public void postFrame(FrameBuffer out) { rm.setForcedRenderState(null); }
public void endFrame() { HashMap<CachedTextKey, BitmapText> temp = textCacheLastFrame; textCacheLastFrame = textCacheCurrentFrame; textCacheCurrentFrame = temp; textCacheCurrentFrame.clear(); rm.setForcedRenderState(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 renderQuad(int x, int y, int width, int height, Color topLeft, Color topRight, Color bottomRight, Color bottomLeft) { ByteBuffer buf = (ByteBuffer) quadColor.getData(); buf.rewind(); buf.putInt(convertColor(topRight)); buf.putInt(convertColor(topLeft)); buf.putInt(convertColor(bottomLeft)); buf.putInt(convertColor(bottomRight)); buf.flip(); quadColor.updateData(buf); tempMat.loadIdentity(); tempMat.setTranslation(x, getHeight() - y, 0); tempMat.setScale(width, height, 0); rm.setWorldMatrix(tempMat); rm.setForcedRenderState(renderState); vertexColorMaterial.render(quadGeom, rm); //System.out.format("renderQuad2(%d, %d, %d, %d, %s, %s, %s, %s)\n", x, y, width, height, topLeft.toString(), // topRight.toString(), // bottomRight.toString(), // bottomLeft.toString()); }
protected void renderShadowMap(int shadowMapIndex) { shadowMapOccluders = getOccludersToRender(shadowMapIndex, shadowMapOccluders); Camera shadowCam = getShadowCam(shadowMapIndex); //saving light view projection matrix for this split lightViewProjectionsMatrices[shadowMapIndex].set(shadowCam.getViewProjectionMatrix()); renderManager.setCamera(shadowCam, false); renderManager.getRenderer().setFrameBuffer(shadowFB[shadowMapIndex]); renderManager.getRenderer().clearBuffers(true, true, true); renderManager.setForcedRenderState(forcedRenderState); // render shadow casters to shadow map viewPort.getQueue().renderShadowQueue(shadowMapOccluders, renderManager, shadowCam, true); renderManager.setForcedRenderState(null); } boolean debugfrustums = false;
protected void renderShadowMap(int shadowMapIndex) { shadowMapOccluders = getOccludersToRender(shadowMapIndex, shadowMapOccluders); Camera shadowCam = getShadowCam(shadowMapIndex); //saving light view projection matrix for this split lightViewProjectionsMatrices[shadowMapIndex].set(shadowCam.getViewProjectionMatrix()); renderManager.setCamera(shadowCam, false); renderManager.getRenderer().setFrameBuffer(shadowFB[shadowMapIndex]); renderManager.getRenderer().clearBuffers(true, true, true); renderManager.setForcedRenderState(forcedRenderState); // render shadow casters to shadow map viewPort.getQueue().renderShadowQueue(shadowMapOccluders, renderManager, shadowCam, true); renderManager.setForcedRenderState(null); } boolean debugfrustums = false;
rm.setForcedRenderState(renderState); textureColorMaterial.render(quadGeom, rm);
rm.setForcedRenderState(renderState); text.setColor(colorRgba); text.updateLogicalState(0);
public void render() { renderState.setBlendMode(convertBlend(blendMode)); vertexPosBuffer.flip(); vertexPos.updateData(vertexPosBuffer); vertexTexCoordBuffer.flip(); vertexTexCoord.updateData(vertexTexCoordBuffer); vertexColorBuffer.flip(); vertexColor.updateData(vertexColorBuffer); indexBufferBuffer.flip(); indexBuffer.updateData(indexBufferBuffer); tempMat.loadIdentity(); renderManager.setWorldMatrix(tempMat); renderManager.setForcedRenderState(renderState); material.setTexture("ColorMap", texture); mesh.updateCounts(); material.render(meshGeometry, renderManager); renderManager.setForcedRenderState(null); }
public void renderQuad(int x, int y, int width, int height, Color color) { //We test for alpha >0 as an optimization to prevent the render of completely transparent quads. //Nifty use layers that are often used for logical positionning and not rendering. //each layer is rendered as a quad, but that can bump up the number of geometry rendered by a lot. //Since we disable depth write, there is absolutely no point in rendering those quads //This optimization can result in a huge increase of perfs on complex Nifty UIs. if(color.getAlpha() >0){ colorMaterial.setColor("Color", convertColor(color, tempColor)); tempMat.loadIdentity(); tempMat.setTranslation(x, getHeight() - y, 0); tempMat.setScale(width, height, 0); rm.setWorldMatrix(tempMat); rm.setForcedRenderState(renderState); colorMaterial.render(quadGeom, rm); } //System.out.format("renderQuad1(%d, %d, %d, %d, %s)\n", x, y, width, height, color.toString()); }
public void renderImage(RenderImage image, int x, int y, int width, int height, Color color, float imageScale) { RenderImageJme jmeImage = (RenderImageJme) image; textureColorMaterial.setColor("Color", convertColor(color, tempColor)); textureColorMaterial.setTexture("ColorMap", jmeImage.getTexture()); quad.clearBuffer(Type.TexCoord); quad.setBuffer(quadDefaultTC); float x0 = x + 0.5f * width * (1f - imageScale); float y0 = y + 0.5f * height * (1f - imageScale); tempMat.loadIdentity(); tempMat.setTranslation(x0, getHeight() - y0, 0); tempMat.setScale(width * imageScale, height * imageScale, 0); rm.setWorldMatrix(tempMat); rm.setForcedRenderState(renderState); textureColorMaterial.render(quadGeom, rm); //System.out.format("renderImage1(%s, %d, %d, %d, %d, %s, %f)\n", jmeImage.getTexture().getKey().toString(), x, y, width, height, color.toString(), imageScale); }
public void postFrame(FrameBuffer out) { rm.setForcedRenderState(null); }
public void postFrame(FrameBuffer out) { rm.setForcedRenderState(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); }
protected void renderShadowMap(int shadowMapIndex) { shadowMapOccluders = getOccludersToRender(shadowMapIndex, shadowMapOccluders); Camera shadowCam = getShadowCam(shadowMapIndex); //saving light view projection matrix for this split lightViewProjectionsMatrices[shadowMapIndex].set(shadowCam.getViewProjectionMatrix()); renderManager.setCamera(shadowCam, false); renderManager.getRenderer().setFrameBuffer(shadowFB[shadowMapIndex]); renderManager.getRenderer().clearBuffers(true, true, true); renderManager.setForcedRenderState(forcedRenderState); // render shadow casters to shadow map viewPort.getQueue().renderShadowQueue(shadowMapOccluders, renderManager, shadowCam, true); renderManager.setForcedRenderState(null); } boolean debugfrustums = false;