/** * Will reload the spatial's materials whenever the trigger is fired * @param trigger the trigger * @param spat the spatial to reload */ public void registerBinding(Trigger trigger, final Spatial spat) { if(spat instanceof Geometry){ GeometryBinding binding = new GeometryBinding(trigger, (Geometry)spat); bindings.add(binding); if (isInitialized()) { bind(binding); } }else if (spat instanceof Node){ for (Spatial child : ((Node)spat).getChildren()) { registerBinding(trigger, child); } } }
public void reload() { Material reloadedMat = reloadMaterial(geom.getMaterial()); //if the reload is successful, we re setup the material with its params and reassign it to the box if (reloadedMat != null) { // setupMaterial(reloadedMat); geom.setMaterial(reloadedMat); } }
/** * Will reload the filter's materials whenever the trigger is fired. * @param trigger the trigger * @param filter the filter to reload */ public void registerBinding(Trigger trigger, final Filter filter) { FilterBinding binding = new FilterBinding(trigger, filter); bindings.add(binding); if (isInitialized()) { bind(binding); } }
/** * Will reload the filter's materials whenever the shader file is changed * on the hard drive * @param shaderName the shader name (relative path to the asset folder or * to a registered asset path) * @param filter the filter to reload */ public void registerBinding(String shaderName, final Filter filter) { registerBinding(new FileChangedTrigger(shaderName), filter); }
MaterialDebugAppState debug = new MaterialDebugAppState(); debug.registerBinding("Common/ShaderLib/BlinnPhongLighting.glsllib", teapot); stateManager.attach(debug); setPauseOnLostFocus(false);
@Override public void initialize(AppStateManager stateManager, Application app) { renderManager = app.getRenderManager(); assetManager = app.getAssetManager(); inputManager = app.getInputManager(); for (Binding binding : bindings) { bind(binding); } super.initialize(stateManager, app); }
flyCam.setMoveSpeed(50); final MaterialDebugAppState debug = new MaterialDebugAppState(); stateManager.attach(debug);
/** * Will reload the spatials's materials whenever the shader file is changed * on the hard drive * @param shaderName the shader name (relative path to the asset folder or * to a registered asset path) * @param spat the spatial to reload */ public void registerBinding(String shaderName, final Spatial spat) { registerBinding(new FileChangedTrigger(shaderName), spat); }
/** * Will reload the filter's materials whenever the trigger is fired. * @param trigger the trigger * @param filter the filter to reload */ public void registerBinding(Trigger trigger, final Filter filter) { FilterBinding binding = new FilterBinding(trigger, filter); bindings.add(binding); if (isInitialized()) { bind(binding); } }
MaterialDebugAppState debug = new MaterialDebugAppState(); debug.registerBinding("Common/MatDefs/Light/PBRLighting.frag", rootNode); debug.registerBinding("Common/ShaderLib/PBR.glsllib", rootNode); getStateManager().attach(debug);
@Override public void initialize(AppStateManager stateManager, Application app) { renderManager = app.getRenderManager(); assetManager = app.getAssetManager(); inputManager = app.getInputManager(); for (Binding binding : bindings) { bind(binding); } super.initialize(stateManager, app); }
/** * Will reload the spatial's materials whenever the trigger is fired * @param trigger the trigger * @param spat the spatial to reload */ public void registerBinding(Trigger trigger, final Spatial spat) { if(spat instanceof Geometry){ GeometryBinding binding = new GeometryBinding(trigger, (Geometry)spat); bindings.add(binding); if (isInitialized()) { bind(binding); } }else if (spat instanceof Node){ for (Spatial child : ((Node)spat).getChildren()) { registerBinding(trigger, child); } } }
if (field.getType().isInstance(m)) { field.setAccessible(true); Material mat = reloadMaterial((Material) field.get(filter)); if (mat == null) { return; p = (Filter.Pass) field.get(filter); if (p!= null && p.getPassMaterial() != null) { Material mat = reloadMaterial(p.getPassMaterial()); if (mat == null) { return; if (passes != null) { for (Pass pass : passes) { Material mat = reloadMaterial(pass.getPassMaterial()); if (mat == null) { return;
/** * Will reload the filter's materials whenever the shader file is changed * on the hard drive * @param shaderName the shader name (relative path to the asset folder or * to a registered asset path) * @param filter the filter to reload */ public void registerBinding(String shaderName, final Filter filter) { registerBinding(new FileChangedTrigger(shaderName), filter); }
protected void reloadScene(Geometry g, Geometry boxGeo, Node cubeNodes) { MaterialDebugAppState debug = stateManager.getState(MaterialDebugAppState.class); Material m = debug.reloadMaterial(g.getMaterial()); if (m != null) { g.setMaterial(m); } m = debug.reloadMaterial(boxGeo.getMaterial()); if (m != null) { cubeNodes.setMaterial(m); } }
/** * Will reload the spatials's materials whenever the shader file is changed * on the hard drive * @param shaderName the shader name (relative path to the asset folder or * to a registered asset path) * @param spat the spatial to reload */ public void registerBinding(String shaderName, final Spatial spat) { registerBinding(new FileChangedTrigger(shaderName), spat); }
public void reload() { Material reloadedMat = reloadMaterial(geom.getMaterial()); //if the reload is successful, we re setup the material with its params and reassign it to the box if (reloadedMat != null) { // setupMaterial(reloadedMat); geom.setMaterial(reloadedMat); } }
if (field.getType().isInstance(m)) { field.setAccessible(true); Material mat = reloadMaterial((Material) field.get(filter)); if (mat == null) { return; p = (Filter.Pass) field.get(filter); if (p!= null && p.getPassMaterial() != null) { Material mat = reloadMaterial(p.getPassMaterial()); if (mat == null) { return; if (passes != null) { for (Pass pass : passes) { Material mat = reloadMaterial(pass.getPassMaterial()); if (mat == null) { return;