/* * Copyright (c) 2009-2012 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.material.Material; import com.jme3.renderer.RenderManager; import com.jme3.renderer.Renderer; import com.jme3.scene.Geometry; import com.jme3.scene.Node; 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.ui.Picture; /** * Demonstrates FrameBuffer usage. * The scene is first rendered to an FB with a texture attached, * the texture is then rendered onto the screen in ortho mode. * * @author Kirill */ public class TestFBOPassthrough extends SimpleApplication { private Node fbNode = new Node("Framebuffer Node"); private FrameBuffer fb; public static void main(String[] args){ TestFBOPassthrough app = new TestFBOPassthrough(); app.start(); } @Override public void simpleInitApp() { int w = settings.getWidth(); int h = settings.getHeight(); //setup framebuffer fb = new FrameBuffer(w, h, 1); Texture2D fbTex = new Texture2D(w, h, Format.RGBA8); fb.setDepthBuffer(Format.Depth); fb.setColorTexture(fbTex); // setup framebuffer's scene Sphere sphMesh = new Sphere(20, 20, 1); Material solidColor = assetManager.loadMaterial("Common/Materials/RedColor.j3m"); Geometry sphere = new Geometry("sphere", sphMesh); sphere.setMaterial(solidColor); fbNode.attachChild(sphere); //setup main scene Picture p = new Picture("Picture"); p.setPosition(0, 0); p.setWidth(w); p.setHeight(h); p.setTexture(assetManager, fbTex, false); rootNode.attachChild(p); } @Override public void simpleUpdate(float tpf){ fbNode.updateLogicalState(tpf); fbNode.updateGeometricState(); } @Override public void simpleRender(RenderManager rm){ Renderer r = rm.getRenderer(); //do FBO rendering r.setFrameBuffer(fb); 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); } }