本文整理汇总了Java中com.jme3.renderer.Renderer类的典型用法代码示例。如果您正苦于以下问题:Java Renderer类的具体用法?Java Renderer怎么用?Java Renderer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Renderer类属于com.jme3.renderer包,在下文中一共展示了Renderer类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: startJMEApplication
import com.jme3.renderer.Renderer; //导入依赖的package包/类
/**
* Start the new jME application.
*
* @param application the new jME application.
*/
@JMEThread
private static void startJMEApplication(@NotNull final JmeToJFXApplication application) {
final InitializationManager initializationManager = InitializationManager.getInstance();
initializationManager.onBeforeCreateJMEContext();
application.start();
final JmeContext context = application.getContext();
final Renderer renderer = context.getRenderer();
if (renderer == null) {
final EditorConfig editorConfig = EditorConfig.getInstance();
editorConfig.setOpenGLVersion(OpenGLVersion.GL_20);
editorConfig.save();
}
}
示例2: simpleRender
import com.jme3.renderer.Renderer; //导入依赖的package包/类
@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);
}
示例3: renderProcessing
import com.jme3.renderer.Renderer; //导入依赖的package包/类
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);
}
示例4: JME3ContentSystemFactory
import com.jme3.renderer.Renderer; //导入依赖的package包/类
/**
* Instantiates a new JM e3 content system factory.
*
* @param renderer
* the renderer
* @param audioRenderer
* the audio renderer
* @param assetManager
* the asset manager
* @param updateList
* the update list
* @throws ClassNotFoundException
* the class not found exception
* @throws IOException
* Signals that an I/O exception has occurred.
* @throws ContentTypeAlreadyBoundException
* the content type already bound exception
* @throws ContentTypeInvalidException
* the content type invalid exception
*/
public JME3ContentSystemFactory(Renderer renderer, AudioRenderer audioRenderer, AssetManager assetManager, List<IUpdateable> updateList) throws ClassNotFoundException, IOException, ContentTypeAlreadyBoundException, ContentTypeInvalidException
{
super("multiplicity3.jme3csys.items", new IResourceFinderFilter()
{
@Override
public boolean accept(String dottedResourcePathname)
{
String[] components = dottedResourcePathname.split("\\.");
if (components.length < 2)
{
return false;
}
String extension = components[components.length - 1];
String name = components[components.length - 2];
return extension.equals("class") && name.startsWith("JME") && !name.endsWith("Delegate") && !name.endsWith("$1");
}
});
this.setRenderer(renderer);
this.setAudioRenderer(audioRenderer);
this.assetManager = assetManager;
this.updateList = updateList;
}
示例5: checkCapabilities
import com.jme3.renderer.Renderer; //导入依赖的package包/类
public static void checkCapabilities(Renderer renderer) {
shader_dof = false;
texture_anistrophy = false;
Collection<Caps> caps = renderer.getCaps();
System.out.println("caps: " + caps.toString());
for (Caps c : caps) {
switch (c) {
case DepthTexture: {
shader_dof = true;
}
case TextureFilterAnisotropic: {
texture_anistrophy = true;
}
}
}
}
示例6: postQueue
import com.jme3.renderer.Renderer; //导入依赖的package包/类
@Override
public void postQueue(RenderQueue rq) {
if (occluders == null) {
return;
}
Renderer renderer = renderManager.getRenderer();
renderer.setFrameBuffer(fogFb);
renderer.clearBuffers(true, true, true);
if (fogPreventers == 0) {
renderManager.setForcedMaterial(fogShapeMaterial);
for (Geometry geometry : occluders) {
renderManager.renderGeometry(geometry);
}
renderManager.setForcedMaterial(null);
}
renderer.setFrameBuffer(viewPort.getOutputFrameBuffer());
}
示例7: HDRRenderer
import com.jme3.renderer.Renderer; //导入依赖的package包/类
public HDRRenderer(AssetManager manager, Renderer renderer){
this.manager = manager;
this.renderer = renderer;
Collection<Caps> caps = renderer.getCaps();
if (caps.contains(Caps.PackedFloatColorBuffer))
bufFormat = Format.RGB111110F;
else if (caps.contains(Caps.FloatColorBuffer))
bufFormat = Format.RGB16F;
else{
enabled = false;
return;
}
}
示例8: renderToneMap
import com.jme3.renderer.Renderer; //导入依赖的package包/类
private void renderToneMap(Renderer r, FrameBuffer out){
tone.setFloat("A", exposure);
tone.setFloat("White", whiteLevel);
tone.setTexture("Lum", scene1[oppSrc]);
tone.setTexture("Lum2", scene1[curSrc]);
tone.setFloat("BlendFactor", blendFactor);
renderProcessing(r, out, tone);
}
示例9: cleanup
import com.jme3.renderer.Renderer; //导入依赖的package包/类
/**
* cleanup this filter
* @param r
*/
protected final void cleanup(Renderer r) {
processor = null;
if (defaultPass != null) {
defaultPass.cleanup(r);
}
if (postRenderPasses != null) {
for (Iterator<Pass> it = postRenderPasses.iterator(); it.hasNext();) {
Pass pass = it.next();
pass.cleanup(r);
}
}
cleanUpFilter(r);
}
示例10: postQueue
import com.jme3.renderer.Renderer; //导入依赖的package包/类
@Override
protected void postQueue(RenderManager renderManager, ViewPort viewPort) {
Renderer r = renderManager.getRenderer();
r.setFrameBuffer(normalPass.getRenderFrameBuffer());
renderManager.getRenderer().clearBuffers(true, true, true);
renderManager.setForcedTechnique("PreNormalPass");
renderManager.renderViewPortQueues(viewPort, false);
renderManager.setForcedTechnique(null);
renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
}
示例11: renderProcessing
import com.jme3.renderer.Renderer; //导入依赖的package包/类
/**
* renders a filter on a fullscreen quad
* @param r
* @param buff
* @param mat
*/
private void renderProcessing(Renderer r, FrameBuffer buff, Material mat) {
if (buff == outputBuffer) {
fsQuad.setWidth(width);
fsQuad.setHeight(height);
filterCam.resize(originalWidth, originalHeight, true);
fsQuad.setPosition(left * originalWidth, bottom * originalHeight);
} else {
fsQuad.setWidth(buff.getWidth());
fsQuad.setHeight(buff.getHeight());
filterCam.resize(buff.getWidth(), buff.getHeight(), true);
fsQuad.setPosition(0, 0);
}
if (mat.getAdditionalRenderState().isDepthWrite()) {
mat.getAdditionalRenderState().setDepthTest(false);
mat.getAdditionalRenderState().setDepthWrite(false);
}
fsQuad.setMaterial(mat);
fsQuad.updateGeometricState();
renderManager.setCamera(filterCam, true);
r.setFrameBuffer(buff);
r.clearBuffers(false, true, true);
renderManager.renderGeometry(fsQuad);
}
示例12: displayMap
import com.jme3.renderer.Renderer; //导入依赖的package包/类
protected void displayMap(Renderer r, Picture pic, int left) {
Camera cam = vp.getCamera();
rm.setCamera(cam, true);
int h = cam.getHeight();
pic.setPosition(left, h / 20f);
pic.setWidth(128);
pic.setHeight(128);
pic.updateGeometricState();
rm.renderGeometry(pic);
rm.setCamera(cam, false);
}
示例13: preload
import com.jme3.renderer.Renderer; //导入依赖的package包/类
/**
* 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);
}
}
示例14: apply
import com.jme3.renderer.Renderer; //导入依赖的package包/类
@Override
public void apply(Renderer r, Technique technique) {
TechniqueDef techDef = technique.getDef();
r.setTexture(getUnit(), getTextureValue());
if (techDef.isUsingShaders()) {
technique.updateUniformParam(getPrefixedName(), getVarType(), getUnit(), true);
}
}
示例15: apply
import com.jme3.renderer.Renderer; //导入依赖的package包/类
void apply(Renderer r, Technique technique) {
TechniqueDef techDef = technique.getDef();
if (techDef.isUsingShaders()) {
technique.updateUniformParam(getPrefixedName(), getVarType(), getValue(), true);
}
if (ffBinding != null && r instanceof GL1Renderer) {
((GL1Renderer) r).setFixedFuncBinding(ffBinding, getValue());
}
}