Modify TestDepthStencil to be simpler (based on TestFBOPassthrough)

experimental
shadowislord 10 years ago
parent aa03d73595
commit a9d8faf39e
  1. 292
      jme3-examples/src/main/java/jme3test/renderer/TestDepthStencil.java

@ -1,5 +1,5 @@
/* /*
* Copyright (c) 2009-2012 jMonkeyEngine * Copyright (c) 2009-2014 jMonkeyEngine
* All rights reserved. * All rights reserved.
* *
* Redistribution and use in source and binary forms, with or without * Redistribution and use in source and binary forms, with or without
@ -33,208 +33,63 @@
package jme3test.renderer; package jme3test.renderer;
import com.jme3.app.SimpleApplication; import com.jme3.app.SimpleApplication;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.material.Material; import com.jme3.material.Material;
import com.jme3.material.RenderState.StencilOperation; import com.jme3.material.RenderState;
import com.jme3.material.RenderState.TestFunction;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.post.SceneProcessor;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager; import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort; import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry; import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.control.AbstractControl; import com.jme3.scene.control.AbstractControl;
import com.jme3.scene.shape.Box; import com.jme3.scene.shape.Sphere;
import com.jme3.system.AppSettings;
import com.jme3.system.JmeContext.Type;
import com.jme3.texture.FrameBuffer; import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image.Format; import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture2D; import com.jme3.texture.Texture2D;
import com.jme3.util.BufferUtils; import com.jme3.ui.Picture;
import com.jme3.util.Screenshots;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferedImage;
import java.nio.ByteBuffer;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
/** public class TestDepthStencil extends SimpleApplication {
* This test renders a scene to an offscreen framebuffer, then copies
* the contents to a Swing JFrame. Note that some parts are done inefficently,
* this is done to make the code more readable.
*/
public class TestDepthStencil extends SimpleApplication implements SceneProcessor {
private static String TOGGLE_STENCIL = "TOGGLE_STENCIL";
private Geometry offBox;
private float angle = 0;
private FrameBuffer offBuffer;
private ViewPort offView;
private Texture2D offTex;
private Camera offCamera;
private ImageDisplay display;
private boolean enableStencil = false; private boolean enableStencil = false;
private static final int width = 800, height = 600; private Node fbNode = new Node("Framebuffer Node");
private FrameBuffer fb;
private final ByteBuffer cpuBuf = BufferUtils.createByteBuffer(width * height * 4);
private final byte[] cpuArray = new byte[width * height * 4];
private final BufferedImage image = new BufferedImage(width, height,
BufferedImage.TYPE_4BYTE_ABGR);
private class ImageDisplay extends JPanel {
private long t;
private long total;
private int frames;
private int fps;
@Override
public void paintComponent(Graphics gfx) {
super.paintComponent(gfx);
Graphics2D g2d = (Graphics2D) gfx;
if (t == 0)
t = timer.getTime();
// g2d.setBackground(Color.BLACK);
// g2d.clearRect(0,0,width,height);
synchronized (image){
g2d.drawImage(image, null, 0, 0);
}
long t2 = timer.getTime();
long dt = t2 - t;
total += dt;
frames ++;
t = t2;
if (total > 1000){
fps = frames;
total = 0;
frames = 0;
}
g2d.setColor(Color.white);
g2d.drawString("FPS: "+fps, 0, getHeight() - 100);
g2d.drawString("Toggle Stencil : [SPACE] (" + enableStencil + ")", 0, getHeight() - 10);
}
}
public static void main(String[] args){ public static void main(String[] args){
TestDepthStencil app = new TestDepthStencil(); TestDepthStencil app = new TestDepthStencil();
app.setPauseOnLostFocus(false); app.start();
AppSettings settings = new AppSettings(true);
settings.setResolution(1, 1);
app.setSettings(settings);
app.start(Type.OffscreenSurface);
}
public void createDisplayFrame(){
SwingUtilities.invokeLater(new Runnable(){
public void run(){
final JFrame frame = new JFrame("Render Display");
display = new ImageDisplay();
display.setPreferredSize(new Dimension(width, height));
frame.getContentPane().add(display);
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.addWindowListener(new WindowAdapter(){
public void windowClosed(WindowEvent e){
stop();
}
});
frame.addKeyListener(new KeyListener() {
public void keyTyped(KeyEvent ke) {
}
public void keyPressed(KeyEvent ke) {
}
public void keyReleased(KeyEvent ke) {
if (ke.getKeyCode() == KeyEvent.VK_SPACE) {
enableStencil = !enableStencil;
}else if (ke.getKeyCode() == KeyEvent.VK_ESCAPE) {
frame.setVisible(false);
}
}
});
frame.pack();
frame.setLocationRelativeTo(null);
frame.setResizable(false);
frame.setVisible(true);
}
});
} }
public void updateImageContents(){ @Override
cpuBuf.clear(); public void simpleInitApp() {
renderer.readFrameBuffer(offBuffer, cpuBuf); int w = settings.getWidth();
int h = settings.getHeight();
synchronized (image) {
Screenshots.convertScreenShot(cpuBuf, image);
}
if (display != null)
display.repaint();
}
public void setupOffscreenView(){
offCamera = new Camera(width, height);
// create a pre-view. a view that is rendered before the main view
offView = renderManager.createPreView("Offscreen View", offCamera);
offView.setBackgroundColor(ColorRGBA.DarkGray);
offView.setClearFlags(true, true, true);
// this will let us know when the scene has been rendered to the
// frame buffer
offView.addProcessor(this);
// create offscreen framebuffer //setup framebuffer
offBuffer = new FrameBuffer(width, height, 1); fb = new FrameBuffer(w, h, 1);
//setup framebuffer's cam Texture2D fbTex = new Texture2D(w, h, Format.RGB8);
offCamera.setFrustumPerspective(45f, 1f, 1f, 1000f); fb.setDepthBuffer(Format.Depth24Stencil8);
offCamera.setLocation(new Vector3f(0f, 0f, -5f)); fb.setColorTexture(fbTex);
offCamera.lookAt(new Vector3f(0f, 0f, 0f), Vector3f.UNIT_Y);
//setup framebuffer's texture // setup framebuffer's scene
// offTex = new Texture2D(width, height, Format.RGBA8); Sphere sphMesh = new Sphere(20, 20, 1);
Material solidColor = assetManager.loadMaterial("Common/Materials/RedColor.j3m");
//setup framebuffer to use renderbuffer final Geometry sphere = new Geometry("sphere", sphMesh);
// this is faster for gpu -> cpu copies sphere.setMaterial(solidColor);
offBuffer.setDepthBuffer(Format.Depth24Stencil8); fbNode.attachChild(sphere);
offBuffer.setColorBuffer(Format.RGBA8);
// offBuffer.setColorTexture(offTex);
//set viewport to render to offscreen framebuffer sphere.addControl(new AbstractControl() {
offView.setOutputFrameBuffer(offBuffer);
// setup framebuffer's scene
Box boxMesh = new Box(Vector3f.ZERO, 1,1,1);
final Material material = assetManager.loadMaterial("Interface/Logo/Logo.j3m");
offBox = new Geometry("box", boxMesh);
offBox.setMaterial(material);
offBox.addControl(new AbstractControl() {
@Override @Override
protected void controlUpdate(float tpf) { protected void controlUpdate(float tpf) {
material.getAdditionalRenderState().setStencil(enableStencil, Material mat = sphere.getMaterial();
StencilOperation.Keep, StencilOperation.Keep, StencilOperation.Keep, mat.getAdditionalRenderState().setStencil(enableStencil,
StencilOperation.Keep, StencilOperation.Keep, StencilOperation.Keep, RenderState.StencilOperation.Keep, RenderState.StencilOperation.Keep, RenderState.StencilOperation.Keep,
TestFunction.Never, TestFunction.Never RenderState.StencilOperation.Keep, RenderState.StencilOperation.Keep, RenderState.StencilOperation.Keep,
RenderState.TestFunction.Never, RenderState.TestFunction.Never
//TestFunction.Always, TestFunction.Always //TestFunction.Always, TestFunction.Always
); );
} }
@ -244,54 +99,55 @@ public class TestDepthStencil extends SimpleApplication implements SceneProcesso
} }
}); });
// attach the scene to the viewport to be rendered //setup main scene
offView.attachScene(offBox); Picture p = new Picture("Picture");
} p.setPosition(0, 0);
p.setWidth(w);
p.setHeight(h);
p.setTexture(assetManager, fbTex, false);
@Override rootNode.attachChild(p);
public void simpleInitApp() {
setupOffscreenView(); inputManager.addMapping("toggle", new KeyTrigger(KeyInput.KEY_SPACE));
createDisplayFrame(); ActionListener acl = new ActionListener() {
public void onAction(String name, boolean keyPressed, float tpf) {
if (name.equals("toggle") && keyPressed) {
if (enableStencil) {
enableStencil = false;
System.out.println("Stencil Enabled (model should be hidden)");
} else {
enableStencil = true;
System.out.println("Stencil Disabled (model should be visible)");
}
}
}
};
inputManager.addListener(acl, "toggle");
System.out.println("Press space to toggle stencil");
} }
@Override @Override
public void simpleUpdate(float tpf){ public void simpleUpdate(float tpf){
Quaternion q = new Quaternion(); fbNode.updateLogicalState(tpf);
angle += tpf; fbNode.updateGeometricState();
angle %= FastMath.TWO_PI;
q.fromAngles(angle, 0, angle);
offBox.setLocalRotation(q);
offBox.updateLogicalState(tpf);
offBox.updateGeometricState();
}
public void initialize(RenderManager rm, ViewPort vp) {
}
public void reshape(ViewPort vp, int w, int h) {
} }
public boolean isInitialized() { @Override
return true; public void simpleRender(RenderManager rm){
} Renderer r = rm.getRenderer();
public void preFrame(float tpf) { //do FBO rendering
} r.setFrameBuffer(fb);
public void postQueue(RenderQueue rq) { rm.setCamera(cam, false); // FBO uses current camera
} r.clearBuffers(true, true, true);
rm.renderScene(fbNode, viewPort);
rm.flushQueue(viewPort);
/** //go back to default rendering and let
* Update the CPU image's contents after the scene has //SimpleApplication render the default scene
* been rendered to the framebuffer. r.setFrameBuffer(null);
*/
public void postFrame(FrameBuffer out) {
updateImageContents();
} }
public void cleanup() {
}
} }

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