Added Geometry and Tessellation Shader Tests

experimental
michael 10 years ago
parent 58bcb39a2d
commit 690dd7bf28
  1. 4
      gradle.properties
  2. 3
      jme3-examples/src/main/java/jme3test/material/TestGeometryShader.java
  3. 73
      jme3-examples/src/main/java/jme3test/material/TestTesselation.java
  4. 37
      jme3-examples/src/main/java/jme3test/material/TestTessellationShader.java
  5. 3
      jme3-testdata/src/main/resources/Materials/Tess/SimpleTess.frag
  6. 4
      jme3-testdata/src/main/resources/Materials/Tess/SimpleTess.j3m
  7. 19
      jme3-testdata/src/main/resources/Materials/Tess/SimpleTess.j3md
  8. 13
      jme3-testdata/src/main/resources/Materials/Tess/SimpleTess.tsctrl
  9. 17
      jme3-testdata/src/main/resources/Materials/Tess/SimpleTess.tseval
  10. 5
      jme3-testdata/src/main/resources/Materials/Tess/SimpleTess.vert

@ -6,10 +6,10 @@ jmeMainVersion = 3.1
jmeVersionTag = snapshot-github jmeVersionTag = snapshot-github
# specify if JavaDoc should be built # specify if JavaDoc should be built
buildJavaDoc = true buildJavaDoc = false
# specify if SDK and Native libraries get built # specify if SDK and Native libraries get built
buildSdkProject = true buildSdkProject = false
buildNativeProjects = false buildNativeProjects = false
# Path to android NDK for building native libraries # Path to android NDK for building native libraries

@ -3,7 +3,6 @@ package jme3test.material;
import com.jme3.app.SimpleApplication; import com.jme3.app.SimpleApplication;
import com.jme3.bounding.BoundingBox; import com.jme3.bounding.BoundingBox;
import com.jme3.material.Material; import com.jme3.material.Material;
import com.jme3.material.RenderState;
import com.jme3.math.Vector3f; import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry; import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh; import com.jme3.scene.Mesh;
@ -27,7 +26,7 @@ public class TestGeometryShader extends SimpleApplication {
geometry.updateGeometricState(); geometry.updateGeometricState();
geometry.setMaterial(new Material(assetManager, "Materials/Geom/SimpleGeom.j3md")); geometry.setMaterial(new Material(assetManager, "Materials/Geom/SimpleGeom.j3md"));
//geometry.getMaterial().getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off); //geometry.getMaterial().getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
//geometry.setMaterial(assetManager.loadMaterial("Materials/Geom/SimpleGeom.j3md")); //geometry.setMaterial(assetManager.loadMaterial("Materials/Geom/SimpleTess.j3md"));
rootNode.attachChild(geometry); rootNode.attachChild(geometry);
Geometry geometry1 = new Geometry("T1", new Sphere(10, 10, 1)); Geometry geometry1 = new Geometry("T1", new Sphere(10, 10, 1));

@ -1,73 +0,0 @@
package jme3test.material;
import com.jme3.app.SimpleApplication;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.*;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.shape.Quad;
import com.jme3.texture.Texture;
import com.jme3.util.SkyFactory;
import com.jme3.util.TangentBinormalGenerator;
/**
* Created by michael on 23.02.15.
*/
public class TestTesselation extends SimpleApplication {
private Vector3f lightDir = new Vector3f(-1, -1, .5f).normalizeLocal();
DirectionalLight dl;
public void setupSkyBox() {
rootNode.attachChild(SkyFactory.createSky(assetManager, "Scenes/Beach/FullskiesSunset0068.dds", false));
}
public void setupLighting() {
dl = new DirectionalLight();
dl.setDirection(lightDir);
dl.setColor(new ColorRGBA(.9f, .9f, .9f, 1));
rootNode.addLight(dl);
}
void setupParallax() {
Material mat;
mat = assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall2.j3m");
mat.getTextureParam("DiffuseMap").getTextureValue().setWrap(Texture.WrapMode.Repeat);
mat.getTextureParam("NormalMap").getTextureValue().setWrap(Texture.WrapMode.Repeat);
// Node floorGeom = (Node) assetManager.loadAsset("Models/WaterTest/WaterTest.mesh.xml");
//Geometry g = ((Geometry) floorGeom.getChild(0));
//g.getMesh().scaleTextureCoordinates(new Vector2f(10, 10));
Node floorGeom = new Node("floorGeom");
Quad q = new Quad(100, 100);
q.scaleTextureCoordinates(new Vector2f(1, 1));
Geometry g = new Geometry("geom", q);
g.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
floorGeom.attachChild(g);
TangentBinormalGenerator.generate(floorGeom);
floorGeom.setLocalTranslation(-50, 22, 60);
//floorGeom.setLocalScale(100);
floorGeom.setMaterial(mat);
rootNode.attachChild(floorGeom);
}
@Override
public void simpleInitApp() {
setupLighting();
setupParallax();
cam.setLocation(new Vector3f(-15.445636f, 30.162927f, 60.252777f));
cam.setRotation(new Quaternion(0.05173137f, 0.92363626f, -0.13454558f, 0.35513034f));
}
public static void main(String[] args){
TestTesselation app = new TestTesselation();
app.start();
}
}

@ -0,0 +1,37 @@
package jme3test.material;
import com.jme3.app.SimpleApplication;
import com.jme3.material.Material;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.shape.Quad;
import com.jme3.util.BufferUtils;
/**
* Created by michael on 28.02.15.
*/
public class TestTessellationShader extends SimpleApplication {
@Override
public void simpleInitApp() {
Material material = new Material(getAssetManager(), "Materials/Tess/SimpleTess.j3md");
material.setInt("TessellationFactor", 5);
material.getAdditionalRenderState().setWireframe(true);
Quad quad = new Quad(10, 10);
quad.clearBuffer(VertexBuffer.Type.Index);
quad.setBuffer(VertexBuffer.Type.Index, 4, BufferUtils.createIntBuffer(0, 1, 2, 3));
quad.setMode(Mesh.Mode.Patch);
quad.setPatchVertexCount(4);
Geometry geometry = new Geometry("tessTest", quad);
geometry.setMaterial(material);
rootNode.attachChild(geometry);
Geometry geometry1 = new Geometry("Demo", new Quad(2, 2));
geometry1.setMaterial(new Material(getAssetManager(),"Common/MatDefs/Misc/Unshaded.j3md"));
rootNode.attachChild(geometry1);
}
public static void main(String[] args) {
new TestTessellationShader().start();
}
}

@ -0,0 +1,3 @@
void main(){
gl_FragColor=vec4(1.0,0.0,1.0,0.5);
}

@ -0,0 +1,4 @@
Material Pong Rock : Materials/Tess/SimpleTess.j3md {
MaterialParameters {
}
}

@ -0,0 +1,19 @@
MaterialDef SimpleGeom {
MaterialParameters {
Texture2D NormalDisplacementMap
Int TessellationFactor
}
Technique {
VertexShader GLSL400: Materials/Tess/SimpleTess.vert
TessellationEvaluationShader GLSL400: Materials/Tess/SimpleTess.tseval
TessellationControlShader GLSL400: Materials/Tess/SimpleTess.tsctrl
FragmentShader GLSL400: Materials/Tess/SimpleTess.frag
WorldParameters {
WorldViewProjectionMatrix
}
}
}

@ -0,0 +1,13 @@
layout (quads,equal_spacing,cw) in;
uniform mat4 g_WorldViewProjectionMatrix;
void main(){
vec3 p0 = mix(gl_in[0].gl_Position.xyz, gl_in[3].gl_Position.xyz, gl_TessCoord.x);
// interpolate in horizontal direction between vert. 1 and 2
vec3 p1 = mix(gl_in[1].gl_Position.xyz, gl_in[2].gl_Position.xyz, gl_TessCoord.x);
// interpolate in vert direction
vec3 tePosition = mix(p0, p1, gl_TessCoord.y);
gl_Position = g_WorldViewProjectionMatrix * vec4(tePosition, 1);
}

@ -0,0 +1,17 @@
layout(vertices=4) out;
out gl_PerVertex{
vec4 gl_Position;
}gl_out[];
uniform int mTessellationFactor;
void main(){
if (gl_InvocationID == 0){
gl_TessLevelOuter[0]=5;
gl_TessLevelOuter[1]=5;
gl_TessLevelOuter[2]=5;
gl_TessLevelOuter[3]=5;
gl_TessLevelInner[0]=5;
gl_TessLevelInner[1]=5;
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}

@ -0,0 +1,5 @@
attribute vec3 inPosition;
void main(){
gl_Position=vec4(inPosition,1);
}
Loading…
Cancel
Save