public void postQueue(RenderQueue rq) { // lay depth first rm.setForcedMaterial(preDepth); rq.renderQueue(RenderQueue.Bucket.Opaque, rm, vp.getCamera(), false); rm.setForcedMaterial(null); rm.setForcedRenderState(forcedRS); }
public void postFrame(FrameBuffer out) { if (!noOccluders) { postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix()); renderManager.setForcedMaterial(postshadowMat); viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, viewPort.getCamera(), true); renderManager.setForcedMaterial(null); } }
public void postFrame(FrameBuffer out) { if (debug) { displayShadowMap(renderManager.getRenderer()); } if (!noOccluders) { //setting params to receiving geometry list setMatParams(); Camera cam = viewPort.getCamera(); //some materials in the scene does not have a post shadow technique so we're using the fall back material if (needsfallBackMaterial) { renderManager.setForcedMaterial(postshadowMat); } //forcing the post shadow technique and render state renderManager.setForcedTechnique(postTechniqueName); //rendering the post shadow pass viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, cam, true); //resetting renderManager settings renderManager.setForcedTechnique(null); renderManager.setForcedMaterial(null); renderManager.setCamera(cam, false); } }
renderManager.setForcedMaterial(postshadowMat); renderManager.setForcedMaterial(null); renderManager.setCamera(cam, false);
renderManager.setForcedMaterial(postshadowMat); renderManager.setForcedMaterial(null); renderManager.setCamera(cam, false);
@SuppressWarnings("fallthrough") public void postQueue(RenderQueue rq) { lightReceivers.clear(); skipPostPass = false; if ( !checkCulling(viewPort.getCamera()) ) { skipPostPass = true; return; } updateShadowCams(viewPort.getCamera()); Renderer r = renderManager.getRenderer(); renderManager.setForcedMaterial(preshadowMat); renderManager.setForcedTechnique("PreShadow"); for (int shadowMapIndex = 0; shadowMapIndex < nbShadowMaps; shadowMapIndex++) { if (debugfrustums) { doDisplayFrustumDebug(shadowMapIndex); } renderShadowMap(shadowMapIndex); } debugfrustums = false; //restore setting for future rendering r.setFrameBuffer(viewPort.getOutputFrameBuffer()); renderManager.setForcedMaterial(null); renderManager.setForcedTechnique(null); renderManager.setCamera(viewPort.getCamera(), false); }
@SuppressWarnings("fallthrough") public void postQueue(RenderQueue rq) { lightReceivers.clear(); skipPostPass = false; if ( !checkCulling(viewPort.getCamera()) ) { skipPostPass = true; return; } updateShadowCams(viewPort.getCamera()); Renderer r = renderManager.getRenderer(); renderManager.setForcedMaterial(preshadowMat); renderManager.setForcedTechnique("PreShadow"); for (int shadowMapIndex = 0; shadowMapIndex < nbShadowMaps; shadowMapIndex++) { if (debugfrustums) { doDisplayFrustumDebug(shadowMapIndex); } renderShadowMap(shadowMapIndex); } debugfrustums = false; //restore setting for future rendering r.setFrameBuffer(viewPort.getOutputFrameBuffer()); renderManager.setForcedMaterial(null); renderManager.setForcedTechnique(null); renderManager.setCamera(viewPort.getCamera(), false); }
renderManager.setForcedMaterial(preshadowMat); r.setFrameBuffer(viewPort.getOutputFrameBuffer()); renderManager.setForcedMaterial(null); renderManager.setCamera(viewCam, false);
renderManager.setForcedMaterial(preshadowMat); renderManager.setForcedTechnique("PreShadow"); renderManager.setForcedMaterial(null); renderManager.setForcedTechnique(null); renderManager.setCamera(viewCam, false);
@Override public void postFrame(FrameBuffer out) { renderManager.setForcedMaterial(null); }
@Override public void postFrame(FrameBuffer out) { renderManager.setForcedMaterial(null); }
public void cleanup() { renderManager.setForcedMaterial(null); }
public void postQueue(RenderQueue rq) { renderManager.setForcedMaterial(wireMaterial); }
public void postFrame(FrameBuffer out) { renderManager.setForcedMaterial(null); }
public void postQueue(RenderQueue rq) { // lay depth first rm.setForcedMaterial(preDepth); rq.renderQueue(RenderQueue.Bucket.Opaque, rm, vp.getCamera(), false); rm.setForcedMaterial(null); rm.setForcedRenderState(forcedRS); }
public void postQueue(RenderQueue rq) { // lay depth first rm.setForcedMaterial(preDepth); rq.renderQueue(RenderQueue.Bucket.Opaque, rm, vp.getCamera(), false); rm.setForcedMaterial(null); rm.setForcedRenderState(forcedRS); }
public void postFrame(FrameBuffer out) { if (!noOccluders) { postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix()); renderManager.setForcedMaterial(postshadowMat); viewPort.getQueue().renderShadowQueue(lightReceivers, renderManager, viewPort.getCamera(), true); renderManager.setForcedMaterial(null); } }
public void postFrame(FrameBuffer out) { if (!noOccluders) { postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix()); renderManager.setForcedMaterial(postshadowMat); viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, viewPort.getCamera(), true); renderManager.setForcedMaterial(null); } }
public void postFrame(FrameBuffer out) { Camera cam = viewPort.getCamera(); if (!noOccluders) { postshadowMat.setColor("Splits", splits); for (int i = 0; i < nbSplits; i++) { postshadowMat.setMatrix4("LightViewProjectionMatrix" + i, lightViewProjectionsMatrices[i]); } renderManager.setForcedMaterial(postshadowMat); viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, cam, flushQueues); renderManager.setForcedMaterial(null); renderManager.setCamera(cam, false); } if (debug) { displayShadowMap(renderManager.getRenderer()); } }
@Override public void preFrame(float tpf) { if (JMERenderer.USE_GPU_LIDAR_PARALLEL_SCENE) { if (!viewPort.getScenes().isEmpty()) { timer.resetLap(); jmeRenderer.syncSubsceneToMain((Node) viewPort.getScenes().get(0)); timer.lap(); if (JMERenderer.DEBUG_GPU_LIDAR_PARALLEL_SCENE) { if (frameNum++ % 50 == 0) System.out.println("[GPULidar] Average scene sync: " + timer.averageLap() + " (s)"); } } } renderManager.setForcedMaterial(lidarMaterial); }