From 6d1ab7af6590f3654f5349367ad2e87ed1162709 Mon Sep 17 00:00:00 2001 From: Nehon Date: Sun, 5 Jul 2015 23:35:34 +0200 Subject: [PATCH] Redesign of the frag part of unshadedNodes so it's more modular, and can be properly used as GLSL 1.5 shader. Added a stress test for unshadedNodes. Changed the name of the texture parameter to textureMap in TextureFetch shaderNode as it was conflicting with the texture function used to fetch a texel from a a texture in glsl 1.5 --- .../Common/MatDefs/Misc/UnshadedNodes.j3md | 216 ++++++++++-------- .../ShaderNodes/Basic/TextureFetch.j3sn | 4 +- .../MatDefs/ShaderNodes/Basic/texture.frag | 2 +- .../MatDefs/ShaderNodes/Basic/texture15.frag | 2 +- .../stress/TestShaderNodesStress.java | 102 +++++++++ 5 files changed, 226 insertions(+), 100 deletions(-) create mode 100644 jme3-examples/src/main/java/jme3test/stress/TestShaderNodesStress.java diff --git a/jme3-core/src/main/resources/Common/MatDefs/Misc/UnshadedNodes.j3md b/jme3-core/src/main/resources/Common/MatDefs/Misc/UnshadedNodes.j3md index f9fb05288..b35c17a9d 100644 --- a/jme3-core/src/main/resources/Common/MatDefs/Misc/UnshadedNodes.j3md +++ b/jme3-core/src/main/resources/Common/MatDefs/Misc/UnshadedNodes.j3md @@ -1,97 +1,121 @@ -MaterialDef UnshadedNodes { - - MaterialParameters { - Texture2D ColorMap - Texture2D LightMap - Color Color (Color) - Boolean VertexColor (UseVertexColor) - Boolean SeparateTexCoord - - // Alpha threshold for fragment discarding - Float AlphaDiscardThreshold (AlphaTestFallOff) - - // For hardware skinning - Int NumberOfBones - Matrix4Array BoneMatrices - - } - - Technique { - - WorldParameters { - WorldViewProjectionMatrix - //used for fog - WorldViewMatrix - } - - VertexShaderNodes{ - ShaderNode GpuSkinning{ - Definition: BasicGPUSkinning : Common/MatDefs/ShaderNodes/HardwareSkinning/HardwareSkinning.j3sn - Condition : NumberOfBones - InputMapping{ - modelPosition = Global.position; - boneMatrices = MatParam.BoneMatrices - boneWeight = Attr.inHWBoneWeight - boneIndex = Attr.inHWBoneIndex - } - OutputMapping{ - Global.position = modModelPosition - } - } - ShaderNode UnshadedVert{ - Definition: CommonVert : Common/MatDefs/ShaderNodes/Common/CommonVert.j3sn - InputMapping{ - worldViewProjectionMatrix = WorldParam.WorldViewProjectionMatrix - modelPosition = Global.position.xyz - texCoord1 = Attr.inTexCoord: ColorMap || (LightMap && !SeparateTexCoord) - texCoord2 = Attr.inTexCoord2: SeparateTexCoord - vertColor = Attr.inColor: VertexColor - } - OutputMapping{ - Global.position = projPosition - } - } - } - FragmentShaderNodes{ - ShaderNode UnshadedFrag{ - Definition: Unshaded : Common/MatDefs/ShaderNodes/Common/Unshaded.j3sn - InputMapping{ - texCoord = UnshadedVert.texCoord1: ColorMap - vertColor = UnshadedVert.vertColor: VertexColor - matColor = MatParam.Color: Color - colorMap = MatParam.ColorMap: ColorMap - color = Global.outColor - } - OutputMapping{ - Global.outColor = color - } - } - - ShaderNode AlphaDiscardThreshold{ - Definition: AlphaDiscard : Common/MatDefs/ShaderNodes/Basic/AlphaDiscard.j3sn - Condition : AlphaDiscardThreshold - InputMapping{ - alpha = Global.outColor.a - threshold = MatParam.AlphaDiscardThreshold - } - } - ShaderNode LightMap{ - Definition: LightMapping : Common/MatDefs/ShaderNodes/LightMapping/LightMapping.j3sn - Condition: LightMap - InputMapping{ - texCoord = UnshadedVert.texCoord1: !SeparateTexCoord - texCoord = UnshadedVert.texCoord2: SeparateTexCoord - lightMap = MatParam.LightMap - color = Global.outColor - } - OutputMapping{ - Global.outColor = color - } - } - - } - - } - - +MaterialDef UnshadedNodes { + MaterialParameters { + Texture2D ColorMap + Texture2D LightMap + Color Color (Color) + Boolean VertexColor (UseVertexColor) + Boolean SeparateTexCoord + Float AlphaDiscardThreshold (AlphaTestFallOff) + Int NumberOfBones + Matrix4Array BoneMatrices + } + Technique { + WorldParameters { + WorldViewProjectionMatrix + WorldViewMatrix + } + VertexShaderNodes { + ShaderNode GpuSkinning { + Definition : BasicGPUSkinning : Common/MatDefs/ShaderNodes/HardwareSkinning/HardwareSkinning.j3sn + Condition : NumberOfBones + InputMapping { + modelPosition = Global.position + boneMatrices = MatParam.BoneMatrices + boneWeight = Attr.inHWBoneWeight + boneIndex = Attr.inHWBoneIndex + } + OutputMapping { + Global.position = modModelPosition + } + } + ShaderNode UnshadedVert { + Definition : CommonVert : Common/MatDefs/ShaderNodes/Common/CommonVert.j3sn + InputMapping { + worldViewProjectionMatrix = WorldParam.WorldViewProjectionMatrix + modelPosition = Global.position.xyz + texCoord1 = Attr.inTexCoord : ColorMap || (LightMap && !SeparateTexCoord) + texCoord2 = Attr.inTexCoord2 : SeparateTexCoord + vertColor = Attr.inColor : VertexColor + } + OutputMapping { + Global.position = projPosition + } + } + } + FragmentShaderNodes { + ShaderNode MatColorMult { + Definition : ColorMult : Common/MatDefs/ShaderNodes/Basic/ColorMult.j3sn + InputMappings { + color1 = MatParam.Color + color2 = Global.outColor + } + OutputMappings { + Global.outColor = outColor + } + Condition : Color + } + ShaderNode VertColorMult { + Definition : ColorMult : Common/MatDefs/ShaderNodes/Basic/ColorMult.j3sn + InputMappings { + color1 = UnshadedVert.vertColor + color2 = Global.outColor + } + OutputMappings { + Global.outColor = outColor + } + Condition : VertexColor + } + ShaderNode ColorMapTF { + Definition : TextureFetch : Common/MatDefs/ShaderNodes/Basic/TextureFetch.j3sn + InputMappings { + texCoord = UnshadedVert.texCoord1 + textureMap = MatParam.ColorMap + } + OutputMappings { + } + Condition : ColorMap + } + ShaderNode ColorMapMult { + Definition : ColorMult : Common/MatDefs/ShaderNodes/Basic/ColorMult.j3sn + InputMappings { + color1 = ColorMapTF.outColor + color2 = Global.outColor + } + OutputMappings { + Global.outColor = outColor + } + Condition : ColorMap + } + ShaderNode AlphaDiscardThreshold { + Definition : AlphaDiscard : Common/MatDefs/ShaderNodes/Basic/AlphaDiscard.j3sn + Condition : AlphaDiscardThreshold + InputMapping { + alpha = Global.outColor.a + threshold = MatParam.AlphaDiscardThreshold + } + } + ShaderNode LightMapTF { + Definition : TextureFetch : Common/MatDefs/ShaderNodes/Basic/TextureFetch.j3sn + InputMappings { + textureMap = MatParam.LightMap + texCoord = UnshadedVert.texCoord2 : SeparateTexCoord + texCoord = UnshadedVert.texCoord1 : !SeparateTexCoord + } + OutputMappings { + } + Condition : LightMap + } + ShaderNode LightMapMult { + Definition : ColorMult : Common/MatDefs/ShaderNodes/Basic/ColorMult.j3sn + OutputMappings { + Global.outColor = outColor + } + InputMappings { + color1 = LightMapTF.outColor + color2 = Global.outColor + } + Condition : LightMap + } + } + } } \ No newline at end of file diff --git a/jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/TextureFetch.j3sn b/jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/TextureFetch.j3sn index 69fdec638..034fcd116 100644 --- a/jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/TextureFetch.j3sn +++ b/jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/TextureFetch.j3sn @@ -5,12 +5,12 @@ ShaderNodeDefinitions{ Shader GLSL150: Common/MatDefs/ShaderNodes/Basic/texture15.frag Documentation{ Fetches a color value in the given texture acording to given texture coordinates - @input texture the texture to read + @input textureMap the texture to read @input texCoord the texture coordinates @output outColor the fetched color } Input { - sampler2D texture + sampler2D textureMap vec2 texCoord } Output { diff --git a/jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/texture.frag b/jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/texture.frag index eb83a7b1f..163fbc123 100644 --- a/jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/texture.frag +++ b/jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/texture.frag @@ -1,3 +1,3 @@ void main(){ - outColor = texture2D(texture,texCoord); + outColor = texture2D(textureMap,texCoord); } \ No newline at end of file diff --git a/jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/texture15.frag b/jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/texture15.frag index b716c3e89..2ece0a646 100644 --- a/jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/texture15.frag +++ b/jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/texture15.frag @@ -1,3 +1,3 @@ void main(){ - outColor = texture(texture,texCoord); + outColor = texture(textureMap,texCoord); } \ No newline at end of file diff --git a/jme3-examples/src/main/java/jme3test/stress/TestShaderNodesStress.java b/jme3-examples/src/main/java/jme3test/stress/TestShaderNodesStress.java new file mode 100644 index 000000000..3364f5feb --- /dev/null +++ b/jme3-examples/src/main/java/jme3test/stress/TestShaderNodesStress.java @@ -0,0 +1,102 @@ +package jme3test.stress; + +import com.jme3.app.BasicProfilerState; +import com.jme3.app.SimpleApplication; +import com.jme3.material.Material; +import com.jme3.math.ColorRGBA; +import com.jme3.math.Quaternion; +import com.jme3.math.Vector3f; +import com.jme3.profile.AppProfiler; +import com.jme3.profile.AppStep; +import com.jme3.profile.VpStep; +import com.jme3.renderer.ViewPort; +import com.jme3.renderer.queue.RenderQueue; +import com.jme3.scene.Geometry; +import com.jme3.scene.shape.Quad; +import com.jme3.texture.Texture; +import java.util.logging.Level; +import java.util.logging.Logger; + +public class TestShaderNodesStress extends SimpleApplication { + + public static void main(String[] args) { + TestShaderNodesStress app = new TestShaderNodesStress(); + app.start(); + } + + @Override + public void simpleInitApp() { + + Quad q = new Quad(1, 1); + Geometry g = new Geometry("quad", q); + g.setLocalTranslation(-500, -500, 0); + g.setLocalScale(1000); + + rootNode.attachChild(g); + cam.setLocation(new Vector3f(0.0f, 0.0f, 0.40647888f)); + cam.setRotation(new Quaternion(0.0f, 1.0f, 0.0f, 0.0f)); + + Texture tex = assetManager.loadTexture("Interface/Logo/Monkey.jpg"); + + Material mat = new Material(assetManager, "Common/MatDefs/Misc/UnshadedNodes.j3md"); + //Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); + + mat.setColor("Color", ColorRGBA.Yellow); + mat.setTexture("ColorMap", tex); + g.setMaterial(mat); + //place the geoms in the transparent bucket so that they are rendered back to front for maximum overdraw + g.setQueueBucket(RenderQueue.Bucket.Transparent); + + for (int i = 0; i < 1000; i++) { + Geometry cl = g.clone(false); + cl.move(0, 0, -(i + 1)); + rootNode.attachChild(cl); + } + + flyCam.setMoveSpeed(20); + Logger.getLogger("com.jme3").setLevel(Level.WARNING); + + this.setAppProfiler(new Profiler()); + + } + + private class Profiler implements AppProfiler { + + private long startTime; + private long updateTime; + private long renderTime; + private long sum; + private int nbFrames; + + @Override + public void appStep(AppStep step) { + + switch (step) { + case BeginFrame: + startTime = System.nanoTime(); + break; + case RenderFrame: + updateTime = System.nanoTime(); + // System.err.println("Update time : " + (updateTime - startTime)); + break; + case EndFrame: + nbFrames++; + if (nbFrames >= 150) { + renderTime = System.nanoTime(); + sum += renderTime - updateTime; + System.err.println("render time : " + (renderTime - updateTime)); + System.err.println("Average render time : " + ((float)sum / (float)(nbFrames-150))); + } + break; + + } + + } + + @Override + public void vpStep(VpStep step, ViewPort vp, RenderQueue.Bucket bucket) { + + } + + } +}