use of com.jme3.effect.ParticleMesh.Type in project jmonkeyengine by jMonkeyEngine.
the class ImageTileLoader method getHeightMapAt.
/**
* Lets you specify the type of images that are being loaded. All images
* must be the same type.
* @param imageType eg. BufferedImage.TYPE_USHORT_GRAY
*/
/*public void setImageType(int imageType) {
this.imageType = imageType;
}*/
/**
* The ImageHeightmap that will parse the image type that you
* specify with setImageType().
* @param customImageHeightmap must extend AbstractHeightmap
*/
/*public void setCustomImageHeightmap(ImageHeightmap customImageHeightmap) {
if (!(customImageHeightmap instanceof AbstractHeightMap)) {
throw new IllegalArgumentException("customImageHeightmap must be an AbstractHeightMap!");
}
this.customImageHeightmap = customImageHeightmap;
}*/
private HeightMap getHeightMapAt(Vector3f location) {
// HEIGHTMAP image (for the terrain heightmap)
int x = (int) location.x;
int z = (int) location.z;
AbstractHeightMap heightmap = null;
//BufferedImage im = null;
String name = null;
try {
name = namer.getName(x, z);
logger.log(Level.FINE, "Loading heightmap from file: {0}", name);
final Texture texture = assetManager.loadTexture(new TextureKey(name));
heightmap = new ImageBasedHeightMap(texture.getImage());
/*if (assetInfo != null){
InputStream in = assetInfo.openStream();
im = ImageIO.read(in);
} else {
im = new BufferedImage(patchSize, patchSize, imageType);
logger.log(Level.WARNING, "File: {0} not found, loading zero heightmap instead", name);
}*/
// CREATE HEIGHTMAP
/*if (imageType == BufferedImage.TYPE_USHORT_GRAY) {
heightmap = new Grayscale16BitHeightMap(im);
} else if (imageType == BufferedImage.TYPE_3BYTE_BGR) {
heightmap = new ImageBasedHeightMap(im);
} else if (customImageHeightmap != null && customImageHeightmap instanceof AbstractHeightMap) {
// If it gets here, it means you have specified a different image type, and you must
// then also supply a custom image heightmap class that can parse that image into
// a heightmap.
customImageHeightmap.setImage(im);
heightmap = (AbstractHeightMap) customImageHeightmap;
} else {
// error, no supported image format and no custom image heightmap specified
if (customImageHeightmap == null)
logger.log(Level.SEVERE, "Custom image type specified [{0}] but no customImageHeightmap declared! Use setCustomImageHeightmap()",imageType);
if (!(customImageHeightmap instanceof AbstractHeightMap))
logger.severe("customImageHeightmap must be an AbstractHeightMap!");
return null;
}*/
heightmap.setHeightScale(1);
heightmap.load();
//} catch (IOException e) {
// e.printStackTrace();
} catch (AssetNotFoundException e) {
logger.log(Level.WARNING, "Asset {0} not found, loading zero heightmap instead", name);
}
return heightmap;
}
use of com.jme3.effect.ParticleMesh.Type in project jmonkeyengine by jMonkeyEngine.
the class VREnvironment method atttach.
/**
* Attach the VR environment to the given app state and application.
* This method should be called within the {@link AppState#stateAttached(com.jme3.app.state.AppStateManager) stateAttached(com.jme3.app.state.AppStateManager)} method
* from the app state.
* @param appState the app state to attach.
* @param application the application to attach.
*/
public void atttach(AppState appState, Application application) {
this.application = application;
this.app = appState;
// Instanciate view manager
if (vrBinding == VRConstants.SETTING_VRAPI_OPENVR_VALUE) {
viewmanager = new VRViewManagerOpenVR(this);
} else if (vrBinding == VRConstants.SETTING_VRAPI_OSVR_VALUE) {
viewmanager = new VRViewManagerOSVR(this);
} else {
logger.severe("Cannot instanciate view manager, unknown VRAPI type: " + vrBinding);
}
}
use of com.jme3.effect.ParticleMesh.Type in project jmonkeyengine by jMonkeyEngine.
the class GLRenderer method updateTexImageData.
/**
* Uploads the given image to the GL driver.
*
* @param img The image to upload
* @param type How the data in the image argument should be interpreted.
* @param unit The texture slot to be used to upload the image, not important
* @param scaleToPot If true, the image will be scaled to power-of-2 dimensions
* before being uploaded.
*/
public void updateTexImageData(Image img, Texture.Type type, int unit, boolean scaleToPot) {
int texId = img.getId();
if (texId == -1) {
// create texture
gl.glGenTextures(intBuf1);
texId = intBuf1.get(0);
img.setId(texId);
objManager.registerObject(img);
statistics.onNewTexture();
}
// bind texture
int target = convertTextureType(type, img.getMultiSamples(), -1);
bindTextureAndUnit(target, img, unit);
if (!img.hasMipmaps() && img.isGeneratedMipmapsRequired()) {
if (!caps.contains(Caps.FrameBuffer) && gl2 != null) {
gl2.glTexParameteri(target, GL2.GL_GENERATE_MIPMAP, GL.GL_TRUE);
img.setMipmapsGenerated(true);
} else {
// For OpenGL3 and up.
// We'll generate mipmaps via glGenerateMipmapEXT (see below)
}
} else if (img.hasMipmaps()) {
// Image already has mipmaps, set the max level based on the
// number of mipmaps we have.
gl.glTexParameteri(target, GL.GL_TEXTURE_MAX_LEVEL, img.getMipMapSizes().length - 1);
} else {
// Image does not have mipmaps and they are not required.
// Specify that that the texture has no mipmaps.
gl.glTexParameteri(target, GL.GL_TEXTURE_MAX_LEVEL, 0);
}
int imageSamples = img.getMultiSamples();
if (imageSamples > 1) {
if (img.getFormat().isDepthFormat()) {
img.setMultiSamples(Math.min(limits.get(Limits.DepthTextureSamples), imageSamples));
} else {
img.setMultiSamples(Math.min(limits.get(Limits.ColorTextureSamples), imageSamples));
}
}
// Check if graphics card doesn't support multisample textures
if (!caps.contains(Caps.TextureMultisample)) {
if (img.getMultiSamples() > 1) {
throw new RendererException("Multisample textures are not supported by the video hardware");
}
}
// Check if graphics card doesn't support depth textures
if (img.getFormat().isDepthFormat() && !caps.contains(Caps.DepthTexture)) {
throw new RendererException("Depth textures are not supported by the video hardware");
}
if (target == GL.GL_TEXTURE_CUBE_MAP) {
// Check max texture size before upload
int cubeSize = limits.get(Limits.CubemapSize);
if (img.getWidth() > cubeSize || img.getHeight() > cubeSize) {
throw new RendererException("Cannot upload cubemap " + img + ". The maximum supported cubemap resolution is " + cubeSize);
}
if (img.getWidth() != img.getHeight()) {
throw new RendererException("Cubemaps must have square dimensions");
}
} else {
int texSize = limits.get(Limits.TextureSize);
if (img.getWidth() > texSize || img.getHeight() > texSize) {
throw new RendererException("Cannot upload texture " + img + ". The maximum supported texture resolution is " + texSize);
}
}
Image imageForUpload;
if (scaleToPot) {
imageForUpload = MipMapGenerator.resizeToPowerOf2(img);
} else {
imageForUpload = img;
}
if (target == GL.GL_TEXTURE_CUBE_MAP) {
List<ByteBuffer> data = imageForUpload.getData();
if (data.size() != 6) {
logger.log(Level.WARNING, "Invalid texture: {0}\n" + "Cubemap textures must contain 6 data units.", img);
return;
}
for (int i = 0; i < 6; i++) {
texUtil.uploadTexture(imageForUpload, GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, i, linearizeSrgbImages);
}
} else if (target == GLExt.GL_TEXTURE_2D_ARRAY_EXT) {
if (!caps.contains(Caps.TextureArray)) {
throw new RendererException("Texture arrays not supported by graphics hardware");
}
List<ByteBuffer> data = imageForUpload.getData();
// -1 index specifies prepare data for 2D Array
texUtil.uploadTexture(imageForUpload, target, -1, linearizeSrgbImages);
for (int i = 0; i < data.size(); i++) {
// upload each slice of 2D array in turn
// this time with the appropriate index
texUtil.uploadTexture(imageForUpload, target, i, linearizeSrgbImages);
}
} else {
texUtil.uploadTexture(imageForUpload, target, 0, linearizeSrgbImages);
}
if (img.getMultiSamples() != imageSamples) {
img.setMultiSamples(imageSamples);
}
if (caps.contains(Caps.FrameBuffer) || gl2 == null) {
if (!img.hasMipmaps() && img.isGeneratedMipmapsRequired() && img.getData(0) != null) {
glfbo.glGenerateMipmapEXT(target);
img.setMipmapsGenerated(true);
}
}
img.clearUpdateNeeded();
}
use of com.jme3.effect.ParticleMesh.Type in project jmonkeyengine by jMonkeyEngine.
the class Spatial method write.
public void write(JmeExporter ex) throws IOException {
OutputCapsule capsule = ex.getCapsule(this);
capsule.write(name, "name", null);
capsule.write(worldBound, "world_bound", null);
capsule.write(cullHint, "cull_mode", CullHint.Inherit);
capsule.write(batchHint, "batch_hint", BatchHint.Inherit);
capsule.write(queueBucket, "queue", RenderQueue.Bucket.Inherit);
capsule.write(shadowMode, "shadow_mode", ShadowMode.Inherit);
capsule.write(localTransform, "transform", Transform.IDENTITY);
capsule.write(localLights, "lights", null);
capsule.writeSavableArrayList(new ArrayList(localOverrides), "overrides", null);
// Shallow clone the controls array to convert its type.
capsule.writeSavableArrayList(new ArrayList(controls), "controlsList", null);
capsule.writeStringSavableMap(userData, "user_data", null);
}
use of com.jme3.effect.ParticleMesh.Type in project jmonkeyengine by jMonkeyEngine.
the class MultiPassLightingLogic method render.
@Override
public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, int lastTexUnit) {
Renderer r = renderManager.getRenderer();
Uniform lightDir = shader.getUniform("g_LightDirection");
Uniform lightColor = shader.getUniform("g_LightColor");
Uniform lightPos = shader.getUniform("g_LightPosition");
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
boolean isFirstLight = true;
boolean isSecondLight = false;
getAmbientColor(lights, false, ambientLightColor);
for (int i = 0; i < lights.size(); i++) {
Light l = lights.get(i);
if (l instanceof AmbientLight) {
continue;
}
if (isFirstLight) {
// set ambient color for first light only
ambientColor.setValue(VarType.Vector4, ambientLightColor);
isFirstLight = false;
isSecondLight = true;
} else if (isSecondLight) {
ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
// apply additive blending for 2nd and future lights
r.applyRenderState(ADDITIVE_LIGHT);
isSecondLight = false;
}
TempVars vars = TempVars.get();
Quaternion tmpLightDirection = vars.quat1;
Quaternion tmpLightPosition = vars.quat2;
ColorRGBA tmpLightColor = vars.color;
Vector4f tmpVec = vars.vect4f1;
ColorRGBA color = l.getColor();
tmpLightColor.set(color);
tmpLightColor.a = l.getType().getId();
lightColor.setValue(VarType.Vector4, tmpLightColor);
switch(l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
Vector3f dir = dl.getDirection();
//FIXME : there is an inconstency here due to backward
//compatibility of the lighting shader.
//The directional light direction is passed in the
//LightPosition uniform. The lighting shader needs to be
//reworked though in order to fix this.
tmpLightPosition.set(dir.getX(), dir.getY(), dir.getZ(), -1);
lightPos.setValue(VarType.Vector4, tmpLightPosition);
tmpLightDirection.set(0, 0, 0, 0);
lightDir.setValue(VarType.Vector4, tmpLightDirection);
break;
case Point:
PointLight pl = (PointLight) l;
Vector3f pos = pl.getPosition();
float invRadius = pl.getInvRadius();
tmpLightPosition.set(pos.getX(), pos.getY(), pos.getZ(), invRadius);
lightPos.setValue(VarType.Vector4, tmpLightPosition);
tmpLightDirection.set(0, 0, 0, 0);
lightDir.setValue(VarType.Vector4, tmpLightDirection);
break;
case Spot:
SpotLight sl = (SpotLight) l;
Vector3f pos2 = sl.getPosition();
Vector3f dir2 = sl.getDirection();
float invRange = sl.getInvSpotRange();
float spotAngleCos = sl.getPackedAngleCos();
tmpLightPosition.set(pos2.getX(), pos2.getY(), pos2.getZ(), invRange);
lightPos.setValue(VarType.Vector4, tmpLightPosition);
//We transform the spot direction in view space here to save 5 varying later in the lighting shader
//one vec4 less and a vec4 that becomes a vec3
//the downside is that spotAngleCos decoding happens now in the frag shader.
tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0);
renderManager.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
tmpLightDirection.set(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos);
lightDir.setValue(VarType.Vector4, tmpLightDirection);
break;
case Probe:
break;
default:
throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
}
vars.release();
r.setShader(shader);
renderMeshFromGeometry(r, geometry);
}
if (isFirstLight) {
// Either there are no lights at all, or only ambient lights.
// Render a dummy "normal light" so we can see the ambient color.
ambientColor.setValue(VarType.Vector4, getAmbientColor(lights, false, ambientLightColor));
lightColor.setValue(VarType.Vector4, ColorRGBA.BlackNoAlpha);
lightPos.setValue(VarType.Vector4, NULL_DIR_LIGHT);
r.setShader(shader);
renderMeshFromGeometry(r, geometry);
}
}
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