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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.
}
}