
mb.map("texIn", VertexBuffer.Type.TexCoord)
);
mb.technique().inlineFragmentNode("vec4","TextureFetch","texture2D(%tex, %texCoord)")
.inputs(
mb.map("tex", "MatParam.Texture"),
mb.map("texCoord", "TexCoord.result")
).outputs(
mb.map("result", "Global.color")
);
mb.technique().addNode("ColorMult2", "ColorMult", "jme3test/matdefs/ColorMult.frag")
.inputs(
mb.map("color1", "ColorMult.result"),
mb.map("color2", "MatParam.Color2"),
mb.map("color3", "TextureFetch.result"))
.outputs(
mb.map("result", "Global.color")
);
// TODO we need a way to order the nodes. They could be sorted by scanning the inputs and outputs and building a node tree, then sort it with a topological sort,
// but that won't work in some cases when node output is the Global color or Global position. So we'd need a fallback to manually order the nodes.
// So as long as we implement the fallback... The sort is maybe not worth it.
// API could be mb.technique().moveNode("Node1").before("Node2") or after("Node2")...
// or something like mb.technique().setOrder("Node1", "Node2", etc...) but this would require the user to know all the existing nodes.
// or maybe both...
Material mat = mb.build();
mat.selectTechnique(TechniqueDef.DEFAULT_TECHNIQUE_NAME, renderManager);
Technique t = mat.getActiveTechnique();
for (Shader.ShaderSource shaderSource : t.getDef().getShader(assetManager, renderer.getCaps(), t.getDynamicDefines()).getSources()) {
System.out.println(shaderSource.getSource());
}
mat.setColor("Color", ColorRGBA.Yellow);
mat.setColor("Color2", ColorRGBA.Red);
mat.setTexture("Texture", tex);
cube.setMaterial(mat);
cube.move(0, 0, 0);
rootNode.attachChild(cube);
}
}
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