SDK : the probe radius is now a dashed lines cirle

define_list_fix
Nehon 9 years ago
parent aa067ef60d
commit 667afa9ef3
  1. 23
      sdk/jme3-scenecomposer/src/com/jme3/gde/scenecomposer/gizmo/light/mat/dashed/Dashed.j3sn
  2. 11
      sdk/jme3-scenecomposer/src/com/jme3/gde/scenecomposer/gizmo/light/mat/dashed/Dashed100.frag
  3. 37
      sdk/jme3-scenecomposer/src/com/jme3/gde/scenecomposer/gizmo/light/mat/dashed/dashed.j3md
  4. 41
      sdk/jme3-scenecomposer/src/com/jme3/gde/scenecomposer/gizmo/light/shape/ProbeRadiusShape.java

@ -0,0 +1,23 @@
ShaderNodeDefinitions{
ShaderNodeDefinition Dashed {
Type: Fragment
Shader GLSL100: com/jme3/gde/scenecomposer/gizmo/light/mat/dashed/Dashed100.frag
Documentation{
Renders dashed lines
@input vec2 texCoord The texture coordinates
@input float size the size of the dashes
@input vec4 inColor the color of the fragment so far
@outColor vec4 color the output color
}
Input {
vec2 texCoord
vec4 inColor
float size
}
Output {
vec4 outColor
}
}
}

@ -0,0 +1,11 @@
void main(){
//@input vec2 texCoord The texture coordinates
//@input float size the size of the dashes
//@output vec4 color the output color
//insert glsl code here
outColor = inColor;
outColor.a = step(1.0 - size, texCoord.x);
}

@ -0,0 +1,37 @@
MaterialDef Simple {
MaterialParameters {
Float DashSize
}
Technique {
WorldParameters {
WorldViewProjectionMatrix
}
VertexShaderNodes {
ShaderNode CommonVert {
Definition : CommonVert : Common/MatDefs/ShaderNodes/Common/CommonVert.j3sn
InputMappings {
worldViewProjectionMatrix = WorldParam.WorldViewProjectionMatrix
modelPosition = Global.position.xyz
texCoord1 = Attr.inTexCoord
vertColor = Attr.inColor
}
OutputMappings {
Global.position = projPosition
}
}
}
FragmentShaderNodes {
ShaderNode Dashed {
Definition : Dashed : com/jme3/gde/scenecomposer/gizmo/light/mat/dashed/Dashed.j3sn
InputMappings {
texCoord = CommonVert.texCoord1
inColor = CommonVert.vertColor
size = MatParam.DashSize
}
OutputMappings {
Global.color = outColor
}
}
}
}
}

@ -33,8 +33,10 @@ package com.jme3.gde.scenecomposer.gizmo.light.shape;
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.material.RenderState;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer.Type;
@ -54,7 +56,7 @@ public class ProbeRadiusShape extends Mesh {
protected int vertCount;
protected int triCount;
protected int radialSamples = 64;
protected int radialSamples = 256;
protected boolean useEvenSlices;
protected boolean interior;
/**
@ -79,9 +81,12 @@ public class ProbeRadiusShape extends Mesh {
FloatBuffer posBuf = BufferUtils.createVector3Buffer((radialSamples + 1));
FloatBuffer colBuf = BufferUtils.createFloatBuffer((radialSamples + 1) * 4);
FloatBuffer texBuf = BufferUtils.createVector2Buffer(radialSamples + 1);
setBuffer(Type.Position, 3, posBuf);
setBuffer(Type.Color, 4, colBuf);
setBuffer(Type.TexCoord, 2, texBuf);
// generate geometry
float fInvRS = 1.0f / radialSamples;
@ -106,26 +111,10 @@ public class ProbeRadiusShape extends Mesh {
.put(ColorRGBA.Orange.g)
.put(ColorRGBA.Orange.b)
.put(ColorRGBA.Orange.a);
texBuf.put(iR % 2f)
.put(iR % 2f);
}
// for (int iR = 0; iR <= radialSamples; iR++) {
// posBuf.put(afCos[iR])
// .put(0)
// .put(afSin[iR]);
// colBuf.put(ColorRGBA.Green.r)
// .put(ColorRGBA.Green.g)
// .put(ColorRGBA.Green.b)
// .put(ColorRGBA.Green.a);
// }
// for (int iR = 0; iR <= radialSamples; iR++) {
// posBuf.put(0)
// .put(afCos[iR])
// .put(afSin[iR]);
// colBuf.put(ColorRGBA.Yellow.r)
// .put(ColorRGBA.Yellow.g)
// .put(ColorRGBA.Yellow.b)
// .put(ColorRGBA.Yellow.a);
// }
updateBound();
setStatic();
@ -148,15 +137,11 @@ public class ProbeRadiusShape extends Mesh {
idxBuf.put((short) (idx + 1));
idx++;
segDone++;
// if (segDone == radialSamples || segDone == radialSamples * 2) {
// idx++;
// }
}
}
/**
* Convenience factory method that creates a debuging bounding sphere geometry
* @param assetManager the assetManager
@ -166,9 +151,13 @@ public class ProbeRadiusShape extends Mesh {
ProbeRadiusShape b = new ProbeRadiusShape();
Geometry geom = new Geometry("BoundingDebug", b);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setBoolean("VertexColor", true);
Material mat = new Material(assetManager, "com/jme3/gde/scenecomposer/gizmo/light/mat/dashed/dashed.j3md");
mat.getAdditionalRenderState().setWireframe(true);
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
mat.getAdditionalRenderState().setDepthWrite(false);
mat.getAdditionalRenderState().setDepthTest(false);
mat.setFloat("DashSize", 0.5f);
geom.setQueueBucket(RenderQueue.Bucket.Transparent);
geom.addControl(new BillboardControl());

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