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226 lines
7.7 KiB
226 lines
7.7 KiB
/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package jme3test.post;
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import com.jme3.app.SimpleApplication;
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import com.jme3.light.PointLight;
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import com.jme3.material.Material;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.FastMath;
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import com.jme3.math.Matrix4f;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.post.SceneProcessor;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.texture.FrameBuffer;
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import com.jme3.texture.Image.Format;
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import com.jme3.texture.Texture2D;
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import com.jme3.ui.Picture;
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public class TestMultiRenderTarget extends SimpleApplication implements SceneProcessor {
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private FrameBuffer fb;
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private Texture2D diffuseData, normalData, specularData, depthData;
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private Geometry sphere;
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private Picture display1, display2, display3, display4;
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private Picture display;
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private Material mat;
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public static void main(String[] args){
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TestMultiRenderTarget app = new TestMultiRenderTarget();
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app.start();
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}
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private String techOrig;
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@Override
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public void simpleInitApp() {
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viewPort.addProcessor(this);
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// flyCam.setEnabled(false);
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cam.setLocation(new Vector3f(4.8037705f, 4.851632f, 10.789033f));
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cam.setRotation(new Quaternion(-0.05143692f, 0.9483723f, -0.21131563f, -0.230846f));
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Node tank = (Node) assetManager.loadModel("Models/HoverTank/Tank2.mesh.xml");
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//tankMesh.getMaterial().setColor("Specular", ColorRGBA.Black);
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rootNode.attachChild(tank);
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display1 = new Picture("Picture");
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display1.move(0, 0, -1); // make it appear behind stats view
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display2 = (Picture) display1.clone();
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display3 = (Picture) display1.clone();
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display4 = (Picture) display1.clone();
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display = (Picture) display1.clone();
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ColorRGBA[] colors = new ColorRGBA[]{
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ColorRGBA.White,
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ColorRGBA.Blue,
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ColorRGBA.Cyan,
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ColorRGBA.DarkGray,
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ColorRGBA.Green,
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ColorRGBA.Magenta,
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ColorRGBA.Orange,
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ColorRGBA.Pink,
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ColorRGBA.Red,
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ColorRGBA.Yellow
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};
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for (int i = 0; i < 3; i++){
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PointLight pl = new PointLight();
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float angle = 0.314159265f * i;
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pl.setPosition( new Vector3f(FastMath.cos(angle)*2f, 0,
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FastMath.sin(angle)*2f));
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pl.setColor(colors[i]);
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pl.setRadius(5);
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rootNode.addLight(pl);
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display.addLight(pl);
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}
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}
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public void initialize(RenderManager rm, ViewPort vp) {
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reshape(vp, vp.getCamera().getWidth(), vp.getCamera().getHeight());
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viewPort.setOutputFrameBuffer(fb);
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guiViewPort.setClearFlags(true, true, true);
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guiNode.attachChild(display);
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// guiNode.attachChild(display1);
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guiNode.attachChild(display2);
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// guiNode.attachChild(display3);
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// guiNode.attachChild(display4);
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guiNode.updateGeometricState();
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}
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public void reshape(ViewPort vp, int w, int h) {
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diffuseData = new Texture2D(w, h, Format.RGBA8);
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normalData = new Texture2D(w, h, Format.RGBA8);
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specularData = new Texture2D(w, h, Format.RGBA8);
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depthData = new Texture2D(w, h, Format.Depth);
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mat = new Material(assetManager, "Common/MatDefs/Light/Deferred.j3md");
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mat.setTexture("DiffuseData", diffuseData);
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mat.setTexture("SpecularData", specularData);
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mat.setTexture("NormalData", normalData);
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mat.setTexture("DepthData", depthData);
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display.setMaterial(mat);
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display.setPosition(0, 0);
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display.setWidth(w);
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display.setHeight(h);
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display1.setTexture(assetManager, diffuseData, false);
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display2.setTexture(assetManager, normalData, false);
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display3.setTexture(assetManager, specularData, false);
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display4.setTexture(assetManager, depthData, false);
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display1.setPosition(0, 0);
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display2.setPosition(w/2, 0);
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display3.setPosition(0, h/2);
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display4.setPosition(w/2, h/2);
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display1.setWidth(w/2);
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display1.setHeight(h/2);
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display2.setWidth(w/2);
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display2.setHeight(h/2);
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display3.setWidth(w/2);
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display3.setHeight(h/2);
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display4.setWidth(w/2);
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display4.setHeight(h/2);
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guiNode.updateGeometricState();
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fb = new FrameBuffer(w, h, 1);
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fb.setDepthTexture(depthData);
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fb.addColorTexture(diffuseData);
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fb.addColorTexture(normalData);
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fb.addColorTexture(specularData);
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fb.setMultiTarget(true);
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/*
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* Marks pixels in front of the far light boundary
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Render back-faces of light volume
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Depth test GREATER-EQUAL
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Write to stencil on depth pass
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Skipped for very small distant lights
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*/
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/*
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* Find amount of lit pixels inside the volume
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Start pixel query
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Render front faces of light volume
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Depth test LESS-EQUAL
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Don’t write anything – only EQUAL stencil test
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*/
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/*
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* Enable conditional rendering
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Based on query results from previous stage
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GPU skips rendering for invisible lights
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*/
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/*
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* Render front-faces of light volume
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Depth test - LESS-EQUAL
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Stencil test - EQUAL
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Runs only on marked pixels inside light
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*/
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}
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public boolean isInitialized() {
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return diffuseData != null;
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}
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public void preFrame(float tpf) {
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Matrix4f inverseViewProj = cam.getViewProjectionMatrix().invert();
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mat.setMatrix4("ViewProjectionMatrixInverse", inverseViewProj);
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techOrig = renderManager.getForcedTechnique();
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renderManager.setForcedTechnique("GBuf");
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}
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public void postQueue(RenderQueue rq) {
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}
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public void postFrame(FrameBuffer out) {
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renderManager.setForcedTechnique(techOrig);
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}
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public void cleanup() {
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}
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}
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