Java Code Examples for com.jme3.renderer.Renderer#clearBuffers()

The following examples show how to use com.jme3.renderer.Renderer#clearBuffers() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: TestDepthStencil.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
@Override
public void simpleRender(RenderManager rm){
    Renderer r = rm.getRenderer();

    //do FBO rendering
    r.setFrameBuffer(fb);

    rm.setCamera(cam, false); // FBO uses current camera
    r.clearBuffers(true, true, true);
    rm.renderScene(fbNode, viewPort);
    rm.flushQueue(viewPort);

    //go back to default rendering and let
    //SimpleApplication render the default scene
    r.setFrameBuffer(null);
}
 
Example 2
Source File: TestFBOPassthrough.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
@Override
public void simpleRender(RenderManager rm){
    Renderer r = rm.getRenderer();

    //do FBO rendering
    r.setFrameBuffer(fb);

    rm.setCamera(cam, false); // FBO uses current camera
    r.clearBuffers(true, true, true);
    rm.renderScene(fbNode, viewPort);
    rm.flushQueue(viewPort);

    //go back to default rendering and let
    //SimpleApplication render the default scene
    r.setFrameBuffer(null);
}
 
Example 3
Source File: HDRRenderer.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 6 votes vote down vote up
private void renderProcessing(Renderer r, FrameBuffer dst, Material mat){
    if (dst == null){
        fsQuad.setWidth(mainSceneFB.getWidth());
        fsQuad.setHeight(mainSceneFB.getHeight());
        fbCam.resize(mainSceneFB.getWidth(), mainSceneFB.getHeight(), true);
    }else{
        fsQuad.setWidth(dst.getWidth());
        fsQuad.setHeight(dst.getHeight());
        fbCam.resize(dst.getWidth(), dst.getHeight(), true);
    }
    fsQuad.setMaterial(mat);
    fsQuad.updateGeometricState();
    renderManager.setCamera(fbCam, true);

    r.setFrameBuffer(dst);
    r.clearBuffers(true, true, true);
    renderManager.renderGeometry(fsQuad);
}
 
Example 4
Source File: TestFBOPassthrough.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 6 votes vote down vote up
@Override
public void simpleRender(RenderManager rm){
    Renderer r = rm.getRenderer();

    //do FBO rendering
    r.setFrameBuffer(fb);

    rm.setCamera(cam, false); // FBO uses current camera
    r.clearBuffers(true, true, true);
    rm.renderScene(fbNode, viewPort);
    rm.flushQueue(viewPort);

    //go back to default rendering and let
    //SimpleApplication render the default scene
    r.setFrameBuffer(null);
}
 
Example 5
Source File: BasicShadowRenderer.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 4 votes vote down vote up
@Override
    public void postQueue(RenderQueue rq) {
        for (Spatial scene : viewPort.getScenes()) {
            ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), ShadowMode.Receive, lightReceivers);
        }

        // update frustum points based on current camera
        Camera viewCam = viewPort.getCamera();
        ShadowUtil.updateFrustumPoints(viewCam,
                viewCam.getFrustumNear(),
                viewCam.getFrustumFar(),
                1.0f,
                points);

        Vector3f frustaCenter = new Vector3f();
        for (Vector3f point : points) {
            frustaCenter.addLocal(point);
        }
        frustaCenter.multLocal(1f / 8f);

        // update light direction
        shadowCam.setProjectionMatrix(null);
        shadowCam.setParallelProjection(true);
//        shadowCam.setFrustumPerspective(45, 1, 1, 20);

        shadowCam.lookAtDirection(direction, Vector3f.UNIT_Y);
        shadowCam.update();
        shadowCam.setLocation(frustaCenter);
        shadowCam.update();
        shadowCam.updateViewProjection();

        // render shadow casters to shadow map
        ShadowUtil.updateShadowCamera(viewPort, lightReceivers, shadowCam, points, shadowOccluders, shadowMapSize);
        if (shadowOccluders.size() == 0) {
            noOccluders = true;
            return;
        } else {
            noOccluders = false;
        }            
        
        Renderer r = renderManager.getRenderer();
        renderManager.setCamera(shadowCam, false);
        renderManager.setForcedMaterial(preshadowMat);

        r.setFrameBuffer(shadowFB);
        r.clearBuffers(true, true, true);
        viewPort.getQueue().renderShadowQueue(shadowOccluders, renderManager, shadowCam, true);
        r.setFrameBuffer(viewPort.getOutputFrameBuffer());

        renderManager.setForcedMaterial(null);
        renderManager.setCamera(viewCam, false);
    }
 
Example 6
Source File: BasicShadowRenderer.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 4 votes vote down vote up
public void postQueue(RenderQueue rq) {
        GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
        if (occluders.size() == 0) {
            noOccluders = true;
            return;
        } else {
            noOccluders = false;
        }

        GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);

        // update frustum points based on current camera
        Camera viewCam = viewPort.getCamera();
        ShadowUtil.updateFrustumPoints(viewCam,
                viewCam.getFrustumNear(),
                viewCam.getFrustumFar(),
                1.0f,
                points);

        Vector3f frustaCenter = new Vector3f();
        for (Vector3f point : points) {
            frustaCenter.addLocal(point);
        }
        frustaCenter.multLocal(1f / 8f);

        // update light direction
        shadowCam.setProjectionMatrix(null);
        shadowCam.setParallelProjection(true);
//        shadowCam.setFrustumPerspective(45, 1, 1, 20);

        shadowCam.lookAtDirection(direction, Vector3f.UNIT_Y);
        shadowCam.update();
        shadowCam.setLocation(frustaCenter);
        shadowCam.update();
        shadowCam.updateViewProjection();

        // render shadow casters to shadow map
        ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points);

        Renderer r = renderManager.getRenderer();
        renderManager.setCamera(shadowCam, false);
        renderManager.setForcedMaterial(preshadowMat);

        r.setFrameBuffer(shadowFB);
        r.clearBuffers(false, true, false);
        viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, true);
        r.setFrameBuffer(viewPort.getOutputFrameBuffer());

        renderManager.setForcedMaterial(null);
        renderManager.setCamera(viewCam, false);
    }