use of com.jme3.renderer.RenderManager 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);
}
use of com.jme3.renderer.RenderManager 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.renderer.RenderManager 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);
}
}
use of com.jme3.renderer.RenderManager in project jmonkeyengine by jMonkeyEngine.
the class TranslucentBucketFilter method makeSoftParticleEmitter.
private void makeSoftParticleEmitter(Spatial scene, boolean enabled) {
if (scene instanceof Node) {
Node n = (Node) scene;
for (Spatial child : n.getChildren()) {
makeSoftParticleEmitter(child, enabled);
}
}
if (scene instanceof ParticleEmitter) {
ParticleEmitter emitter = (ParticleEmitter) scene;
if (enabled) {
enabledSoftParticles = enabled;
emitter.getMaterial().selectTechnique("SoftParticles", renderManager);
if (processor.getNumSamples() > 1) {
emitter.getMaterial().setInt("NumSamplesDepth", processor.getNumSamples());
}
emitter.getMaterial().setTexture("DepthTexture", processor.getDepthTexture());
emitter.setQueueBucket(RenderQueue.Bucket.Translucent);
logger.log(Level.FINE, "Made particle Emitter {0} soft.", emitter.getName());
} else {
emitter.getMaterial().clearParam("DepthTexture");
emitter.getMaterial().selectTechnique("Default", renderManager);
// emitter.setQueueBucket(RenderQueue.Bucket.Transparent);
logger.log(Level.FINE, "Particle Emitter {0} is not soft anymore.", emitter.getName());
}
}
}
use of com.jme3.renderer.RenderManager in project jmonkeyengine by jMonkeyEngine.
the class SSAOFilter method initFilter.
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
this.renderManager = renderManager;
this.viewPort = vp;
int screenWidth = w;
int screenHeight = h;
postRenderPasses = new ArrayList<Pass>();
normalPass = new Pass();
normalPass.init(renderManager.getRenderer(), (int) (screenWidth / downSampleFactor), (int) (screenHeight / downSampleFactor), Format.RGBA8, Format.Depth);
frustumNearFar = new Vector2f();
float farY = (vp.getCamera().getFrustumTop() / vp.getCamera().getFrustumNear()) * vp.getCamera().getFrustumFar();
float farX = farY * ((float) screenWidth / (float) screenHeight);
frustumCorner = new Vector3f(farX, farY, vp.getCamera().getFrustumFar());
frustumNearFar.x = vp.getCamera().getFrustumNear();
frustumNearFar.y = vp.getCamera().getFrustumFar();
//ssao Pass
ssaoMat = new Material(manager, "Common/MatDefs/SSAO/ssao.j3md");
ssaoMat.setTexture("Normals", normalPass.getRenderedTexture());
Texture random = manager.loadTexture("Common/MatDefs/SSAO/Textures/random.png");
random.setWrap(Texture.WrapMode.Repeat);
ssaoMat.setTexture("RandomMap", random);
ssaoPass = new Pass("SSAO pass") {
@Override
public boolean requiresDepthAsTexture() {
return true;
}
};
ssaoPass.init(renderManager.getRenderer(), (int) (screenWidth / downSampleFactor), (int) (screenHeight / downSampleFactor), Format.RGBA8, Format.Depth, 1, ssaoMat);
// ssaoPass.getRenderedTexture().setMinFilter(Texture.MinFilter.Trilinear);
// ssaoPass.getRenderedTexture().setMagFilter(Texture.MagFilter.Bilinear);
postRenderPasses.add(ssaoPass);
material = new Material(manager, "Common/MatDefs/SSAO/ssaoBlur.j3md");
material.setTexture("SSAOMap", ssaoPass.getRenderedTexture());
ssaoMat.setVector3("FrustumCorner", frustumCorner);
ssaoMat.setFloat("SampleRadius", sampleRadius);
ssaoMat.setFloat("Intensity", intensity);
ssaoMat.setFloat("Scale", scale);
ssaoMat.setFloat("Bias", bias);
material.setBoolean("UseAo", useAo);
material.setBoolean("UseOnlyAo", useOnlyAo);
ssaoMat.setVector2("FrustumNearFar", frustumNearFar);
material.setVector2("FrustumNearFar", frustumNearFar);
ssaoMat.setParam("Samples", VarType.Vector2Array, samples);
ssaoMat.setBoolean("ApproximateNormals", approximateNormals);
float xScale = 1.0f / w;
float yScale = 1.0f / h;
float blurScale = 2f;
material.setFloat("XScale", blurScale * xScale);
material.setFloat("YScale", blurScale * yScale);
}
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