Java Code Examples for com.jme3.renderer.Renderer#setShader()
The following examples show how to use
com.jme3.renderer.Renderer#setShader() .
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Example 1
Source File: SinglePassLightingLogic.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
@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); } } }
Example 2
Source File: StaticPassLightingLogic.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@Override public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, int lastTexUnit) { Renderer renderer = renderManager.getRenderer(); Matrix4f viewMatrix = renderManager.getCurrentCamera().getViewMatrix(); updateLightListUniforms(viewMatrix, shader, lights); renderer.setShader(shader); renderMeshFromGeometry(renderer, geometry); }
Example 3
Source File: Material.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
/** * Preloads this material for the given render manager. * <p> * Preloading the material can ensure that when the material is first * used for rendering, there won't be any delay since the material has * been already been setup for rendering. * * @param rm The render manager to preload for */ public void preload(RenderManager rm) { autoSelectTechnique(rm); Renderer r = rm.getRenderer(); TechniqueDef techDef = technique.getDef(); Collection<MatParam> params = paramValues.values(); for (MatParam param : params) { if (param instanceof MatParamTexture) { MatParamTexture texParam = (MatParamTexture) param; r.setTexture(0, texParam.getTextureValue()); } else { if (!techDef.isUsingShaders()) { continue; } technique.updateUniformParam(param.getName(), param.getVarType(), param.getValue(), true); } } Shader shader = technique.getShader(); if (techDef.isUsingShaders()) { r.setShader(shader); } }
Example 4
Source File: DefaultTechniqueDefLogic.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
@Override public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, int lastTexUnit) { Renderer renderer = renderManager.getRenderer(); renderer.setShader(shader); renderMeshFromGeometry(renderer, geometry); }
Example 5
Source File: Material.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
/** * Called by {@link RenderManager} to render the geometry by * using this material. * * @param geom The geometry to render * @param rm The render manager requesting the rendering */ public void render(Geometry geom, RenderManager rm) { autoSelectTechnique(rm); Renderer r = rm.getRenderer(); TechniqueDef techDef = technique.getDef(); r.setShaderWithoutUpdateUniforms(technique.getShader()); if (techDef.getLightMode() == LightMode.MultiPass && geom.getWorldLightList().size() == 0) { return; } if (rm.getForcedRenderState() != null) { r.applyRenderState(rm.getForcedRenderState()); } else { if (techDef.getRenderState() != null) { r.applyRenderState(techDef.getRenderState().copyMergedTo(additionalState, mergedRenderState)); } else { r.applyRenderState(RenderState.DEFAULT.copyMergedTo(additionalState, mergedRenderState)); } } boolean needReloadParams = false; if (technique.isNeedReload()) { technique.makeCurrent(def.getAssetManager(), paramValues); needReloadParams = true; } // update camera and world matrices // NOTE: setWorldTransform should have been called already if (techDef.isUsingShaders()) { // reset unchanged uniform flag clearUniformsSetByCurrent(technique.getShader()); rm.updateUniformBindings(technique.getWorldBindUniforms()); } // setup textures and uniforms for (int i = paramValues.size()-1; i >=0 ; i--) { MatParam param = paramValues.getValue(i); if (param != null) { param.apply(r, technique, i); } } Shader shader = technique.getShader(); // send lighting information, if needed switch (techDef.getLightMode()) { case Disable: r.setLighting(null); break; case SinglePass: updateLightListUniforms(shader, geom, 4); break; case FixedPipeline: r.setLighting(geom.getWorldLightList()); break; case MultiPass: // NOTE: Special case! resetUniformsNotSetByCurrent(shader); renderMultipassLighting(shader, geom, rm); // very important, notice the return statement! return; } // upload and bind shader if (techDef.isUsingShaders()) { // any unset uniforms will be set to 0 resetUniformsNotSetByCurrent(shader); r.setShader(shader); } r.renderMesh(geom.getMesh(), geom.getLodLevel(), 1); }