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Example 11 with Caps

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

the class CurvesTemporalMesh method generateNormals.

/**
     * The method generates normals for the curve. If any normals were already stored they are discarded.
     */
private void generateNormals() {
    Map<Integer, Vector3f> normalMap = new TreeMap<Integer, Vector3f>();
    for (Face face : faces) {
        // the first 3 verts are enough here (all faces are triangles except for the caps, but those are fully flat anyway)
        int index1 = face.getIndexes().get(0);
        int index2 = face.getIndexes().get(1);
        int index3 = face.getIndexes().get(2);
        Vector3f n = FastMath.computeNormal(vertices.get(index1), vertices.get(index2), vertices.get(index3));
        for (int index : face.getIndexes()) {
            Vector3f normal = normalMap.get(index);
            if (normal == null) {
                normalMap.put(index, n.clone());
            } else {
                normal.addLocal(n).normalizeLocal();
            }
        }
    }
    normals.clear();
    Collections.addAll(normals, new Vector3f[normalMap.size()]);
    for (Entry<Integer, Vector3f> entry : normalMap.entrySet()) {
        normals.set(entry.getKey(), entry.getValue());
    }
}
Also used : Vector3f(com.jme3.math.Vector3f) TreeMap(java.util.TreeMap) Face(com.jme3.scene.plugins.blender.meshes.Face)

Example 12 with Caps

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

the class ShaderCheck method checkMatDef.

private static void checkMatDef(String matdefName) {
    MaterialDef def = (MaterialDef) assetManager.loadAsset(matdefName);
    EnumSet<Caps> rendererCaps = EnumSet.noneOf(Caps.class);
    rendererCaps.add(Caps.GLSL100);
    for (TechniqueDef techDef : def.getTechniqueDefs(TechniqueDef.DEFAULT_TECHNIQUE_NAME)) {
        DefineList defines = techDef.createDefineList();
        Shader shader = techDef.getShader(assetManager, rendererCaps, defines);
        for (Validator validator : validators) {
            StringBuilder sb = new StringBuilder();
            validator.validate(shader, sb);
            System.out.println("==== Validator: " + validator.getName() + " " + validator.getInstalledVersion() + " ====");
            System.out.println(sb.toString());
        }
    }
    throw new UnsupportedOperationException();
}
Also used : DefineList(com.jme3.shader.DefineList) MaterialDef(com.jme3.material.MaterialDef) Shader(com.jme3.shader.Shader) Caps(com.jme3.renderer.Caps) TechniqueDef(com.jme3.material.TechniqueDef)

Example 13 with Caps

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

the class HDRRenderer method reshape.

public void reshape(ViewPort vp, int w, int h) {
    if (mainSceneFB != null) {
        renderer.deleteFrameBuffer(mainSceneFB);
    }
    mainSceneFB = new FrameBuffer(w, h, 1);
    mainScene = new Texture2D(w, h, bufFormat);
    mainSceneFB.setDepthBuffer(Format.Depth);
    mainSceneFB.setColorTexture(mainScene);
    mainScene.setMagFilter(fbMagFilter);
    mainScene.setMinFilter(fbMinFilter);
    if (msFB != null) {
        renderer.deleteFrameBuffer(msFB);
    }
    tone.setTexture("Texture", mainScene);
    Collection<Caps> caps = renderer.getCaps();
    if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample)) {
        msFB = new FrameBuffer(w, h, numSamples);
        msFB.setDepthBuffer(Format.Depth);
        msFB.setColorBuffer(bufFormat);
        vp.setOutputFrameBuffer(msFB);
    } else {
        if (numSamples > 1)
            logger.warning("FBO multisampling not supported on this GPU, request ignored.");
        vp.setOutputFrameBuffer(mainSceneFB);
    }
    createLumShaders();
}
Also used : Texture2D(com.jme3.texture.Texture2D) FrameBuffer(com.jme3.texture.FrameBuffer)

Example 14 with Caps

use of com.jme3.renderer.Caps 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);
}
Also used : Renderer(com.jme3.renderer.Renderer) Shader(com.jme3.shader.Shader) Caps(com.jme3.renderer.Caps)

Example 15 with Caps

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

the class Technique method makeCurrent.

/**
     * Called by the material to determine which shader to use for rendering.
     * 
     * The {@link TechniqueDefLogic} is used to determine the shader to use
     * based on the {@link LightMode}.
     * 
     * @param renderManager The render manager for which the shader is to be selected.
     * @param rendererCaps The renderer capabilities which the shader should support.
     * @return A compatible shader.
     */
Shader makeCurrent(RenderManager renderManager, SafeArrayList<MatParamOverride> worldOverrides, SafeArrayList<MatParamOverride> forcedOverrides, LightList lights, EnumSet<Caps> rendererCaps) {
    TechniqueDefLogic logic = def.getLogic();
    AssetManager assetManager = owner.getMaterialDef().getAssetManager();
    dynamicDefines.clear();
    dynamicDefines.setAll(paramDefines);
    if (worldOverrides != null) {
        applyOverrides(dynamicDefines, worldOverrides);
    }
    if (forcedOverrides != null) {
        applyOverrides(dynamicDefines, forcedOverrides);
    }
    return logic.makeCurrent(assetManager, renderManager, rendererCaps, lights, dynamicDefines);
}
Also used : AssetManager(com.jme3.asset.AssetManager) TechniqueDefLogic(com.jme3.material.logic.TechniqueDefLogic)

Aggregations

Caps (com.jme3.renderer.Caps)8 Vector3f (com.jme3.math.Vector3f)5 Shader (com.jme3.shader.Shader)3 ArrayList (java.util.ArrayList)3 Material (com.jme3.material.Material)2 Renderer (com.jme3.renderer.Renderer)2 Geometry (com.jme3.scene.Geometry)2 Mesh (com.jme3.scene.Mesh)2 Face (com.jme3.scene.plugins.blender.meshes.Face)2 ShaderType (com.jme3.shader.Shader.ShaderType)2 FrameBuffer (com.jme3.texture.FrameBuffer)2 Image (com.jme3.texture.Image)2 Texture (com.jme3.texture.Texture)2 Texture2D (com.jme3.texture.Texture2D)2 TextureArray (com.jme3.texture.TextureArray)2 AssetManager (com.jme3.asset.AssetManager)1 BoundingBox (com.jme3.bounding.BoundingBox)1 BoundingSphere (com.jme3.bounding.BoundingSphere)1 BoundingVolume (com.jme3.bounding.BoundingVolume)1 DirectionalLight (com.jme3.light.DirectionalLight)1