Search in sources :

Example 16 with RenderManager

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

the class StaticPassLightingLogic method render.

@Override
public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, int lastTexUnit) {
    Renderer renderer = renderManager.getRenderer();
    Matrix4f viewMatrix = renderManager.getCurrentCamera().getViewMatrix();
    updateLightListUniforms(viewMatrix, shader, lights);
    renderer.setShader(shader);
    renderMeshFromGeometry(renderer, geometry);
}
Also used : Matrix4f(com.jme3.math.Matrix4f) Renderer(com.jme3.renderer.Renderer)

Example 17 with RenderManager

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

the class Material method preload.

/**
     * Preloads this material for the given render manager.
     * <p>
     * Preloading the material can ensure that when the material is first
     * used for rendering, there won't be any delay since the material has
     * been already been setup for rendering.
     *
     * @param renderManager The render manager to preload for
     */
public void preload(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;
    }
    Shader shader = technique.makeCurrent(renderManager, null, null, null, rendererCaps);
    updateShaderMaterialParameters(renderer, shader, null, null);
    renderManager.getRenderer().setShader(shader);
}
Also used : Renderer(com.jme3.renderer.Renderer) Shader(com.jme3.shader.Shader) Caps(com.jme3.renderer.Caps)

Example 18 with RenderManager

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

the class FilterPostProcessor method renderFilterChain.

/**
     * iterate through the filter list and renders filters
     * @param r
     * @param sceneFb 
     */
private void renderFilterChain(Renderer r, FrameBuffer sceneFb) {
    Texture2D tex = filterTexture;
    FrameBuffer buff = sceneFb;
    boolean msDepth = depthTexture != null && depthTexture.getImage().getMultiSamples() > 1;
    for (int i = 0; i < filters.size(); i++) {
        Filter filter = filters.get(i);
        if (prof != null)
            prof.spStep(SpStep.ProcPostFrame, FPP, filter.getName());
        if (filter.isEnabled()) {
            if (filter.getPostRenderPasses() != null) {
                for (Iterator<Filter.Pass> it1 = filter.getPostRenderPasses().iterator(); it1.hasNext(); ) {
                    Filter.Pass pass = it1.next();
                    if (prof != null)
                        prof.spStep(SpStep.ProcPostFrame, FPP, filter.getName(), pass.toString());
                    pass.beforeRender();
                    if (pass.requiresSceneAsTexture()) {
                        pass.getPassMaterial().setTexture("Texture", tex);
                        if (tex.getImage().getMultiSamples() > 1) {
                            pass.getPassMaterial().setInt("NumSamples", tex.getImage().getMultiSamples());
                        } else {
                            pass.getPassMaterial().clearParam("NumSamples");
                        }
                    }
                    if (pass.requiresDepthAsTexture()) {
                        pass.getPassMaterial().setTexture("DepthTexture", depthTexture);
                        if (msDepth) {
                            pass.getPassMaterial().setInt("NumSamplesDepth", depthTexture.getImage().getMultiSamples());
                        } else {
                            pass.getPassMaterial().clearParam("NumSamplesDepth");
                        }
                    }
                    renderProcessing(r, pass.getRenderFrameBuffer(), pass.getPassMaterial());
                }
            }
            if (prof != null)
                prof.spStep(SpStep.ProcPostFrame, FPP, filter.getName(), "postFrame");
            filter.postFrame(renderManager, viewPort, buff, sceneFb);
            Material mat = filter.getMaterial();
            if (msDepth && filter.isRequiresDepthTexture()) {
                mat.setInt("NumSamplesDepth", depthTexture.getImage().getMultiSamples());
            }
            if (filter.isRequiresSceneTexture()) {
                mat.setTexture("Texture", tex);
                if (tex.getImage().getMultiSamples() > 1) {
                    mat.setInt("NumSamples", tex.getImage().getMultiSamples());
                } else {
                    mat.clearParam("NumSamples");
                }
            }
            boolean wantsBilinear = filter.isRequiresBilinear();
            if (wantsBilinear) {
                tex.setMagFilter(Texture.MagFilter.Bilinear);
                tex.setMinFilter(Texture.MinFilter.BilinearNoMipMaps);
            }
            buff = outputBuffer;
            if (i != lastFilterIndex) {
                buff = filter.getRenderFrameBuffer();
                tex = filter.getRenderedTexture();
            }
            if (prof != null)
                prof.spStep(SpStep.ProcPostFrame, FPP, filter.getName(), "render");
            renderProcessing(r, buff, mat);
            if (prof != null)
                prof.spStep(SpStep.ProcPostFrame, FPP, filter.getName(), "postFilter");
            filter.postFilter(r, buff);
            if (wantsBilinear) {
                tex.setMagFilter(Texture.MagFilter.Nearest);
                tex.setMinFilter(Texture.MinFilter.NearestNoMipMaps);
            }
        }
    }
}
Also used : Texture2D(com.jme3.texture.Texture2D) Material(com.jme3.material.Material) FrameBuffer(com.jme3.texture.FrameBuffer)

Example 19 with RenderManager

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

the class HDRRenderer method initialize.

public void initialize(RenderManager rm, ViewPort vp) {
    if (!enabled)
        return;
    renderer = rm.getRenderer();
    renderManager = rm;
    viewPort = vp;
    // loadInitial()
    fsQuad = new Picture("HDR Fullscreen Quad");
    Format lumFmt = Format.RGB8;
    scene64FB = new FrameBuffer(64, 64, 1);
    scene64 = new Texture2D(64, 64, lumFmt);
    scene64FB.setColorTexture(scene64);
    scene64.setMagFilter(fbMagFilter);
    scene64.setMinFilter(fbMinFilter);
    scene8FB = new FrameBuffer(8, 8, 1);
    scene8 = new Texture2D(8, 8, lumFmt);
    scene8FB.setColorTexture(scene8);
    scene8.setMagFilter(fbMagFilter);
    scene8.setMinFilter(fbMinFilter);
    scene1FB[0] = new FrameBuffer(1, 1, 1);
    scene1[0] = new Texture2D(1, 1, lumFmt);
    scene1FB[0].setColorTexture(scene1[0]);
    scene1FB[1] = new FrameBuffer(1, 1, 1);
    scene1[1] = new Texture2D(1, 1, lumFmt);
    scene1FB[1].setColorTexture(scene1[1]);
    // prepare tonemap shader
    tone = new Material(manager, "Common/MatDefs/Hdr/ToneMap.j3md");
    tone.setFloat("A", 0.18f);
    tone.setFloat("White", 100);
    // load();
    int w = vp.getCamera().getWidth();
    int h = vp.getCamera().getHeight();
    reshape(vp, w, h);
}
Also used : Texture2D(com.jme3.texture.Texture2D) Format(com.jme3.texture.Image.Format) Picture(com.jme3.ui.Picture) Material(com.jme3.material.Material) FrameBuffer(com.jme3.texture.FrameBuffer)

Example 20 with RenderManager

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

the class RenderQueue method renderGeometryList.

private void renderGeometryList(GeometryList list, RenderManager rm, Camera cam, boolean clear) {
    // select camera for sorting
    list.setCamera(cam);
    list.sort();
    for (int i = 0; i < list.size(); i++) {
        Geometry obj = list.get(i);
        assert obj != null;
        rm.renderGeometry(obj);
        obj.queueDistance = Float.NEGATIVE_INFINITY;
    }
    if (clear) {
        list.clear();
    }
}
Also used : Geometry(com.jme3.scene.Geometry)

Aggregations

Material (com.jme3.material.Material)25 Camera (com.jme3.renderer.Camera)15 Renderer (com.jme3.renderer.Renderer)11 Vector3f (com.jme3.math.Vector3f)8 Texture2D (com.jme3.texture.Texture2D)5 DirectionalLight (com.jme3.light.DirectionalLight)4 Geometry (com.jme3.scene.Geometry)4 Picture (com.jme3.ui.Picture)4 TempVars (com.jme3.util.TempVars)4 Light (com.jme3.light.Light)3 PointLight (com.jme3.light.PointLight)3 SpotLight (com.jme3.light.SpotLight)3 Pass (com.jme3.post.Filter.Pass)3 RenderManager (com.jme3.renderer.RenderManager)3 Spatial (com.jme3.scene.Spatial)3 Shader (com.jme3.shader.Shader)3 FrameBuffer (com.jme3.texture.FrameBuffer)3 Texture (com.jme3.texture.Texture)3 Test (org.junit.Test)3 Technique (com.jme3.material.Technique)2