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Example 16 with Camera

use of com.jme3.renderer.Camera in project jmonkeyengine by jMonkeyEngine.

the class VRViewManagerOpenVR method setupViewBuffers.

private ViewPort setupViewBuffers(Camera cam, String viewName) {
    if (environment != null) {
        if (environment.getApplication() != null) {
            // create offscreen framebuffer
            FrameBuffer offBufferLeft = new FrameBuffer(cam.getWidth(), cam.getHeight(), 1);
            //offBufferLeft.setSrgb(true);
            //setup framebuffer's texture
            Texture2D offTex = new Texture2D(cam.getWidth(), cam.getHeight(), Image.Format.RGBA8);
            offTex.setMinFilter(Texture.MinFilter.BilinearNoMipMaps);
            offTex.setMagFilter(Texture.MagFilter.Bilinear);
            //setup framebuffer to use texture
            offBufferLeft.setDepthBuffer(Image.Format.Depth);
            offBufferLeft.setColorTexture(offTex);
            ViewPort viewPort = environment.getApplication().getRenderManager().createPreView(viewName, cam);
            viewPort.setClearFlags(true, true, true);
            viewPort.setBackgroundColor(ColorRGBA.Black);
            Iterator<Spatial> spatialIter = environment.getApplication().getViewPort().getScenes().iterator();
            while (spatialIter.hasNext()) {
                viewPort.attachScene(spatialIter.next());
            }
            //set viewport to render to offscreen framebuffer
            viewPort.setOutputFrameBuffer(offBufferLeft);
            return viewPort;
        } else {
            throw new IllegalStateException("This VR environment is not attached to any application.");
        }
    } else {
        throw new IllegalStateException("This VR view manager is not attached to any VR environment.");
    }
}
Also used : Texture2D(com.jme3.texture.Texture2D) Spatial(com.jme3.scene.Spatial) ViewPort(com.jme3.renderer.ViewPort) FrameBuffer(com.jme3.texture.FrameBuffer)

Example 17 with Camera

use of com.jme3.renderer.Camera in project jmonkeyengine by jMonkeyEngine.

the class AbstractShadowRendererVR method displayShadowMap.

/**
     * For debugging purposes, display depth shadow maps.
     */
protected void displayShadowMap(Renderer r) {
    Camera cam = viewPort.getCamera();
    renderManager.setCamera(cam, true);
    int h = cam.getHeight();
    for (int i = 0; i < dispPic.length; i++) {
        dispPic[i].setPosition((128 * i) + (150 + 64 * (i + 1)), h / 20f);
        dispPic[i].setWidth(128);
        dispPic[i].setHeight(128);
        dispPic[i].updateGeometricState();
        renderManager.renderGeometry(dispPic[i]);
    }
    renderManager.setCamera(cam, false);
}
Also used : Camera(com.jme3.renderer.Camera)

Example 18 with Camera

use of com.jme3.renderer.Camera in project jmonkeyengine by jMonkeyEngine.

the class DirectionalLightShadowRendererVR method init.

private void init(int nbSplits, int shadowMapSize) {
    nbShadowMaps = Math.max(Math.min(nbSplits, 4), 1);
    if (nbShadowMaps != nbSplits) {
        throw new IllegalArgumentException("Number of splits must be between 1 and 4. Given value : " + nbSplits);
    }
    splits = new ColorRGBA();
    splitsArray = new float[nbSplits + 1];
    shadowCam = new Camera(shadowMapSize, shadowMapSize);
    shadowCam.setParallelProjection(true);
    for (int i = 0; i < points.length; i++) {
        points[i] = new Vector3f();
    }
}
Also used : ColorRGBA(com.jme3.math.ColorRGBA) Vector3f(com.jme3.math.Vector3f) Camera(com.jme3.renderer.Camera)

Example 19 with Camera

use of com.jme3.renderer.Camera in project jmonkeyengine by jMonkeyEngine.

the class AbstractShadowRendererVR method postFrame.

public void postFrame(FrameBuffer out) {
    if (skipPostPass) {
        return;
    }
    if (debug) {
        displayShadowMap(renderManager.getRenderer());
    }
    getReceivers(lightReceivers);
    if (lightReceivers.size() != 0) {
        //setting params to recieving geometry list
        setMatParams(lightReceivers);
        Camera cam = viewPort.getCamera();
        //some materials in the scene does not have a post shadow technique so we're using the fall back material
        if (needsfallBackMaterial) {
            renderManager.setForcedMaterial(postshadowMat);
        }
        //forcing the post shadow technique and render state
        renderManager.setForcedTechnique(postTechniqueName);
        //rendering the post shadow pass
        viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, false);
        //resetting renderManager settings
        renderManager.setForcedTechnique(null);
        renderManager.setForcedMaterial(null);
        renderManager.setCamera(cam, false);
        //clearing the params in case there are some other shadow renderers
        clearMatParams();
    }
}
Also used : Camera(com.jme3.renderer.Camera)

Example 20 with Camera

use of com.jme3.renderer.Camera in project jmonkeyengine by jMonkeyEngine.

the class AbstractShadowRendererVR method renderShadowMap.

protected void renderShadowMap(int shadowMapIndex) {
    shadowMapOccluders = getOccludersToRender(shadowMapIndex, shadowMapOccluders);
    Camera shadowCam = getShadowCam(shadowMapIndex);
    //saving light view projection matrix for this split            
    lightViewProjectionsMatrices[shadowMapIndex].set(shadowCam.getViewProjectionMatrix());
    renderManager.setCamera(shadowCam, false);
    renderManager.getRenderer().setFrameBuffer(shadowFB[shadowMapIndex]);
    renderManager.getRenderer().clearBuffers(true, true, true);
    renderManager.setForcedRenderState(forcedRenderState);
    // render shadow casters to shadow map
    viewPort.getQueue().renderShadowQueue(shadowMapOccluders, renderManager, shadowCam, true);
    renderManager.setForcedRenderState(null);
}
Also used : Camera(com.jme3.renderer.Camera)

Aggregations

Camera (com.jme3.renderer.Camera)63 Vector3f (com.jme3.math.Vector3f)51 Material (com.jme3.material.Material)26 Geometry (com.jme3.scene.Geometry)26 Quaternion (com.jme3.math.Quaternion)23 Spatial (com.jme3.scene.Spatial)19 TempVars (com.jme3.util.TempVars)16 Box (com.jme3.scene.shape.Box)13 ViewPort (com.jme3.renderer.ViewPort)11 Node (com.jme3.scene.Node)11 DirectionalLight (com.jme3.light.DirectionalLight)10 FrameBuffer (com.jme3.texture.FrameBuffer)10 Texture (com.jme3.texture.Texture)10 FilterPostProcessor (com.jme3.post.FilterPostProcessor)9 Texture2D (com.jme3.texture.Texture2D)9 ArrayList (java.util.ArrayList)9 TerrainQuad (com.jme3.terrain.geomipmap.TerrainQuad)8 AbstractHeightMap (com.jme3.terrain.heightmap.AbstractHeightMap)8 ImageBasedHeightMap (com.jme3.terrain.heightmap.ImageBasedHeightMap)8 CameraNode (com.jme3.scene.CameraNode)7