Modify TestDepthStencil to be simpler (based on TestFBOPassthrough)

experimental
shadowislord 10 years ago
parent aa03d73595
commit a9d8faf39e
  1. 286
      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.
*
* Redistribution and use in source and binary forms, with or without
@ -33,208 +33,63 @@
package jme3test.renderer;
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.RenderState.StencilOperation;
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.material.RenderState;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.control.AbstractControl;
import com.jme3.scene.shape.Box;
import com.jme3.system.AppSettings;
import com.jme3.system.JmeContext.Type;
import com.jme3.scene.shape.Sphere;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture2D;
import com.jme3.util.BufferUtils;
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;
import com.jme3.ui.Picture;
/**
* 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;
public class TestDepthStencil extends SimpleApplication {
private FrameBuffer offBuffer;
private ViewPort offView;
private Texture2D offTex;
private Camera offCamera;
private ImageDisplay display;
private boolean enableStencil = false;
private static final int width = 800, height = 600;
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);
}
}
private Node fbNode = new Node("Framebuffer Node");
private FrameBuffer fb;
public static void main(String[] args){
TestDepthStencil app = new TestDepthStencil();
app.setPauseOnLostFocus(false);
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);
}
});
app.start();
}
public void updateImageContents(){
cpuBuf.clear();
renderer.readFrameBuffer(offBuffer, cpuBuf);
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
offBuffer = new FrameBuffer(width, height, 1);
@Override
public void simpleInitApp() {
int w = settings.getWidth();
int h = settings.getHeight();
//setup framebuffer's cam
offCamera.setFrustumPerspective(45f, 1f, 1f, 1000f);
offCamera.setLocation(new Vector3f(0f, 0f, -5f));
offCamera.lookAt(new Vector3f(0f, 0f, 0f), Vector3f.UNIT_Y);
//setup framebuffer
fb = new FrameBuffer(w, h, 1);
//setup framebuffer's texture
// offTex = new Texture2D(width, height, Format.RGBA8);
Texture2D fbTex = new Texture2D(w, h, Format.RGB8);
fb.setDepthBuffer(Format.Depth24Stencil8);
fb.setColorTexture(fbTex);
//setup framebuffer to use renderbuffer
// this is faster for gpu -> cpu copies
offBuffer.setDepthBuffer(Format.Depth24Stencil8);
offBuffer.setColorBuffer(Format.RGBA8);
// offBuffer.setColorTexture(offTex);
// setup framebuffer's scene
Sphere sphMesh = new Sphere(20, 20, 1);
Material solidColor = assetManager.loadMaterial("Common/Materials/RedColor.j3m");
//set viewport to render to offscreen framebuffer
offView.setOutputFrameBuffer(offBuffer);
final Geometry sphere = new Geometry("sphere", sphMesh);
sphere.setMaterial(solidColor);
fbNode.attachChild(sphere);
// 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() {
sphere.addControl(new AbstractControl() {
@Override
protected void controlUpdate(float tpf) {
material.getAdditionalRenderState().setStencil(enableStencil,
StencilOperation.Keep, StencilOperation.Keep, StencilOperation.Keep,
StencilOperation.Keep, StencilOperation.Keep, StencilOperation.Keep,
TestFunction.Never, TestFunction.Never
Material mat = sphere.getMaterial();
mat.getAdditionalRenderState().setStencil(enableStencil,
RenderState.StencilOperation.Keep, RenderState.StencilOperation.Keep, RenderState.StencilOperation.Keep,
RenderState.StencilOperation.Keep, RenderState.StencilOperation.Keep, RenderState.StencilOperation.Keep,
RenderState.TestFunction.Never, RenderState.TestFunction.Never
//TestFunction.Always, TestFunction.Always
);
}
@ -244,54 +99,55 @@ public class TestDepthStencil extends SimpleApplication implements SceneProcesso
}
});
// attach the scene to the viewport to be rendered
offView.attachScene(offBox);
}
//setup main scene
Picture p = new Picture("Picture");
p.setPosition(0, 0);
p.setWidth(w);
p.setHeight(h);
p.setTexture(assetManager, fbTex, false);
@Override
public void simpleInitApp() {
setupOffscreenView();
createDisplayFrame();
}
@Override
public void simpleUpdate(float tpf){
Quaternion q = new Quaternion();
angle += tpf;
angle %= FastMath.TWO_PI;
q.fromAngles(angle, 0, angle);
rootNode.attachChild(p);
offBox.setLocalRotation(q);
offBox.updateLogicalState(tpf);
offBox.updateGeometricState();
inputManager.addMapping("toggle", new KeyTrigger(KeyInput.KEY_SPACE));
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)");
}
public void initialize(RenderManager rm, ViewPort vp) {
}
public void reshape(ViewPort vp, int w, int h) {
}
};
inputManager.addListener(acl, "toggle");
public boolean isInitialized() {
return true;
System.out.println("Press space to toggle stencil");
}
public void preFrame(float tpf) {
@Override
public void simpleUpdate(float tpf){
fbNode.updateLogicalState(tpf);
fbNode.updateGeometricState();
}
public void postQueue(RenderQueue rq) {
}
@Override
public void simpleRender(RenderManager rm){
Renderer r = rm.getRenderer();
/**
* Update the CPU image's contents after the scene has
* been rendered to the framebuffer.
*/
public void postFrame(FrameBuffer out) {
updateImageContents();
}
//do FBO rendering
r.setFrameBuffer(fb);
public void cleanup() {
}
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
//SimpleApplication render the default scene
r.setFrameBuffer(null);
}
}

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