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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.
+ *
+ * * 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
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * 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() {
+ }
+
+}