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/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package jme3test.post;
import com.jme3.app.SimpleApplication;
import com.jme3.light.PointLight;
import com.jme3.material.Material;
import com.jme3.math.*;
import com.jme3.post.SceneProcessor;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture2D;
import com.jme3.ui.Picture;
public class TestMultiRenderTarget extends SimpleApplication implements SceneProcessor {
private FrameBuffer fb;
private Texture2D diffuseData, normalData, specularData, depthData;
private Geometry sphere;
private Picture display1, display2, display3, display4;
private Picture display;
private Material mat;
public static void main(String[] args){
TestMultiRenderTarget app = new TestMultiRenderTarget();
app.start();
}
@Override
public void simpleInitApp() {
viewPort.addProcessor(this);
renderManager.setForcedTechnique("GBuf");
// flyCam.setEnabled(false);
cam.setLocation(new Vector3f(4.8037705f, 4.851632f, 10.789033f));
cam.setRotation(new Quaternion(-0.05143692f, 0.9483723f, -0.21131563f, -0.230846f));
Node tank = (Node) assetManager.loadModel("Models/HoverTank/Tank2.mesh.xml");
//tankMesh.getMaterial().setColor("Specular", ColorRGBA.Black);
rootNode.attachChild(tank);
display1 = new Picture("Picture");
display1.move(0, 0, -1); // make it appear behind stats view
display2 = (Picture) display1.clone();
display3 = (Picture) display1.clone();
display4 = (Picture) display1.clone();
display = (Picture) display1.clone();
ColorRGBA[] colors = new ColorRGBA[]{
ColorRGBA.White,
ColorRGBA.Blue,
ColorRGBA.Cyan,
ColorRGBA.DarkGray,
ColorRGBA.Green,
ColorRGBA.Magenta,
ColorRGBA.Orange,
ColorRGBA.Pink,
ColorRGBA.Red,
ColorRGBA.Yellow
};
for (int i = 0; i < 3; i++){
PointLight pl = new PointLight();
float angle = 0.314159265f * i;
pl.setPosition( new Vector3f(FastMath.cos(angle)*2f, 0,
FastMath.sin(angle)*2f));
pl.setColor(colors[i]);
pl.setRadius(5);
rootNode.addLight(pl);
display.addLight(pl);
}
}
public void initialize(RenderManager rm, ViewPort vp) {
reshape(vp, vp.getCamera().getWidth(), vp.getCamera().getHeight());
viewPort.setOutputFrameBuffer(fb);
guiViewPort.setClearFlags(true, true, true);
guiNode.attachChild(display);
// guiNode.attachChild(display1);
// guiNode.attachChild(display2);
// guiNode.attachChild(display3);
// guiNode.attachChild(display4);
guiNode.updateGeometricState();
}
public void reshape(ViewPort vp, int w, int h) {
diffuseData = new Texture2D(w, h, Format.RGBA8);
normalData = new Texture2D(w, h, Format.RGBA8);
specularData = new Texture2D(w, h, Format.RGBA8);
depthData = new Texture2D(w, h, Format.Depth);
mat = new Material(assetManager, "Common/MatDefs/Light/Deferred.j3md");
mat.setTexture("DiffuseData", diffuseData);
mat.setTexture("SpecularData", specularData);
mat.setTexture("NormalData", normalData);
mat.setTexture("DepthData", depthData);
display.setMaterial(mat);
display.setPosition(0, 0);
display.setWidth(w);
display.setHeight(h);
display1.setTexture(assetManager, diffuseData, false);
display2.setTexture(assetManager, normalData, false);
display3.setTexture(assetManager, specularData, false);
display4.setTexture(assetManager, depthData, false);
display1.setPosition(0, 0);
display2.setPosition(w/2, 0);
display3.setPosition(0, h/2);
display4.setPosition(w/2, h/2);
display1.setWidth(w/2);
display1.setHeight(h/2);
display2.setWidth(w/2);
display2.setHeight(h/2);
display3.setWidth(w/2);
display3.setHeight(h/2);
display4.setWidth(w/2);
display4.setHeight(h/2);
guiNode.updateGeometricState();
fb = new FrameBuffer(w, h, 1);
fb.setDepthTexture(depthData);
fb.addColorTexture(diffuseData);
fb.addColorTexture(normalData);
fb.addColorTexture(specularData);
fb.setMultiTarget(true);
/*
* Marks pixels in front of the far light boundary
Render back-faces of light volume
Depth test GREATER-EQUAL
Write to stencil on depth pass
Skipped for very small distant lights
*/
/*
* Find amount of lit pixels inside the volume
Start pixel query
Render front faces of light volume
Depth test LESS-EQUAL
Don’t write anything – only EQUAL stencil test
*/
/*
* Enable conditional rendering
Based on query results from previous stage
GPU skips rendering for invisible lights
*/
/*
* Render front-faces of light volume
Depth test - LESS-EQUAL
Stencil test - EQUAL
Runs only on marked pixels inside light
*/
}
public boolean isInitialized() {
return diffuseData != null;
}
public void preFrame(float tpf) {
Matrix4f inverseViewProj = cam.getViewProjectionMatrix().invert();
mat.setMatrix4("ViewProjectionMatrixInverse", inverseViewProj);
}
public void postQueue(RenderQueue rq) {
}
public void postFrame(FrameBuffer out) {
}
public void cleanup() {
}
}