com.jme3.scene.VertexBuffer.Format Java Examples
The following examples show how to use
com.jme3.scene.VertexBuffer.Format.
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Example #1
Source File: GLRenderer.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
private int convertFormat(Format format) { switch (format) { case Byte: return GL.GL_BYTE; case UnsignedByte: return GL.GL_UNSIGNED_BYTE; case Short: return GL.GL_SHORT; case UnsignedShort: return GL.GL_UNSIGNED_SHORT; case Int: return GL.GL_INT; case UnsignedInt: return GL.GL_UNSIGNED_INT; case Float: return GL.GL_FLOAT; case Double: return GL.GL_DOUBLE; default: throw new UnsupportedOperationException("Unknown buffer format."); } }
Example #2
Source File: SkeletonPoints.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Creates a points with bone lengths data. If the data is supplied then the points will show both head and tail of each bone. * @param skeleton * the skeleton that will be shown * @param boneLengths * a map between the bone's index and the bone's length */ public SkeletonPoints(Skeleton skeleton, Map<Integer, Float> boneLengths) { this.skeleton = skeleton; this.setMode(Mode.Points); int pointsCount = skeleton.getBoneCount(); if (boneLengths != null) { this.boneLengths = boneLengths; pointsCount *= 2; } VertexBuffer pb = new VertexBuffer(Type.Position); FloatBuffer fpb = BufferUtils.createFloatBuffer(pointsCount * 3); pb.setupData(Usage.Stream, 3, Format.Float, fpb); this.setBuffer(pb); this.updateCounts(); }
Example #3
Source File: SkeletonInterBoneWire.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * Creates buffers for points. Each line has POINT_AMOUNT of points. * @param skeleton * the skeleton that will be showed * @param boneLengths * the lengths of the bones */ public SkeletonInterBoneWire(Skeleton skeleton, Map<Integer, Float> boneLengths) { this.skeleton = skeleton; for (Bone bone : skeleton.getRoots()) { this.countConnections(bone); } this.setMode(Mode.Points); this.boneLengths = boneLengths; VertexBuffer pb = new VertexBuffer(Type.Position); FloatBuffer fpb = BufferUtils.createFloatBuffer(POINT_AMOUNT * connectionsAmount * 3); pb.setupData(Usage.Stream, 3, Format.Float, fpb); this.setBuffer(pb); this.updateCounts(); }
Example #4
Source File: Mesh.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
/** * Scales the texture coordinate buffer on this mesh by the given * scale factor. * <p> * Note that values above 1 will cause the * texture to tile, while values below 1 will cause the texture * to stretch. * </p> * * @param scaleFactor The scale factor to scale by. Every texture * coordinate is multiplied by this vector to get the result. * * @throws IllegalStateException If there's no texture coordinate * buffer on the mesh * @throws UnsupportedOperationException If the texture coordinate * buffer is not in 2D float format. */ public void scaleTextureCoordinates(Vector2f scaleFactor){ VertexBuffer tc = getBuffer(Type.TexCoord); if (tc == null) throw new IllegalStateException("The mesh has no texture coordinates"); if (tc.getFormat() != VertexBuffer.Format.Float) throw new UnsupportedOperationException("Only float texture coord format is supported"); if (tc.getNumComponents() != 2) throw new UnsupportedOperationException("Only 2D texture coords are supported"); FloatBuffer fb = (FloatBuffer) tc.getData(); fb.clear(); for (int i = 0; i < fb.limit() / 2; i++){ float x = fb.get(); float y = fb.get(); fb.position(fb.position()-2); x *= scaleFactor.getX(); y *= scaleFactor.getY(); fb.put(x).put(y); } fb.clear(); tc.updateData(fb); }
Example #5
Source File: LwjglRenderer.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
private int convertFormat(Format format) { switch (format) { case Byte: return GL_BYTE; case UnsignedByte: return GL_UNSIGNED_BYTE; case Short: return GL_SHORT; case UnsignedShort: return GL_UNSIGNED_SHORT; case Int: return GL_INT; case UnsignedInt: return GL_UNSIGNED_INT; case Half: return NVHalfFloat.GL_HALF_FLOAT_NV; // return ARBHalfFloatVertex.GL_HALF_FLOAT; case Float: return GL_FLOAT; case Double: return GL_DOUBLE; default: throw new UnsupportedOperationException("Unknown buffer format."); } }
Example #6
Source File: JoglRenderer.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
@Override protected int convertFormat(Format format) { switch (format) { case Byte: return GL.GL_BYTE; case UnsignedByte: return GL.GL_UNSIGNED_BYTE; case Short: return GL.GL_SHORT; case UnsignedShort: return GL.GL_UNSIGNED_SHORT; case Int: return GL2ES2.GL_INT; case UnsignedInt: return GL2ES2.GL_UNSIGNED_INT; case Half: return GL.GL_HALF_FLOAT; case Float: return GL.GL_FLOAT; case Double: return GL2GL3.GL_DOUBLE; default: throw new RuntimeException("Unknown buffer format."); } }
Example #7
Source File: Mesh.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
/** * Creates a {@link VertexBuffer} for the mesh or modifies * the existing one per the parameters given. * * @param type The type of the buffer * @param components Number of components * @param format Data format * @param buf The buffer data * * @throws UnsupportedOperationException If the buffer already set is * incompatible with the parameters given. */ public void setBuffer(Type type, int components, Format format, Buffer buf){ VertexBuffer vb = buffers.get(type.ordinal()); if (vb == null){ vb = new VertexBuffer(type); vb.setupData(Usage.Dynamic, components, format, buf); setBuffer(vb); }else{ if (vb.getNumComponents() != components || vb.getFormat() != format){ throw new UnsupportedOperationException("The buffer already set " + "is incompatible with the given parameters"); } vb.updateData(buf); updateCounts(); } }
Example #8
Source File: Mesh.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
/** * Gets the triangle vertex positions at the given triangle index * and stores them into the v1, v2, v3 arguments. * * @param index The index of the triangle. * Should be between 0 and {@link #getTriangleCount()}. * * @param v1 Vector to contain first vertex position * @param v2 Vector to contain second vertex position * @param v3 Vector to contain third vertex position */ public void getTriangle(int index, Vector3f v1, Vector3f v2, Vector3f v3){ VertexBuffer pb = getBuffer(Type.Position); IndexBuffer ib = getIndicesAsList(); if (pb != null && pb.getFormat() == Format.Float && pb.getNumComponents() == 3){ FloatBuffer fpb = (FloatBuffer) pb.getData(); // aquire triangle's vertex indices int vertIndex = index * 3; int vert1 = ib.get(vertIndex); int vert2 = ib.get(vertIndex+1); int vert3 = ib.get(vertIndex+2); BufferUtils.populateFromBuffer(v1, fpb, vert1); BufferUtils.populateFromBuffer(v2, fpb, vert2); BufferUtils.populateFromBuffer(v3, fpb, vert3); }else{ throw new UnsupportedOperationException("Position buffer not set or " + " has incompatible format"); } }
Example #9
Source File: JoglRenderer.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
@Override protected int convertVertexFormat(VertexBuffer.Format fmt) { switch (fmt) { case Byte: return GL.GL_BYTE; case Double: return GL2GL3.GL_DOUBLE; case Float: return GL.GL_FLOAT; case Half: return GL.GL_HALF_FLOAT; case Int: return GL2ES2.GL_INT; case Short: return GL.GL_SHORT; case UnsignedByte: return GL.GL_UNSIGNED_BYTE; case UnsignedInt: return GL2ES2.GL_UNSIGNED_INT; case UnsignedShort: return GL.GL_UNSIGNED_SHORT; default: throw new UnsupportedOperationException("Unrecognized vertex format: " + fmt); } }
Example #10
Source File: FloatToFixed.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
public static VertexBuffer convertToUByte(VertexBuffer vb){ FloatBuffer fb = (FloatBuffer) vb.getData(); ByteBuffer bb = BufferUtils.createByteBuffer(fb.capacity()); convertToUByte(fb, bb); VertexBuffer newVb = new VertexBuffer(vb.getBufferType()); newVb.setupData(vb.getUsage(), vb.getNumComponents(), Format.UnsignedByte, bb); newVb.setNormalized(true); return newVb; }
Example #11
Source File: MeshLoader.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
private void startBoneAssigns() { if (mesh != sharedMesh && usesSharedVerts) { // will use bone assignments from shared mesh (?) return; } // current mesh will have bone assigns //int vertCount = mesh.getVertexCount(); // each vertex has // - 4 bone weights // - 4 bone indices // create array-backed buffers for software skinning for access speed weightsFloatData = FloatBuffer.allocate(vertCount * 4); indicesData = ByteBuffer.allocate(vertCount * 4); VertexBuffer weights = new VertexBuffer(Type.BoneWeight); VertexBuffer indices = new VertexBuffer(Type.BoneIndex); weights.setupData(Usage.CpuOnly, 4, Format.Float, weightsFloatData); indices.setupData(Usage.CpuOnly, 4, Format.UnsignedByte, indicesData); mesh.setBuffer(weights); mesh.setBuffer(indices); //creating empty buffers for HW skinning //the buffers will be setup if ever used. VertexBuffer weightsHW = new VertexBuffer(Type.HWBoneWeight); VertexBuffer indicesHW = new VertexBuffer(Type.HWBoneIndex); //setting usage to cpuOnly so that the buffer is not send empty to the GPU indicesHW.setUsage(Usage.CpuOnly); weightsHW.setUsage(Usage.CpuOnly); mesh.setBuffer(weightsHW); mesh.setBuffer(indicesHW); }
Example #12
Source File: MeshLoader.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
private void startFaces(String count) throws SAXException { int numFaces = parseInt(count); int indicesPerFace = 0; switch (mesh.getMode()) { case Triangles: indicesPerFace = 3; break; case Lines: indicesPerFace = 2; break; case Points: indicesPerFace = 1; break; default: throw new SAXException("Strips or fans not supported!"); } int numIndices = indicesPerFace * numFaces; vb = new VertexBuffer(VertexBuffer.Type.Index); if (!usesBigIndices) { sb = BufferUtils.createShortBuffer(numIndices); ib = null; vb.setupData(Usage.Static, indicesPerFace, Format.UnsignedShort, sb); } else { ib = BufferUtils.createIntBuffer(numIndices); sb = null; vb.setupData(Usage.Static, indicesPerFace, Format.UnsignedInt, ib); } mesh.setBuffer(vb); }
Example #13
Source File: FloatToFixed.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
public static VertexBuffer convertToFloat(VertexBuffer vb){ if (vb.getFormat() == Format.Float) return vb; IntBuffer ib = (IntBuffer) vb.getData(); FloatBuffer fb = BufferUtils.createFloatBuffer(ib.capacity()); convertToFloat(ib, fb); VertexBuffer newVb = new VertexBuffer(vb.getBufferType()); newVb.setupData(vb.getUsage(), vb.getNumComponents(), Format.Float, fb); return newVb; }
Example #14
Source File: FloatToFixed.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
public static VertexBuffer convertToFixed(VertexBuffer vb){ if (vb.getFormat() == Format.Int) return vb; FloatBuffer fb = (FloatBuffer) vb.getData(); IntBuffer ib = BufferUtils.createIntBuffer(fb.capacity()); convertToFixed(fb, ib); VertexBuffer newVb = new VertexBuffer(vb.getBufferType()); newVb.setupData(vb.getUsage(), vb.getNumComponents(), Format.Int, ib); return newVb; }
Example #15
Source File: GdxRenderer.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
private int convertFormat(Format format) { switch (format) { case Byte: return GL20.GL_BYTE; case UnsignedByte: return GL20.GL_UNSIGNED_BYTE; case Short: return GL20.GL_SHORT; case UnsignedShort: return GL20.GL_UNSIGNED_SHORT; case Int: return GL20.GL_INT; case UnsignedInt: return GL20.GL_UNSIGNED_INT; /* case Half: return NVHalfFloat.GL_HALF_FLOAT_NV; // return ARBHalfFloatVertex.GL_HALF_FLOAT; */ case Float: return GL20.GL_FLOAT; // case Double: // return GLES20.GL_DOUBLE; default: throw new RuntimeException("Unknown buffer format."); } }
Example #16
Source File: JoglRenderer.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
@Override protected void drawElementsInstanced(Mode mode, int indices_count, Format format, long indices_buffer_offset, int primcount) { // GL gl = GLContext.getCurrentGL(); // FIXME: not yet in JOGL // gl.getGL2GL3().glDrawElementsInstanced(convertElementMode(mode), indices_count, // convertVertexFormat(format), indices_buffer_offset, primcount); }
Example #17
Source File: ModelConverter.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
public static void optimize(Mesh mesh, boolean toFixed){ // update any data that need updating mesh.updateBound(); mesh.updateCounts(); // set all buffers into STATIC_DRAW mode mesh.setStatic(); if (mesh.getBuffer(Type.Index) != null){ // compress index buffer from UShort to UByte (if possible) FloatToFixed.compressIndexBuffer(mesh); // generate triangle strips stitched with degenerate tris generateStrips(mesh, false, false, 16, 0); } IntMap<VertexBuffer> bufs = mesh.getBuffers(); for (Entry<VertexBuffer> entry : bufs){ VertexBuffer vb = entry.getValue(); if (vb == null || vb.getBufferType() == Type.Index) continue; if (vb.getFormat() == Format.Float){ if (vb.getBufferType() == Type.Color){ // convert the color buffer to UByte vb = FloatToFixed.convertToUByte(vb); vb.setNormalized(true); }else if (toFixed){ // convert normals, positions, and texcoords // to fixed-point (16.16) vb = FloatToFixed.convertToFixed(vb); // vb = FloatToFixed.convertToFloat(vb); } mesh.clearBuffer(vb.getBufferType()); mesh.setBuffer(vb); } } mesh.setInterleaved(); }
Example #18
Source File: FloatToFixed.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
public static void compressIndexBuffer(Mesh mesh){ int vertCount = mesh.getVertexCount(); VertexBuffer vb = mesh.getBuffer(Type.Index); Format targetFmt; if (vb.getFormat() == Format.UnsignedInt && vertCount <= 0xffff){ if (vertCount <= 256) targetFmt = Format.UnsignedByte; else targetFmt = Format.UnsignedShort; }else if (vb.getFormat() == Format.UnsignedShort && vertCount <= 0xff){ targetFmt = Format.UnsignedByte; }else{ return; } IndexBuffer src = mesh.getIndexBuffer(); Buffer newBuf = VertexBuffer.createBuffer(targetFmt, vb.getNumComponents(), src.size()); VertexBuffer newVb = new VertexBuffer(Type.Index); newVb.setupData(vb.getUsage(), vb.getNumComponents(), targetFmt, newBuf); mesh.clearBuffer(Type.Index); mesh.setBuffer(newVb); IndexBuffer dst = mesh.getIndexBuffer(); for (int i = 0; i < src.size(); i++){ dst.put(i, src.get(i)); } }
Example #19
Source File: OGLESShaderRenderer.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
private int convertFormat(Format format) { switch (format) { case Byte: return GLES20.GL_BYTE; case UnsignedByte: return GLES20.GL_UNSIGNED_BYTE; case Short: return GLES20.GL_SHORT; case UnsignedShort: return GLES20.GL_UNSIGNED_SHORT; case Int: return GLES20.GL_INT; case UnsignedInt: return GLES20.GL_UNSIGNED_INT; /* case Half: return NVHalfFloat.GL_HALF_FLOAT_NV; // return ARBHalfFloatVertex.GL_HALF_FLOAT; */ case Float: return GLES20.GL_FLOAT; // case Double: // return GLES20.GL_DOUBLE; default: throw new RuntimeException("Unknown buffer format."); } }
Example #20
Source File: RenderDeviceJme.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
public RenderDeviceJme(NiftyJmeDisplay display){ this.display = display; quadColor = new VertexBuffer(Type.Color); quadColor.setNormalized(true); ByteBuffer bb = BufferUtils.createByteBuffer(4 * 4); quadColor.setupData(Usage.Stream, 4, Format.UnsignedByte, bb); quad.setBuffer(quadColor); quadModTC.setUsage(Usage.Stream); niftyMat = new Material(display.getAssetManager(), "Common/MatDefs/Nifty/Nifty.j3md"); niftyMat.getAdditionalRenderState().setDepthTest(false); }
Example #21
Source File: SilentTangentBinormalGenerator.java From OpenRTS with MIT License | 5 votes |
private static void putValue(VertexBuffer.Format format, Buffer buf1, Buffer buf2, int index) { switch (format) { case Byte: case Half: case UnsignedByte: byte b = ((ByteBuffer) buf2).get(index); ((ByteBuffer) buf1).put(b); break; case Short: case UnsignedShort: short s = ((ShortBuffer) buf2).get(index); ((ShortBuffer) buf1).put(s); break; case Int: case UnsignedInt: int i = ((IntBuffer) buf2).get(index); ((IntBuffer) buf1).put(i); break; case Float: float f = ((FloatBuffer) buf2).get(index); ((FloatBuffer) buf1).put(f); break; case Double: double d = ((DoubleBuffer) buf2).get(index); ((DoubleBuffer) buf1).put(d); break; default: throw new UnsupportedOperationException("Unrecoginized buffer format: " + format); } }
Example #22
Source File: SilentTangentBinormalGenerator.java From OpenRTS with MIT License | 5 votes |
private static void bulkPut(VertexBuffer.Format format, Buffer buf1, Buffer buf2) { switch (format) { case Byte: case Half: case UnsignedByte: ((ByteBuffer) buf1).put((ByteBuffer) buf2); break; case Short: case UnsignedShort: ((ShortBuffer) buf1).put((ShortBuffer) buf2); break; case Int: case UnsignedInt: ((IntBuffer) buf1).put((IntBuffer) buf2); break; case Float: ((FloatBuffer) buf1).put((FloatBuffer) buf2); break; case Double: ((DoubleBuffer) buf1).put((DoubleBuffer) buf2); break; default: throw new UnsupportedOperationException("Unrecoginized buffer format: " + format); } }
Example #23
Source File: MeshLoader.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
private void startLodFaceList(String submeshindex, String numfaces) { int index = Integer.parseInt(submeshindex); mesh = geoms.get(index).getMesh(); int faceCount = Integer.parseInt(numfaces); VertexBuffer originalIndexBuffer = mesh.getBuffer(Type.Index); vb = new VertexBuffer(VertexBuffer.Type.Index); if (originalIndexBuffer.getFormat() == Format.UnsignedInt) { // LOD buffer should also be integer ib = BufferUtils.createIntBuffer(faceCount * 3); sb = null; vb.setupData(Usage.Static, 3, Format.UnsignedInt, ib); } else { sb = BufferUtils.createShortBuffer(faceCount * 3); ib = null; vb.setupData(Usage.Static, 3, Format.UnsignedShort, sb); } List<VertexBuffer> levels = lodLevels.get(index); if (levels == null) { // Create the LOD levels list levels = new ArrayList<VertexBuffer>(); // Add the first LOD level (always the original index buffer) levels.add(originalIndexBuffer); lodLevels.put(index, levels); } levels.add(vb); }
Example #24
Source File: SkeletonPoints.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
public SkeletonPoints(Skeleton skeleton){ this.skeleton = skeleton; setMode(Mode.Points); VertexBuffer pb = new VertexBuffer(Type.Position); FloatBuffer fpb = BufferUtils.createFloatBuffer(skeleton.getBoneCount() * 3); pb.setupData(Usage.Stream, 3, Format.Float, fpb); setBuffer(pb); setPointSize(7); updateCounts(); }
Example #25
Source File: RenderDeviceJme.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
public RenderDeviceJme(NiftyJmeDisplay display) { this.display = display; quadColor = new VertexBuffer(Type.Color); quadColor.setNormalized(true); ByteBuffer bb = BufferUtils.createByteBuffer(4 * 4); quadColor.setupData(Usage.Stream, 4, Format.UnsignedByte, bb); quad.setBuffer(quadColor); quadModTC.setUsage(Usage.Stream); // Load the 3 material types separately to avoid // reloading the shader when the defines change. // Material with a single color (no texture or vertex color) colorMaterial = new Material(display.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); // Material with a texture and a color (no vertex color) textureColorMaterial = new Material(display.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); // Material with vertex color, used for gradients (no texture) vertexColorMaterial = new Material(display.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); vertexColorMaterial.setBoolean("VertexColor", true); // Shared render state for all materials renderState.setDepthTest(false); renderState.setDepthWrite(false); }
Example #26
Source File: MeshLoader.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
private void startVertexBuffer(Attributes attribs) throws SAXException { if (parseBool(attribs.getValue("positions"), false)) { vb = new VertexBuffer(Type.Position); fb = BufferUtils.createFloatBuffer(vertCount * 3); vb.setupData(Usage.Static, 3, Format.Float, fb); mesh.setBuffer(vb); } if (parseBool(attribs.getValue("normals"), false)) { vb = new VertexBuffer(Type.Normal); fb = BufferUtils.createFloatBuffer(vertCount * 3); vb.setupData(Usage.Static, 3, Format.Float, fb); mesh.setBuffer(vb); } if (parseBool(attribs.getValue("colours_diffuse"), false)) { vb = new VertexBuffer(Type.Color); fb = BufferUtils.createFloatBuffer(vertCount * 4); vb.setupData(Usage.Static, 4, Format.Float, fb); mesh.setBuffer(vb); } if (parseBool(attribs.getValue("tangents"), false)) { int dimensions = parseInt(attribs.getValue("tangent_dimensions"), 3); vb = new VertexBuffer(Type.Tangent); fb = BufferUtils.createFloatBuffer(vertCount * dimensions); vb.setupData(Usage.Static, dimensions, Format.Float, fb); mesh.setBuffer(vb); } if (parseBool(attribs.getValue("binormals"), false)) { vb = new VertexBuffer(Type.Binormal); fb = BufferUtils.createFloatBuffer(vertCount * 3); vb.setupData(Usage.Static, 3, Format.Float, fb); mesh.setBuffer(vb); } int texCoords = parseInt(attribs.getValue("texture_coords"), 0); for (int i = 0; i < texCoords; i++) { int dims = parseInt(attribs.getValue("texture_coord_dimensions_" + i), 2); if (dims < 1 || dims > 4) { throw new SAXException("Texture coord dimensions must be 1 <= dims <= 4"); } if (i <= 7) { vb = new VertexBuffer(TEXCOORD_TYPES[i]); } else { // more than 8 texture coordinates are not supported by ogre. throw new SAXException("More than 8 texture coordinates not supported"); } fb = BufferUtils.createFloatBuffer(vertCount * dims); vb.setupData(Usage.Static, dims, Format.Float, fb); mesh.setBuffer(vb); } }
Example #27
Source File: ParticleTriMesh.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void initParticleData(ParticleEmitter emitter, int numParticles) { setMode(Mode.Triangles); this.emitter = emitter; particlesCopy = new Particle[numParticles]; // set positions FloatBuffer pb = BufferUtils.createVector3Buffer(numParticles * 4); VertexBuffer pvb = new VertexBuffer(VertexBuffer.Type.Position); pvb.setupData(Usage.Stream, 3, Format.Float, pb); //if the buffer is already set only update the data VertexBuffer buf = getBuffer(VertexBuffer.Type.Position); if (buf != null) { buf.updateData(pb); } else { setBuffer(pvb); } // set colors ByteBuffer cb = BufferUtils.createByteBuffer(numParticles * 4 * 4); VertexBuffer cvb = new VertexBuffer(VertexBuffer.Type.Color); cvb.setupData(Usage.Stream, 4, Format.UnsignedByte, cb); cvb.setNormalized(true); buf = getBuffer(VertexBuffer.Type.Color); if (buf != null) { buf.updateData(cb); } else { setBuffer(cvb); } // set texcoords VertexBuffer tvb = new VertexBuffer(VertexBuffer.Type.TexCoord); FloatBuffer tb = BufferUtils.createVector2Buffer(numParticles * 4); uniqueTexCoords = false; for (int i = 0; i < numParticles; i++){ tb.put(0f).put(1f); tb.put(1f).put(1f); tb.put(0f).put(0f); tb.put(1f).put(0f); } tb.flip(); tvb.setupData(Usage.Static, 2, Format.Float, tb); buf = getBuffer(VertexBuffer.Type.TexCoord); if (buf != null) { buf.updateData(tb); } else { setBuffer(tvb); } // set indices ShortBuffer ib = BufferUtils.createShortBuffer(numParticles * 6); for (int i = 0; i < numParticles; i++){ int startIdx = (i * 4); // triangle 1 ib.put((short)(startIdx + 1)) .put((short)(startIdx + 0)) .put((short)(startIdx + 2)); // triangle 2 ib.put((short)(startIdx + 1)) .put((short)(startIdx + 2)) .put((short)(startIdx + 3)); } ib.flip(); VertexBuffer ivb = new VertexBuffer(VertexBuffer.Type.Index); ivb.setupData(Usage.Static, 3, Format.UnsignedShort, ib); buf = getBuffer(VertexBuffer.Type.Index); if (buf != null) { buf.updateData(ib); } else { setBuffer(ivb); } }
Example #28
Source File: TestCustomAnim.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void simpleInitApp() { AmbientLight al = new AmbientLight(); rootNode.addLight(al); DirectionalLight dl = new DirectionalLight(); dl.setDirection(Vector3f.UNIT_XYZ.negate()); rootNode.addLight(dl); Box box = new Box(1, 1, 1); // Setup bone weight buffer FloatBuffer weights = FloatBuffer.allocate( box.getVertexCount() * 4 ); VertexBuffer weightsBuf = new VertexBuffer(Type.BoneWeight); weightsBuf.setupData(Usage.CpuOnly, 4, Format.Float, weights); box.setBuffer(weightsBuf); // Setup bone index buffer ByteBuffer indices = ByteBuffer.allocate( box.getVertexCount() * 4 ); VertexBuffer indicesBuf = new VertexBuffer(Type.BoneIndex); indicesBuf.setupData(Usage.CpuOnly, 4, Format.UnsignedByte, indices); box.setBuffer(indicesBuf); // Create bind pose buffers box.generateBindPose(true); // Create skeleton bone = new Bone("root"); bone.setBindTransforms(Vector3f.ZERO, Quaternion.IDENTITY, Vector3f.UNIT_XYZ); bone.setUserControl(true); skeleton = new Skeleton(new Bone[]{ bone }); // Assign all verticies to bone 0 with weight 1 for (int i = 0; i < box.getVertexCount() * 4; i += 4){ // assign vertex to bone index 0 indices.array()[i+0] = 0; indices.array()[i+1] = 0; indices.array()[i+2] = 0; indices.array()[i+3] = 0; // set weight to 1 only for first entry weights.array()[i+0] = 1; weights.array()[i+1] = 0; weights.array()[i+2] = 0; weights.array()[i+3] = 0; } // Maximum number of weights per bone is 1 box.setMaxNumWeights(1); // Create model Geometry geom = new Geometry("box", box); geom.setMaterial(assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m")); Node model = new Node("model"); model.attachChild(geom); // Create skeleton control SkeletonControl skeletonControl = new SkeletonControl(skeleton); model.addControl(skeletonControl); rootNode.attachChild(model); }
Example #29
Source File: Mesh.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
public void setBuffer(Type type, int components, IntBuffer buf) { setBuffer(type, components, Format.UnsignedInt, buf); }
Example #30
Source File: Mesh.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
public void setBuffer(Type type, int components, ShortBuffer buf) { setBuffer(type, components, Format.UnsignedShort, buf); }