use of com.jme3.renderer.RenderManager in project jmonkeyengine by jMonkeyEngine.
the class FilterPostProcessor method initialize.
public void initialize(RenderManager rm, ViewPort vp) {
renderManager = rm;
renderer = rm.getRenderer();
viewPort = vp;
fsQuad = new Picture("filter full screen quad");
fsQuad.setWidth(1);
fsQuad.setHeight(1);
if (fbFormat == Format.RGB111110F && !renderer.getCaps().contains(Caps.PackedFloatTexture)) {
fbFormat = Format.RGB8;
}
Camera cam = vp.getCamera();
//save view port diensions
left = cam.getViewPortLeft();
right = cam.getViewPortRight();
top = cam.getViewPortTop();
bottom = cam.getViewPortBottom();
originalWidth = cam.getWidth();
originalHeight = cam.getHeight();
//first call to reshape
reshape(vp, cam.getWidth(), cam.getHeight());
}
use of com.jme3.renderer.RenderManager in project jmonkeyengine by jMonkeyEngine.
the class SinglePassAndImageBasedLightingLogic method updateLightListUniforms.
/**
* Uploads the lights in the light list as two uniform arrays.<br/><br/> *
* <p>
* <code>uniform vec4 g_LightColor[numLights];</code><br/> //
* g_LightColor.rgb is the diffuse/specular color of the light.<br/> //
* g_Lightcolor.a is the type of light, 0 = Directional, 1 = Point, <br/> //
* 2 = Spot. <br/> <br/>
* <code>uniform vec4 g_LightPosition[numLights];</code><br/> //
* g_LightPosition.xyz is the position of the light (for point lights)<br/>
* // or the direction of the light (for directional lights).<br/> //
* g_LightPosition.w is the inverse radius (1/r) of the light (for
* attenuation) <br/> </p>
*/
protected int updateLightListUniforms(Shader shader, Geometry g, LightList lightList, int numLights, RenderManager rm, int startIndex, int lastTexUnit) {
if (numLights == 0) {
// this shader does not do lighting, ignore.
return 0;
}
Uniform lightData = shader.getUniform("g_LightData");
//8 lights * max 3
lightData.setVector4Length(numLights * 3);
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
Uniform lightProbeData = shader.getUniform("g_LightProbeData");
lightProbeData.setVector4Length(1);
Uniform lightProbeIrrMap = shader.getUniform("g_IrradianceMap");
Uniform lightProbePemMap = shader.getUniform("g_PrefEnvMap");
lightProbe = null;
if (startIndex != 0) {
// apply additive blending for 2nd and future passes
rm.getRenderer().applyRenderState(ADDITIVE_LIGHT);
ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
} else {
lightProbe = extractIndirectLights(lightList, true);
ambientColor.setValue(VarType.Vector4, ambientLightColor);
}
//If there is a lightProbe in the list we force it's render on the first pass
if (lightProbe != null) {
BoundingSphere s = (BoundingSphere) lightProbe.getBounds();
lightProbeData.setVector4InArray(lightProbe.getPosition().x, lightProbe.getPosition().y, lightProbe.getPosition().z, 1f / s.getRadius(), 0);
//assigning new texture indexes
int irrUnit = lastTexUnit++;
int pemUnit = lastTexUnit++;
rm.getRenderer().setTexture(irrUnit, lightProbe.getIrradianceMap());
lightProbeIrrMap.setValue(VarType.Int, irrUnit);
rm.getRenderer().setTexture(pemUnit, lightProbe.getPrefilteredEnvMap());
lightProbePemMap.setValue(VarType.Int, pemUnit);
} else {
//Disable IBL for this pass
lightProbeData.setVector4InArray(0, 0, 0, -1, 0);
}
int lightDataIndex = 0;
TempVars vars = TempVars.get();
Vector4f tmpVec = vars.vect4f1;
int curIndex;
int endIndex = numLights + startIndex;
for (curIndex = startIndex; curIndex < endIndex && curIndex < lightList.size(); curIndex++) {
Light l = lightList.get(curIndex);
if (l.getType() == Light.Type.Ambient) {
endIndex++;
continue;
}
ColorRGBA color = l.getColor();
if (l.getType() != Light.Type.Probe) {
lightData.setVector4InArray(color.getRed(), color.getGreen(), color.getBlue(), l.getType().getId(), lightDataIndex);
lightDataIndex++;
}
switch(l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
Vector3f dir = dl.getDirection();
//Data directly sent in view space to avoid a matrix mult for each pixel
tmpVec.set(dir.getX(), dir.getY(), dir.getZ(), 0.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), -1, lightDataIndex);
lightDataIndex++;
//PADDING
lightData.setVector4InArray(0, 0, 0, 0, lightDataIndex);
lightDataIndex++;
break;
case Point:
PointLight pl = (PointLight) l;
Vector3f pos = pl.getPosition();
float invRadius = pl.getInvRadius();
tmpVec.set(pos.getX(), pos.getY(), pos.getZ(), 1.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRadius, lightDataIndex);
lightDataIndex++;
//PADDING
lightData.setVector4InArray(0, 0, 0, 0, lightDataIndex);
lightDataIndex++;
break;
case Spot:
SpotLight sl = (SpotLight) l;
Vector3f pos2 = sl.getPosition();
Vector3f dir2 = sl.getDirection();
float invRange = sl.getInvSpotRange();
float spotAngleCos = sl.getPackedAngleCos();
tmpVec.set(pos2.getX(), pos2.getY(), pos2.getZ(), 1.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRange, lightDataIndex);
lightDataIndex++;
tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0.0f);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos, lightDataIndex);
lightDataIndex++;
break;
default:
throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
}
}
vars.release();
//Padding of unsued buffer space
while (lightDataIndex < numLights * 3) {
lightData.setVector4InArray(0f, 0f, 0f, 0f, lightDataIndex);
lightDataIndex++;
}
return curIndex;
}
use of com.jme3.renderer.RenderManager in project jmonkeyengine by jMonkeyEngine.
the class SinglePassLightingLogic method render.
@Override
public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, int lastTexUnit) {
int nbRenderedLights = 0;
Renderer renderer = renderManager.getRenderer();
int batchSize = renderManager.getSinglePassLightBatchSize();
if (lights.size() == 0) {
updateLightListUniforms(shader, geometry, lights, batchSize, renderManager, 0);
renderer.setShader(shader);
renderMeshFromGeometry(renderer, geometry);
} else {
while (nbRenderedLights < lights.size()) {
nbRenderedLights = updateLightListUniforms(shader, geometry, lights, batchSize, renderManager, nbRenderedLights);
renderer.setShader(shader);
renderMeshFromGeometry(renderer, geometry);
}
}
}
use of com.jme3.renderer.RenderManager in project jmonkeyengine by jMonkeyEngine.
the class SinglePassLightingLogic method updateLightListUniforms.
/**
* Uploads the lights in the light list as two uniform arrays.<br/><br/> *
* <p>
* <code>uniform vec4 g_LightColor[numLights];</code><br/> //
* g_LightColor.rgb is the diffuse/specular color of the light.<br/> //
* g_Lightcolor.a is the type of light, 0 = Directional, 1 = Point, <br/> //
* 2 = Spot. <br/> <br/>
* <code>uniform vec4 g_LightPosition[numLights];</code><br/> //
* g_LightPosition.xyz is the position of the light (for point lights)<br/>
* // or the direction of the light (for directional lights).<br/> //
* g_LightPosition.w is the inverse radius (1/r) of the light (for
* attenuation) <br/> </p>
*/
protected int updateLightListUniforms(Shader shader, Geometry g, LightList lightList, int numLights, RenderManager rm, int startIndex) {
if (numLights == 0) {
// this shader does not do lighting, ignore.
return 0;
}
Uniform lightData = shader.getUniform("g_LightData");
//8 lights * max 3
lightData.setVector4Length(numLights * 3);
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
if (startIndex != 0) {
// apply additive blending for 2nd and future passes
rm.getRenderer().applyRenderState(ADDITIVE_LIGHT);
ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
} else {
ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList, true, ambientLightColor));
}
int lightDataIndex = 0;
TempVars vars = TempVars.get();
Vector4f tmpVec = vars.vect4f1;
int curIndex;
int endIndex = numLights + startIndex;
for (curIndex = startIndex; curIndex < endIndex && curIndex < lightList.size(); curIndex++) {
Light l = lightList.get(curIndex);
if (l.getType() == Light.Type.Ambient) {
endIndex++;
continue;
}
ColorRGBA color = l.getColor();
//Color
lightData.setVector4InArray(color.getRed(), color.getGreen(), color.getBlue(), l.getType().getId(), lightDataIndex);
lightDataIndex++;
switch(l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
Vector3f dir = dl.getDirection();
//Data directly sent in view space to avoid a matrix mult for each pixel
tmpVec.set(dir.getX(), dir.getY(), dir.getZ(), 0.0f);
rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
// tmpVec.divideLocal(tmpVec.w);
// tmpVec.normalizeLocal();
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), -1, lightDataIndex);
lightDataIndex++;
//PADDING
lightData.setVector4InArray(0, 0, 0, 0, lightDataIndex);
lightDataIndex++;
break;
case Point:
PointLight pl = (PointLight) l;
Vector3f pos = pl.getPosition();
float invRadius = pl.getInvRadius();
tmpVec.set(pos.getX(), pos.getY(), pos.getZ(), 1.0f);
rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
//tmpVec.divideLocal(tmpVec.w);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRadius, lightDataIndex);
lightDataIndex++;
//PADDING
lightData.setVector4InArray(0, 0, 0, 0, lightDataIndex);
lightDataIndex++;
break;
case Spot:
SpotLight sl = (SpotLight) l;
Vector3f pos2 = sl.getPosition();
Vector3f dir2 = sl.getDirection();
float invRange = sl.getInvSpotRange();
float spotAngleCos = sl.getPackedAngleCos();
tmpVec.set(pos2.getX(), pos2.getY(), pos2.getZ(), 1.0f);
rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
// tmpVec.divideLocal(tmpVec.w);
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRange, lightDataIndex);
lightDataIndex++;
//We transform the spot direction in view space here to save 5 varying later in the lighting shader
//one vec4 less and a vec4 that becomes a vec3
//the downside is that spotAngleCos decoding happens now in the frag shader.
tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0.0f);
rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
tmpVec.normalizeLocal();
lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos, lightDataIndex);
lightDataIndex++;
break;
case Probe:
break;
default:
throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
}
}
vars.release();
//Padding of unsued buffer space
while (lightDataIndex < numLights * 3) {
lightData.setVector4InArray(0f, 0f, 0f, 0f, lightDataIndex);
lightDataIndex++;
}
return curIndex;
}
use of com.jme3.renderer.RenderManager 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);
}
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