/* * 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.renderer; import com.jme3.app.SimpleApplication; import com.jme3.font.BitmapText; import com.jme3.material.Material; import com.jme3.material.RenderState; import com.jme3.math.ColorRGBA; import com.jme3.renderer.queue.RenderQueue; import com.jme3.scene.Geometry; import com.jme3.scene.shape.Box; public class TestDepthFuncChange extends SimpleApplication { public static void main(String[] args) { TestDepthFuncChange app = new TestDepthFuncChange(); app.start(); } public void simpleInitApp() { viewPort.setBackgroundColor(ColorRGBA.DarkGray); flyCam.setMoveSpeed(20); //top of the screen //default depth func (less or equal) rendering. //2 cubes, a blue and a red. the red cube is offset by 0.2 WU to the right //the red cube is put in the transparent bucket to be sure it's rendered after the blue one (but there is no transparency involved). //You should see a small part of the blue cube on the left and the whole red cube Box boxshape1 = new Box(1f, 1f, 1f); Geometry cube1 = new Geometry("box", boxshape1); Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.setColor("Color", ColorRGBA.Blue); cube1.setMaterial(mat); rootNode.attachChild(cube1); cube1.move(0, 1.5f, 0); Geometry cube2 = cube1.clone(true); cube2.move(0.2f, 0 , 0); cube2.setQueueBucket(RenderQueue.Bucket.Transparent); cube2.getMaterial().setColor("Color", ColorRGBA.Red); rootNode.attachChild(cube2); //Bottom of the screen //here the 2 cubes are clonned and the depthFunc for the red cube's material is set to Less //You should see the whole bleu cube and a small part of the red cube on the right Geometry cube3 = cube1.clone(); Geometry cube4 = cube2.clone(true); cube4.getMaterial().getAdditionalRenderState().setDepthFunc(RenderState.TestFunction.Less); cube3.move(0,-3,0); cube4.move(0,-3,0); rootNode.attachChild(cube3); rootNode.attachChild(cube4); //Note that if you move the camera z fighting will occur but that's expected. } }