use of com.jme3.material.Technique in project jmonkeyengine by jMonkeyEngine.
the class Material method getSortId.
/**
* Returns the sorting ID or sorting index for this material.
*
* <p>The sorting ID is used internally by the system to sort rendering
* of geometries. It sorted to reduce shader switches, if the shaders
* are equal, then it is sorted by textures.
*
* @return The sorting ID used for sorting geometries for rendering.
*/
public int getSortId() {
if (sortingId == -1 && technique != null) {
sortingId = technique.getSortId() << 16;
int texturesSortId = 17;
for (int i = 0; i < paramValues.size(); i++) {
MatParam param = paramValues.getValue(i);
if (!param.getVarType().isTextureType()) {
continue;
}
Texture texture = (Texture) param.getValue();
if (texture == null) {
continue;
}
Image image = texture.getImage();
if (image == null) {
continue;
}
int textureId = image.getId();
if (textureId == -1) {
textureId = 0;
}
texturesSortId = texturesSortId * 23 + textureId;
}
sortingId |= texturesSortId & 0xFFFF;
}
return sortingId;
}
use of com.jme3.material.Technique in project jmonkeyengine by jMonkeyEngine.
the class Material method render.
/**
* Called by {@link RenderManager} to render the geometry by
* using this material.
* <p>
* The material is rendered as follows:
* <ul>
* <li>Determine which technique to use to render the material -
* either what the user selected via
* {@link #selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
* Material.selectTechnique()},
* or the first default technique that the renderer supports
* (based on the technique's {@link TechniqueDef#getRequiredCaps() requested rendering capabilities})<ul>
* <li>If the technique has been changed since the last frame, then it is notified via
* {@link Technique#makeCurrent(com.jme3.asset.AssetManager, boolean, java.util.EnumSet)
* Technique.makeCurrent()}.
* If the technique wants to use a shader to render the model, it should load it at this part -
* the shader should have all the proper defines as declared in the technique definition,
* including those that are bound to material parameters.
* The technique can re-use the shader from the last frame if
* no changes to the defines occurred.</li></ul>
* <li>Set the {@link RenderState} to use for rendering. The render states are
* applied in this order (later RenderStates override earlier RenderStates):<ol>
* <li>{@link TechniqueDef#getRenderState() Technique Definition's RenderState}
* - i.e. specific renderstate that is required for the shader.</li>
* <li>{@link #getAdditionalRenderState() Material Instance Additional RenderState}
* - i.e. ad-hoc renderstate set per model</li>
* <li>{@link RenderManager#getForcedRenderState() RenderManager's Forced RenderState}
* - i.e. renderstate requested by a {@link com.jme3.post.SceneProcessor} or
* post-processing filter.</li></ol>
* <li>If the technique {@link TechniqueDef#isUsingShaders() uses a shader}, then the uniforms of the shader must be updated.<ul>
* <li>Uniforms bound to material parameters are updated based on the current material parameter values.</li>
* <li>Uniforms bound to world parameters are updated from the RenderManager.
* Internally {@link UniformBindingManager} is used for this task.</li>
* <li>Uniforms bound to textures will cause the texture to be uploaded as necessary.
* The uniform is set to the texture unit where the texture is bound.</li></ul>
* <li>If the technique uses a shader, the model is then rendered according
* to the lighting mode specified on the technique definition.<ul>
* <li>{@link LightMode#SinglePass single pass light mode} fills the shader's light uniform arrays
* with the first 4 lights and renders the model once.</li>
* <li>{@link LightMode#MultiPass multi pass light mode} light mode renders the model multiple times,
* for the first light it is rendered opaque, on subsequent lights it is
* rendered with {@link BlendMode#AlphaAdditive alpha-additive} blending and depth writing disabled.</li>
* </ul>
* <li>For techniques that do not use shaders,
* fixed function OpenGL is used to render the model (see {@link GL1Renderer} interface):<ul>
* <li>OpenGL state ({@link FixedFuncBinding}) that is bound to material parameters is updated. </li>
* <li>The texture set on the material is uploaded and bound.
* Currently only 1 texture is supported for fixed function techniques.</li>
* <li>If the technique uses lighting, then OpenGL lighting state is updated
* based on the light list on the geometry, otherwise OpenGL lighting is disabled.</li>
* <li>The mesh is uploaded and rendered.</li>
* </ul>
* </ul>
*
* @param geometry The geometry to render
* @param lights Presorted and filtered light list to use for rendering
* @param renderManager The render manager requesting the rendering
*/
public void render(Geometry geometry, LightList lights, RenderManager renderManager) {
if (technique == null) {
selectTechnique(TechniqueDef.DEFAULT_TECHNIQUE_NAME, renderManager);
}
TechniqueDef techniqueDef = technique.getDef();
Renderer renderer = renderManager.getRenderer();
EnumSet<Caps> rendererCaps = renderer.getCaps();
if (techniqueDef.isNoRender()) {
return;
}
// Apply render state
updateRenderState(renderManager, renderer, techniqueDef);
// Get world overrides
SafeArrayList<MatParamOverride> overrides = geometry.getWorldMatParamOverrides();
// Select shader to use
Shader shader = technique.makeCurrent(renderManager, overrides, renderManager.getForcedMatParams(), lights, rendererCaps);
// Begin tracking which uniforms were changed by material.
clearUniformsSetByCurrent(shader);
// Set uniform bindings
renderManager.updateUniformBindings(shader);
// Set material parameters
int unit = updateShaderMaterialParameters(renderer, shader, overrides, renderManager.getForcedMatParams());
// Clear any uniforms not changed by material.
resetUniformsNotSetByCurrent(shader);
// Delegate rendering to the technique
technique.render(renderManager, shader, geometry, lights, unit);
}
use of com.jme3.material.Technique in project jmonkeyengine by jMonkeyEngine.
the class Technique method render.
/**
* Render the technique according to its {@link TechniqueDefLogic}.
*
* @param renderManager The render manager to perform the rendering against.
* @param shader The shader that was selected in
* {@link #makeCurrent(com.jme3.renderer.RenderManager, java.util.EnumSet)}.
* @param geometry The geometry to render
* @param lights Lights which influence the geometry.
*/
void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, int lastTexUnit) {
TechniqueDefLogic logic = def.getLogic();
logic.render(renderManager, shader, geometry, lights, lastTexUnit);
}
use of com.jme3.material.Technique in project jmonkeyengine by jMonkeyEngine.
the class Camera method setClipPlane.
/**
* Sets a clipPlane for this camera.
* The clipPlane is used to recompute the
* projectionMatrix using the plane as the near plane
* This technique is known as the oblique near-plane clipping method introduced by Eric Lengyel
* more info here
* <ul>
* <li><a href="http://www.terathon.com/code/oblique.html">http://www.terathon.com/code/oblique.html</a>
* <li><a href="http://aras-p.info/texts/obliqueortho.html">http://aras-p.info/texts/obliqueortho.html</a>
* <li><a href="http://hacksoflife.blogspot.com/2008/12/every-now-and-then-i-come-across.html">http://hacksoflife.blogspot.com/2008/12/every-now-and-then-i-come-across.html</a>
* </ul>
*
* Note that this will work properly only if it's called on each update, and be aware that it won't work properly with the sky bucket.
* if you want to handle the sky bucket, look at how it's done in SimpleWaterProcessor.java
* @param clipPlane the plane
* @param side the side the camera stands from the plane
*/
public void setClipPlane(Plane clipPlane, Plane.Side side) {
float sideFactor = 1;
if (side == Plane.Side.Negative) {
sideFactor = -1;
}
//we are on the other side of the plane no need to clip anymore.
if (clipPlane.whichSide(location) == side) {
return;
}
TempVars vars = TempVars.get();
try {
Matrix4f p = projectionMatrixOverride.set(projectionMatrix);
Matrix4f ivm = viewMatrix;
Vector3f point = clipPlane.getNormal().mult(clipPlane.getConstant(), vars.vect1);
Vector3f pp = ivm.mult(point, vars.vect2);
Vector3f pn = ivm.multNormal(clipPlane.getNormal(), vars.vect3);
Vector4f clipPlaneV = vars.vect4f1.set(pn.x * sideFactor, pn.y * sideFactor, pn.z * sideFactor, -(pp.dot(pn)) * sideFactor);
Vector4f v = vars.vect4f2.set(0, 0, 0, 0);
v.x = (Math.signum(clipPlaneV.x) + p.m02) / p.m00;
v.y = (Math.signum(clipPlaneV.y) + p.m12) / p.m11;
v.z = -1.0f;
v.w = (1.0f + p.m22) / p.m23;
//clipPlaneV.x * v.x + clipPlaneV.y * v.y + clipPlaneV.z * v.z + clipPlaneV.w * v.w;
float dot = clipPlaneV.dot(v);
Vector4f c = clipPlaneV.multLocal(2.0f / dot);
p.m20 = c.x - p.m30;
p.m21 = c.y - p.m31;
p.m22 = c.z - p.m32;
p.m23 = c.w - p.m33;
setProjectionMatrix(p);
} finally {
vars.release();
}
}
use of com.jme3.material.Technique in project jmonkeyengine by jMonkeyEngine.
the class RenderManager method renderGeometry.
/**
* Renders the given geometry.
* <p>
* First the proper world matrix is set, if
* the geometry's {@link Geometry#setIgnoreTransform(boolean) ignore transform}
* feature is enabled, the identity world matrix is used, otherwise, the
* geometry's {@link Geometry#getWorldMatrix() world transform matrix} is used.
* <p>
* Once the world matrix is applied, the proper material is chosen for rendering.
* If a {@link #setForcedMaterial(com.jme3.material.Material) forced material} is
* set on this RenderManager, then it is used for rendering the geometry,
* otherwise, the {@link Geometry#getMaterial() geometry's material} is used.
* <p>
* If a {@link #setForcedTechnique(java.lang.String) forced technique} is
* set on this RenderManager, then it is selected automatically
* on the geometry's material and is used for rendering. Otherwise, one
* of the {@link MaterialDef#getDefaultTechniques() default techniques} is
* used.
* <p>
* If a {@link #setForcedRenderState(com.jme3.material.RenderState) forced
* render state} is set on this RenderManager, then it is used
* for rendering the material, and the material's own render state is ignored.
* Otherwise, the material's render state is used as intended.
*
* @param geom The geometry to render
*
* @see Technique
* @see RenderState
* @see Material#selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
* @see Material#render(com.jme3.scene.Geometry, com.jme3.renderer.RenderManager)
*/
public void renderGeometry(Geometry geom) {
if (geom.isIgnoreTransform()) {
setWorldMatrix(Matrix4f.IDENTITY);
} else {
setWorldMatrix(geom.getWorldMatrix());
}
// Perform light filtering if we have a light filter.
LightList lightList = geom.getWorldLightList();
if (lightFilter != null) {
filteredLightList.clear();
lightFilter.filterLights(geom, filteredLightList);
lightList = filteredLightList;
}
Material material = geom.getMaterial();
//else the geom is not rendered
if (forcedTechnique != null) {
MaterialDef matDef = material.getMaterialDef();
if (matDef.getTechniqueDefs(forcedTechnique) != null) {
Technique activeTechnique = material.getActiveTechnique();
String previousTechniqueName = activeTechnique != null ? activeTechnique.getDef().getName() : TechniqueDef.DEFAULT_TECHNIQUE_NAME;
geom.getMaterial().selectTechnique(forcedTechnique, this);
//saving forcedRenderState for future calls
RenderState tmpRs = forcedRenderState;
if (geom.getMaterial().getActiveTechnique().getDef().getForcedRenderState() != null) {
//forcing forced technique renderState
forcedRenderState = geom.getMaterial().getActiveTechnique().getDef().getForcedRenderState();
}
// use geometry's material
material.render(geom, lightList, this);
material.selectTechnique(previousTechniqueName, this);
//restoring forcedRenderState
forcedRenderState = tmpRs;
//Reverted this part from revision 6197
//If forcedTechnique does not exists, and forcedMaterial is not set, the geom MUST NOT be rendered
} else if (forcedMaterial != null) {
// use forced material
forcedMaterial.render(geom, lightList, this);
}
} else if (forcedMaterial != null) {
// use forced material
forcedMaterial.render(geom, lightList, this);
} else {
material.render(geom, lightList, this);
}
}
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