/** * Set the timer that should be used to query the time based * {@link UniformBinding}s for material world parameters. * * @param timer The timer to query time world parameters */ public void setTimer(Timer timer) { uniformBindingManager.setTimer(timer); }
/** * Internal use only. Sets the world matrix to use for future * rendering. This has no effect unless objects are rendered manually * using {@link Material#render(com.jme3.scene.Geometry, com.jme3.renderer.RenderManager) }. * Using {@link #renderGeometry(com.jme3.scene.Geometry) } will * override this value. * * @param mat The world matrix to set */ public void setWorldMatrix(Matrix4f mat) { uniformBindingManager.setWorldMatrix(mat); }
/** * Internal use only. * Updates the given list of uniforms with {@link UniformBinding uniform bindings} * based on the current world state. */ public void updateUniformBindings(Shader shader) { uniformBindingManager.updateUniformBindings(shader); }
private void setViewPort(Camera cam) { // this will make sure to update viewport only if needed if (cam != prevCam || cam.isViewportChanged()) { viewX = (int) (cam.getViewPortLeft() * cam.getWidth()); viewY = (int) (cam.getViewPortBottom() * cam.getHeight()); int viewX2 = (int) (cam.getViewPortRight() * cam.getWidth()); int viewY2 = (int) (cam.getViewPortTop() * cam.getHeight()); viewWidth = viewX2 - viewX; viewHeight = viewY2 - viewY; uniformBindingManager.setViewPort(viewX, viewY, viewWidth, viewHeight); renderer.setViewPort(viewX, viewY, viewWidth, viewHeight); renderer.setClipRect(viewX, viewY, viewWidth, viewHeight); cam.clearViewportChanged(); prevCam = cam; // float translateX = viewWidth == viewX ? 0 : -(viewWidth + viewX) / (viewWidth - viewX); // float translateY = viewHeight == viewY ? 0 : -(viewHeight + viewY) / (viewHeight - viewY); // float scaleX = viewWidth == viewX ? 1f : 2f / (viewWidth - viewX); // float scaleY = viewHeight == viewY ? 1f : 2f / (viewHeight - viewY); // // orthoMatrix.loadIdentity(); // orthoMatrix.setTranslation(translateX, translateY, 0); // orthoMatrix.setScale(scaleX, scaleY, 0); orthoMatrix.loadIdentity(); orthoMatrix.setTranslation(-1f, -1f, 0f); orthoMatrix.setScale(2f / cam.getWidth(), 2f / cam.getHeight(), 0f); } }
uniformBindingManager.newFrame();
/** * Internal use only. * Updates the given list of uniforms with {@link UniformBinding uniform bindings} * based on the current world state. */ public void updateUniformBindings(Shader shader) { uniformBindingManager.updateUniformBindings(shader); }
private void setViewPort(Camera cam) { // this will make sure to update viewport only if needed if (cam != prevCam || cam.isViewportChanged()) { viewX = (int) (cam.getViewPortLeft() * cam.getWidth()); viewY = (int) (cam.getViewPortBottom() * cam.getHeight()); int viewX2 = (int) (cam.getViewPortRight() * cam.getWidth()); int viewY2 = (int) (cam.getViewPortTop() * cam.getHeight()); viewWidth = viewX2 - viewX; viewHeight = viewY2 - viewY; uniformBindingManager.setViewPort(viewX, viewY, viewWidth, viewHeight); renderer.setViewPort(viewX, viewY, viewWidth, viewHeight); renderer.setClipRect(viewX, viewY, viewWidth, viewHeight); cam.clearViewportChanged(); prevCam = cam; // float translateX = viewWidth == viewX ? 0 : -(viewWidth + viewX) / (viewWidth - viewX); // float translateY = viewHeight == viewY ? 0 : -(viewHeight + viewY) / (viewHeight - viewY); // float scaleX = viewWidth == viewX ? 1f : 2f / (viewWidth - viewX); // float scaleY = viewHeight == viewY ? 1f : 2f / (viewHeight - viewY); // // orthoMatrix.loadIdentity(); // orthoMatrix.setTranslation(translateX, translateY, 0); // orthoMatrix.setScale(scaleX, scaleY, 0); orthoMatrix.loadIdentity(); orthoMatrix.setTranslation(-1f, -1f, 0f); orthoMatrix.setScale(2f / cam.getWidth(), 2f / cam.getHeight(), 0f); } }
uniformBindingManager.newFrame();
/** * Set the timer that should be used to query the time based * {@link UniformBinding}s for material world parameters. * * @param timer The timer to query time world parameters */ public void setTimer(Timer timer) { uniformBindingManager.setTimer(timer); }
/** * Internal use only. Sets the world matrix to use for future * rendering. This has no effect unless objects are rendered manually * using {@link Material#render(com.jme3.scene.Geometry, com.jme3.renderer.RenderManager) }. * Using {@link #renderGeometry(com.jme3.scene.Geometry) } will * override this value. * * @param mat The world matrix to set */ public void setWorldMatrix(Matrix4f mat) { uniformBindingManager.setWorldMatrix(mat); }