Java Code Examples for com.jme3.scene.VertexBuffer#setNormalized()
The following examples show how to use
com.jme3.scene.VertexBuffer#setNormalized() .
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Example 1
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 2
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 3
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 4
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 5
Source File: ParticlePointMesh.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
@Override public void initParticleData(ParticleEmitter emitter, int numParticles) { setMode(Mode.Points); this.emitter = emitter; // set positions FloatBuffer pb = BufferUtils.createVector3Buffer(numParticles); //if the buffer is already set only update the data VertexBuffer buf = getBuffer(VertexBuffer.Type.Position); if (buf != null) { buf.updateData(pb); } else { VertexBuffer pvb = new VertexBuffer(VertexBuffer.Type.Position); pvb.setupData(Usage.Stream, 3, Format.Float, pb); setBuffer(pvb); } // set colors ByteBuffer cb = BufferUtils.createByteBuffer(numParticles * 4); buf = getBuffer(VertexBuffer.Type.Color); if (buf != null) { buf.updateData(cb); } else { VertexBuffer cvb = new VertexBuffer(VertexBuffer.Type.Color); cvb.setupData(Usage.Stream, 4, Format.UnsignedByte, cb); cvb.setNormalized(true); setBuffer(cvb); } // set sizes FloatBuffer sb = BufferUtils.createFloatBuffer(numParticles); buf = getBuffer(VertexBuffer.Type.Size); if (buf != null) { buf.updateData(sb); } else { VertexBuffer svb = new VertexBuffer(VertexBuffer.Type.Size); svb.setupData(Usage.Stream, 1, Format.Float, sb); setBuffer(svb); } // set UV-scale FloatBuffer tb = BufferUtils.createFloatBuffer(numParticles*4); buf = getBuffer(VertexBuffer.Type.TexCoord); if (buf != null) { buf.updateData(tb); } else { VertexBuffer tvb = new VertexBuffer(VertexBuffer.Type.TexCoord); tvb.setupData(Usage.Stream, 4, Format.Float, tb); setBuffer(tvb); } updateCounts(); }
Example 6
Source File: ParticleTriMesh.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" 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); // if the buffer is already set only update the data VertexBuffer buf = getBuffer(VertexBuffer.Type.Position); if (buf != null) { buf.updateData(pb); } else { VertexBuffer pvb = new VertexBuffer(VertexBuffer.Type.Position); pvb.setupData(Usage.Stream, 3, Format.Float, pb); setBuffer(pvb); } // set colors ByteBuffer cb = BufferUtils.createByteBuffer(numParticles * 4 * 4); buf = getBuffer(VertexBuffer.Type.Color); if (buf != null) { buf.updateData(cb); } else { VertexBuffer cvb = new VertexBuffer(VertexBuffer.Type.Color); cvb.setupData(Usage.Stream, 4, Format.UnsignedByte, cb); cvb.setNormalized(true); setBuffer(cvb); } // set texcoords 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(); buf = getBuffer(VertexBuffer.Type.TexCoord); if (buf != null) { buf.updateData(tb); } else { VertexBuffer tvb = new VertexBuffer(VertexBuffer.Type.TexCoord); tvb.setupData(Usage.Static, 2, Format.Float, tb); 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(); buf = getBuffer(VertexBuffer.Type.Index); if (buf != null) { buf.updateData(ib); } else { VertexBuffer ivb = new VertexBuffer(VertexBuffer.Type.Index); ivb.setupData(Usage.Static, 3, Format.UnsignedShort, ib); setBuffer(ivb); } updateCounts(); }
Example 7
Source File: ParticlePointMesh.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void initParticleData(ParticleEmitter emitter, int numParticles) { setMode(Mode.Points); this.emitter = emitter; // set positions FloatBuffer pb = BufferUtils.createVector3Buffer(numParticles); 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); 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 sizes FloatBuffer sb = BufferUtils.createFloatBuffer(numParticles); VertexBuffer svb = new VertexBuffer(VertexBuffer.Type.Size); svb.setupData(Usage.Stream, 1, Format.Float, sb); buf = getBuffer(VertexBuffer.Type.Size); if (buf != null) { buf.updateData(sb); } else { setBuffer(svb); } // set UV-scale FloatBuffer tb = BufferUtils.createFloatBuffer(numParticles*4); VertexBuffer tvb = new VertexBuffer(VertexBuffer.Type.TexCoord); tvb.setupData(Usage.Stream, 4, Format.Float, tb); buf = getBuffer(VertexBuffer.Type.TexCoord); if (buf != null) { buf.updateData(tb); } else { setBuffer(tvb); } }
Example 8
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); } }