use of com.jme3.shader.Uniform in project jmonkeyengine by jMonkeyEngine.
the class MaterialMatParamTest method outUniforms.
private void outUniforms(Uniform... uniforms) {
if (!evaluated) {
evaluateTechniqueDef();
}
HashSet<Uniform> actualUniforms = new HashSet<>();
for (Uniform uniform : usedShader.getUniformMap().values()) {
if (uniform.getName().startsWith("m_") && !IGNORED_UNIFORMS.contains(uniform.getName())) {
actualUniforms.add(uniform);
}
}
HashSet<Uniform> expectedUniforms = new HashSet<>(Arrays.asList(uniforms));
if (!expectedUniforms.equals(actualUniforms)) {
Assert.fail("Uniform lists must match: " + expectedUniforms + " != " + actualUniforms);
}
}
use of com.jme3.shader.Uniform in project jmonkeyengine by jMonkeyEngine.
the class MaterialMatParamTest method testRemoveTexture.
@Test
public void testRemoveTexture() {
material("Common/MatDefs/Light/Lighting.j3md");
Texture2D tex = new Texture2D(128, 128, Format.RGBA8);
reset();
inputMpo(mpoTexture2D("DiffuseMap", tex));
outDefines(def("DIFFUSEMAP", VarType.Texture2D, tex));
outUniforms(uniform("DiffuseMap", VarType.Int, 0));
outTextures(tex);
reset();
geometry.clearMatParamOverrides();
root.updateGeometricState();
outDefines();
outUniforms();
outTextures();
}
use of com.jme3.shader.Uniform in project jmonkeyengine by jMonkeyEngine.
the class MaterialMatParamTest method testRemoveTextureOverride.
@Test
public void testRemoveTextureOverride() {
material("Common/MatDefs/Light/Lighting.j3md");
Texture2D tex1 = new Texture2D(128, 128, Format.RGBA8);
Texture2D tex2 = new Texture2D(128, 128, Format.RGBA8);
reset();
inputMp(mpoTexture2D("DiffuseMap", tex1));
outDefines(def("DIFFUSEMAP", VarType.Texture2D, tex1));
outUniforms(uniform("DiffuseMap", VarType.Int, 0));
outTextures(tex1);
reset();
inputMpo(mpoTexture2D("DiffuseMap", tex2));
outDefines(def("DIFFUSEMAP", VarType.Texture2D, tex2));
outUniforms(uniform("DiffuseMap", VarType.Int, 0));
outTextures(tex2);
reset();
geometry.clearMatParamOverrides();
root.updateGeometricState();
outDefines(def("DIFFUSEMAP", VarType.Texture2D, tex1));
outUniforms(uniform("DiffuseMap", VarType.Int, 0));
outTextures(tex1);
}
use of com.jme3.shader.Uniform in project jmonkeyengine by jMonkeyEngine.
the class GLRenderer method resetUniformLocations.
protected void resetUniformLocations(Shader shader) {
ListMap<String, Uniform> uniforms = shader.getUniformMap();
for (int i = 0; i < uniforms.size(); i++) {
Uniform uniform = uniforms.getValue(i);
// e.g check location again
uniform.reset();
}
}
use of com.jme3.shader.Uniform in project jmonkeyengine by jMonkeyEngine.
the class MultiPassLightingLogic method render.
@Override
public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, int lastTexUnit) {
Renderer r = renderManager.getRenderer();
Uniform lightDir = shader.getUniform("g_LightDirection");
Uniform lightColor = shader.getUniform("g_LightColor");
Uniform lightPos = shader.getUniform("g_LightPosition");
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
boolean isFirstLight = true;
boolean isSecondLight = false;
getAmbientColor(lights, false, ambientLightColor);
for (int i = 0; i < lights.size(); i++) {
Light l = lights.get(i);
if (l instanceof AmbientLight) {
continue;
}
if (isFirstLight) {
// set ambient color for first light only
ambientColor.setValue(VarType.Vector4, ambientLightColor);
isFirstLight = false;
isSecondLight = true;
} else if (isSecondLight) {
ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
// apply additive blending for 2nd and future lights
r.applyRenderState(ADDITIVE_LIGHT);
isSecondLight = false;
}
TempVars vars = TempVars.get();
Quaternion tmpLightDirection = vars.quat1;
Quaternion tmpLightPosition = vars.quat2;
ColorRGBA tmpLightColor = vars.color;
Vector4f tmpVec = vars.vect4f1;
ColorRGBA color = l.getColor();
tmpLightColor.set(color);
tmpLightColor.a = l.getType().getId();
lightColor.setValue(VarType.Vector4, tmpLightColor);
switch(l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
Vector3f dir = dl.getDirection();
//FIXME : there is an inconstency here due to backward
//compatibility of the lighting shader.
//The directional light direction is passed in the
//LightPosition uniform. The lighting shader needs to be
//reworked though in order to fix this.
tmpLightPosition.set(dir.getX(), dir.getY(), dir.getZ(), -1);
lightPos.setValue(VarType.Vector4, tmpLightPosition);
tmpLightDirection.set(0, 0, 0, 0);
lightDir.setValue(VarType.Vector4, tmpLightDirection);
break;
case Point:
PointLight pl = (PointLight) l;
Vector3f pos = pl.getPosition();
float invRadius = pl.getInvRadius();
tmpLightPosition.set(pos.getX(), pos.getY(), pos.getZ(), invRadius);
lightPos.setValue(VarType.Vector4, tmpLightPosition);
tmpLightDirection.set(0, 0, 0, 0);
lightDir.setValue(VarType.Vector4, tmpLightDirection);
break;
case Spot:
SpotLight sl = (SpotLight) l;
Vector3f pos2 = sl.getPosition();
Vector3f dir2 = sl.getDirection();
float invRange = sl.getInvSpotRange();
float spotAngleCos = sl.getPackedAngleCos();
tmpLightPosition.set(pos2.getX(), pos2.getY(), pos2.getZ(), invRange);
lightPos.setValue(VarType.Vector4, tmpLightPosition);
//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);
renderManager.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
tmpLightDirection.set(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos);
lightDir.setValue(VarType.Vector4, tmpLightDirection);
break;
case Probe:
break;
default:
throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
}
vars.release();
r.setShader(shader);
renderMeshFromGeometry(r, geometry);
}
if (isFirstLight) {
// Either there are no lights at all, or only ambient lights.
// Render a dummy "normal light" so we can see the ambient color.
ambientColor.setValue(VarType.Vector4, getAmbientColor(lights, false, ambientLightColor));
lightColor.setValue(VarType.Vector4, ColorRGBA.BlackNoAlpha);
lightPos.setValue(VarType.Vector4, NULL_DIR_LIGHT);
r.setShader(shader);
renderMeshFromGeometry(r, geometry);
}
}
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