/* * 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.math.ColorRGBA; import com.jme3.math.FastMath; import com.jme3.math.Quaternion; import com.jme3.math.Vector3f; import com.jme3.renderer.Camera; import com.jme3.renderer.ViewPort; import com.jme3.scene.Geometry; import com.jme3.scene.shape.Box; import com.jme3.texture.FrameBuffer; import com.jme3.texture.Image.Format; import com.jme3.texture.Texture; import com.jme3.texture.TextureCubeMap; import com.jme3.util.SkyFactory; /** * Renders a rotating box to a cubemap texture, then applies the cubemap * texture as a sky. */ public class TestRenderToCubemap extends SimpleApplication { private Geometry offBox; private float angle = 0; private ViewPort offView; public static void main(String[] args){ TestRenderToCubemap app = new TestRenderToCubemap(); app.start(); } public Texture setupOffscreenView(){ Camera offCamera = new Camera(512, 512); offView = renderManager.createPreView("Offscreen View", offCamera); offView.setClearFlags(true, true, true); offView.setBackgroundColor(ColorRGBA.DarkGray); // create offscreen framebuffer FrameBuffer offBuffer = new FrameBuffer(512, 512, 1); //setup framebuffer's cam offCamera.setFrustumPerspective(45f, 1f, 1f, 1000f); offCamera.setLocation(new Vector3f(0f, 0f, -5f)); offCamera.lookAt(new Vector3f(0f, 0f, 0f), Vector3f.UNIT_Y); //setup framebuffer's texture TextureCubeMap offTex = new TextureCubeMap(512, 512, Format.RGBA8); offTex.setMinFilter(Texture.MinFilter.Trilinear); offTex.setMagFilter(Texture.MagFilter.Bilinear); //setup framebuffer to use texture offBuffer.setDepthBuffer(Format.Depth); offBuffer.setMultiTarget(true); offBuffer.addColorTexture(offTex, TextureCubeMap.Face.NegativeX); offBuffer.addColorTexture(offTex, TextureCubeMap.Face.PositiveX); offBuffer.addColorTexture(offTex, TextureCubeMap.Face.NegativeY); offBuffer.addColorTexture(offTex, TextureCubeMap.Face.PositiveY); offBuffer.addColorTexture(offTex, TextureCubeMap.Face.NegativeZ); offBuffer.addColorTexture(offTex, TextureCubeMap.Face.PositiveZ); //set viewport to render to offscreen framebuffer offView.setOutputFrameBuffer(offBuffer); // setup framebuffer's scene Box boxMesh = new Box( 1,1,1); Material material = assetManager.loadMaterial("Interface/Logo/Logo.j3m"); offBox = new Geometry("box", boxMesh); offBox.setMaterial(material); // attach the scene to the viewport to be rendered offView.attachScene(offBox); return offTex; } @Override public void simpleInitApp() { cam.setLocation(new Vector3f(3, 3, 3)); cam.lookAt(Vector3f.ZERO, Vector3f.UNIT_Y); Texture offTex = setupOffscreenView(); rootNode.attachChild(SkyFactory.createSky(assetManager, offTex, false)); } @Override public void simpleUpdate(float tpf){ Quaternion q = new Quaternion(); angle += tpf; angle %= FastMath.TWO_PI; q.fromAngles(angle, 0, angle); offBox.setLocalRotation(q); offBox.updateLogicalState(tpf); offBox.updateGeometricState(); } }