1 /* 2 * Copyright (c) 2009-2010 jMonkeyEngine 3 * All rights reserved. 4 * 5 * Redistribution and use in source and binary forms, with or without 6 * modification, are permitted provided that the following conditions are 7 * met: 8 * 9 * * Redistributions of source code must retain the above copyright 10 * notice, this list of conditions and the following disclaimer. 11 * 12 * * Redistributions in binary form must reproduce the above copyright 13 * notice, this list of conditions and the following disclaimer in the 14 * documentation and/or other materials provided with the distribution. 15 * 16 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors 17 * may be used to endorse or promote products derived from this software 18 * without specific prior written permission. 19 * 20 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 21 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED 22 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 23 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 24 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 25 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 26 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 27 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF 28 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 29 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 30 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 33 package jme3test.post; 34 35 import com.jme3.app.SimpleApplication; 36 import com.jme3.material.Material; 37 import com.jme3.renderer.RenderManager; 38 import com.jme3.renderer.Renderer; 39 import com.jme3.scene.Geometry; 40 import com.jme3.scene.Node; 41 import com.jme3.scene.shape.Sphere; 42 import com.jme3.texture.FrameBuffer; 43 import com.jme3.texture.Image.Format; 44 import com.jme3.texture.Texture2D; 45 import com.jme3.ui.Picture; 46 47 /** 48 * Demonstrates FrameBuffer usage. 49 * The scene is first rendered to an FB with a texture attached, 50 * the texture is then rendered onto the screen in ortho mode. 51 * 52 * @author Kirill 53 */ 54 public class TestFBOPassthrough extends SimpleApplication { 55 56 private Node fbNode = new Node("Framebuffer Node"); 57 private FrameBuffer fb; 58 59 public static void main(String[] args){ 60 TestFBOPassthrough app = new TestFBOPassthrough(); 61 app.start(); 62 } 63 64 @Override 65 public void simpleInitApp() { 66 int w = settings.getWidth(); 67 int h = settings.getHeight(); 68 69 //setup framebuffer 70 fb = new FrameBuffer(w, h, 1); 71 72 Texture2D fbTex = new Texture2D(w, h, Format.RGBA8); 73 fb.setDepthBuffer(Format.Depth); 74 fb.setColorTexture(fbTex); 75 76 // setup framebuffer's scene 77 Sphere sphMesh = new Sphere(20, 20, 1); 78 Material solidColor = assetManager.loadMaterial("Common/Materials/RedColor.j3m"); 79 80 Geometry sphere = new Geometry("sphere", sphMesh); 81 sphere.setMaterial(solidColor); 82 fbNode.attachChild(sphere); 83 84 //setup main scene 85 Picture p = new Picture("Picture"); 86 p.setPosition(0, 0); 87 p.setWidth(w); 88 p.setHeight(h); 89 p.setTexture(assetManager, fbTex, false); 90 91 rootNode.attachChild(p); 92 } 93 94 @Override 95 public void simpleUpdate(float tpf){ 96 fbNode.updateLogicalState(tpf); 97 fbNode.updateGeometricState(); 98 } 99 100 @Override 101 public void simpleRender(RenderManager rm){ 102 Renderer r = rm.getRenderer(); 103 104 //do FBO rendering 105 r.setFrameBuffer(fb); 106 107 rm.setCamera(cam, false); // FBO uses current camera 108 r.clearBuffers(true, true, true); 109 rm.renderScene(fbNode, viewPort); 110 rm.flushQueue(viewPort); 111 112 //go back to default rendering and let 113 //SimpleApplication render the default scene 114 r.setFrameBuffer(null); 115 } 116 117 } 118