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 1.5experimental
parent
2b8898b7b2
commit
6d1ab7af65
@ -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 |
||||
} |
||||
} |
||||
} |
||||
} |
@ -1,3 +1,3 @@ |
||||
void main(){ |
||||
outColor = texture2D(texture,texCoord); |
||||
outColor = texture2D(textureMap,texCoord); |
||||
} |
@ -1,3 +1,3 @@ |
||||
void main(){ |
||||
outColor = texture(texture,texCoord); |
||||
outColor = texture(textureMap,texCoord); |
||||
} |
@ -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) { |
||||
|
||||
} |
||||
|
||||
} |
||||
} |
Loading…
Reference in new issue