/* * 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.light.PointLight; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.FastMath; import com.jme3.math.Matrix4f; import com.jme3.math.Quaternion; import com.jme3.math.Vector3f; import com.jme3.post.SceneProcessor; import com.jme3.profile.AppProfiler; import com.jme3.renderer.RenderManager; import com.jme3.renderer.ViewPort; import com.jme3.renderer.queue.RenderQueue; 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 Picture display1, display2, display3, display4; private Picture display; private Material mat; private String techOrig; private PointLight[] pls; public static void main(String[] args){ TestMultiRenderTarget app = new TestMultiRenderTarget(); app.start(); } @Override public void simpleInitApp() { viewPort.addProcessor(this); // 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 }; pls = new PointLight[3]; for (int i = 0; i < pls.length; i++){ PointLight pl = new PointLight(); pl.setColor(colors[i % colors.length]); pl.setRadius(5); display.addLight(pl); pls[i] = pl; } } @Override public void simpleUpdate(float tpf) { super.simpleUpdate(tpf);//To change body of generated methods, choose Tools | Templates. for (int i = 0; i < 3; i++){ PointLight pl = pls[i]; float angle = (float)Math.PI * (i + (timer.getTimeInSeconds() % 6)/3); // 3s for full loop pl.setPosition( new Vector3f(FastMath.cos(angle)*3f, 0, FastMath.sin(angle)*3f)); } } 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); techOrig = renderManager.getForcedTechnique(); renderManager.setForcedTechnique("GBuf"); } public void postQueue(RenderQueue rq) { } public void postFrame(FrameBuffer out) { renderManager.setForcedTechnique(techOrig); } public void cleanup() { } @Override public void setProfiler(AppProfiler profiler) { } }