📄 sketchrenderpass.java
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/*
* Copyright (c) 2003-2009 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 com.jmex.effects.glsl;
import com.jme.image.Texture;
import com.jme.image.Texture2D;
import com.jme.renderer.Camera;
import com.jme.renderer.ColorRGBA;
import com.jme.renderer.Renderer;
import com.jme.renderer.TextureRenderer;
import com.jme.renderer.pass.Pass;
import com.jme.scene.Spatial;
import com.jme.scene.Spatial.TextureCombineMode;
import com.jme.scene.shape.Quad;
import com.jme.scene.state.GLSLShaderObjectsState;
import com.jme.scene.state.LightState;
import com.jme.scene.state.MaterialState;
import com.jme.scene.state.RenderState;
import com.jme.scene.state.TextureState;
import com.jme.system.DisplaySystem;
/**
* GLSL sketch effect pass.
* - Render supplied source to a texture
* - Render normals and depth to texture
* - Apply sobel filter to find changes is normal and depth
* - (Blur if wanted, slow)
* - Overwrite or blend with first pass
*
* @author Rikard Herlitz (MrCoder)
*/
public class SketchRenderPass extends Pass {
private static final long serialVersionUID = 1L;
private TextureRenderer tRendererDepth;
private Texture2D textureDepth;
private Quad fullScreenQuad;
private GLSLShaderObjectsState sobelShader;
private GLSLShaderObjectsState normShader;
private float normalMult = 0.1f;
private float depthMult = 6.0f;
private float off = 0.002f;
private boolean supported = true;
protected RenderState[] preStates = new RenderState[RenderState.StateType.values().length];
/**
* Reset sketch parameters to default
*/
public void resetParameters() {
normalMult = 0.1f;
depthMult = 6.0f;
off = 0.002f;
}
/**
* Release pbuffers in TextureRenderer's. Preferably called from user cleanup method.
*/
public void cleanup() {
tRendererDepth.cleanup();
}
public boolean isSupported() {
return supported;
}
public SketchRenderPass(Camera cam, int renderScale) {
//Test for glsl support
if(!GLSLShaderObjectsState.isSupported()) {
supported = false;
return;
}
DisplaySystem display = DisplaySystem.getDisplaySystem();
resetParameters();
//Create texture renderers and rendertextures for depth (only needed for some nvidia cards, like mine)
tRendererDepth = display.createTextureRenderer(
display.getWidth() / renderScale,
display.getHeight() / renderScale,
TextureRenderer.Target.Texture2D);
tRendererDepth.setBackgroundColor(new ColorRGBA(0.0f, 0.0f, 0.0f, 1.0f));
tRendererDepth.setCamera(cam);
textureDepth = new Texture2D();
textureDepth.setWrap(Texture.WrapMode.Clamp);
textureDepth.setMagnificationFilter(Texture.MagnificationFilter.Bilinear);
tRendererDepth.setupTexture(textureDepth);
//Create extract normals and depth shader
normShader = display.getRenderer().createGLSLShaderObjectsState();
normShader.load(SketchRenderPass.class.getClassLoader().getResource("com/jmex/effects/glsl/data/sketch_norm.vert"),
SketchRenderPass.class.getClassLoader().getResource("com/jmex/effects/glsl/data/sketch_norm.frag"));
normShader.setEnabled(true);
normShader.setUniform("nearClip", cam.getFrustumNear());
normShader.setUniform("diffClip", cam.getFrustumFar() - cam.getFrustumNear());
//Create sobel shader
sobelShader = display.getRenderer().createGLSLShaderObjectsState();
sobelShader.load(SketchRenderPass.class.getClassLoader().getResource("com/jmex/effects/glsl/data/sketch_sobel.vert"),
SketchRenderPass.class.getClassLoader().getResource("com/jmex/effects/glsl/data/sketch_sobel.frag"));
sobelShader.setEnabled(true);
//Create fullscreen quad
fullScreenQuad = new Quad("FullScreenQuad", display.getWidth(), display.getHeight());
fullScreenQuad.getLocalRotation().set(0, 0, 0, 1);
fullScreenQuad.getLocalTranslation().set(display.getWidth() / 2, display.getHeight() / 2, 0);
fullScreenQuad.getLocalScale().set(1, 1, 1);
fullScreenQuad.setRenderQueueMode(Renderer.QUEUE_ORTHO);
fullScreenQuad.setCullHint(Spatial.CullHint.Never);
fullScreenQuad.setTextureCombineMode(TextureCombineMode.Replace);
fullScreenQuad.setLightCombineMode(Spatial.LightCombineMode.Off);
TextureState ts = display.getRenderer().createTextureState();
ts.setEnabled(true);
fullScreenQuad.setRenderState(ts);
fullScreenQuad.updateRenderState();
fullScreenQuad.updateGeometricState(0.0f, true);
//setup shader for extracting normals and depth
noTexture = display.getRenderer().createTextureState();
noTexture.setEnabled(false);
noLights = display.getRenderer().createLightState();
noLights.setEnabled(false);
noMaterials = display.getRenderer().createMaterialState();
noMaterials.setEnabled(false);
}
protected static TextureState noTexture;
protected static LightState noLights;
protected static MaterialState noMaterials;
public void doRender(Renderer r) {
if(!isSupported() ||spatials.size() != 1) return;
//Render scene to normals and depth
saveEnforcedStates();
context.enforceState(noTexture);
context.enforceState(noLights);
context.enforceState(noMaterials);
context.enforceState(normShader);
tRendererDepth.render(spatials.get(0), textureDepth);
replaceEnforcedStates();
TextureState ts = (TextureState) fullScreenQuad.getRenderState(RenderState.StateType.Texture);
//Apply sobel as final render
sobelShader.clearUniforms();
sobelShader.setUniform("depth", 0);
sobelShader.setUniform("normalMult", getNormalMult());
sobelShader.setUniform("depthMult", getDepthMult());
sobelShader.setUniform("off", getOff());
ts.setTexture(textureDepth, 0);
fullScreenQuad.setRenderState(sobelShader);
fullScreenQuad.updateRenderState();
r.draw(fullScreenQuad);
}
/**
* saves any states enforced by the user for replacement at the end of the
* pass.
*/
protected void saveEnforcedStates() {
for(int x = RenderState.StateType.values().length; --x >= 0;) {
preStates[x] = context.enforcedStateList[x];
}
}
/**
* replaces any states enforced by the user at the end of the pass.
*/
protected void replaceEnforcedStates() {
for(int x = RenderState.StateType.values().length; --x >= 0;) {
context.enforcedStateList[x] = preStates[x];
}
}
public float getNormalMult() {
return normalMult;
}
public void setNormalMult(float normalMult) {
this.normalMult = normalMult;
}
public float getDepthMult() {
return depthMult;
}
public void setDepthMult(float depthMult) {
this.depthMult = depthMult;
}
public float getOff() {
return off;
}
public void setOff(float off) {
this.off = off;
}
}
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