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Java Renderer.setShader方法代码示例

本文整理汇总了Java中com.jme3.renderer.Renderer.setShader方法的典型用法代码示例。如果您正苦于以下问题:Java Renderer.setShader方法的具体用法?Java Renderer.setShader怎么用?Java Renderer.setShader使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在com.jme3.renderer.Renderer的用法示例。


在下文中一共展示了Renderer.setShader方法的4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: preload

import com.jme3.renderer.Renderer; //导入方法依赖的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);
    }
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:37,代码来源:Material.java

示例2: preload

import com.jme3.renderer.Renderer; //导入方法依赖的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);
    }
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:37,代码来源:Material.java

示例3: render

import com.jme3.renderer.Renderer; //导入方法依赖的package包/类
/**
 * 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();

    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));
        }
    }


    // 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 = 0; i < paramValues.size(); i++) {
        MatParam param = paramValues.getValue(i);
        param.apply(r, technique);
    }

    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, r);
            // 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);
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:74,代码来源:Material.java

示例4: render

import com.jme3.renderer.Renderer; //导入方法依赖的package包/类
/**
 * 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);
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:81,代码来源:Material.java


注:本文中的com.jme3.renderer.Renderer.setShader方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。