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@@ -42,12 +42,14 @@ import com.jme3.material.TechniqueDef.LightMode;
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import com.jme3.material.TechniqueDef.ShadowMode;
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import com.jme3.math.*;
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import com.jme3.renderer.Caps;
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+import com.jme3.renderer.GL1Renderer;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.Renderer;
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import com.jme3.renderer.queue.RenderQueue.Bucket;
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import com.jme3.scene.Geometry;
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import com.jme3.shader.Shader;
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import com.jme3.shader.Uniform;
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+import com.jme3.shader.UniformBindingManager;
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import com.jme3.shader.VarType;
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import com.jme3.texture.Texture;
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import com.jme3.util.ListMap;
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@@ -995,6 +997,56 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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/**
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* Called by {@link RenderManager} to render the geometry by
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* using this material.
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+ * <p>
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+ * The material is rendered as follows:
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+ * <ul>
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+ * <li>Determine which technique to use to render the material -
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+ * either what the user selected via
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+ * {@link #selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
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+ * Material.selectTechnique()},
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+ * or the first default technique that the renderer supports
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+ * (based on the technique's {@link TechniqueDef#getRequiredCaps() requested rendering capabilities})<ul>
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+ * <li>If the technique has been changed since the last frame, then it is notified via
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+ * {@link Technique#makeCurrent(com.jme3.asset.AssetManager, boolean, java.util.EnumSet)
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+ * Technique.makeCurrent()}.
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+ * If the technique wants to use a shader to render the model, it should load it at this part -
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+ * the shader should have all the proper defines as declared in the technique definition,
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+ * including those that are bound to material parameters.
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+ * The technique can re-use the shader from the last frame if
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+ * no changes to the defines occurred.</li></ul>
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+ * <li>Set the {@link RenderState} to use for rendering. The render states are
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+ * applied in this order (later RenderStates override earlier RenderStates):<ol>
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+ * <li>{@link TechniqueDef#getRenderState() Technique Definition's RenderState}
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+ * - i.e. specific renderstate that is required for the shader.</li>
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+ * <li>{@link #getAdditionalRenderState() Material Instance Additional RenderState}
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+ * - i.e. ad-hoc renderstate set per model</li>
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+ * <li>{@link RenderManager#getForcedRenderState() RenderManager's Forced RenderState}
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+ * - i.e. renderstate requested by a {@link com.jme3.post.SceneProcessor} or
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+ * post-processing filter.</li></ol>
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+ * <li>If the technique {@link TechniqueDef#isUsingShaders() uses a shader}, then the uniforms of the shader must be updated.<ul>
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+ * <li>Uniforms bound to material parameters are updated based on the current material parameter values.</li>
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+ * <li>Uniforms bound to world parameters are updated from the RenderManager.
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+ * Internally {@link UniformBindingManager} is used for this task.</li>
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+ * <li>Uniforms bound to textures will cause the texture to be uploaded as necessary.
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+ * The uniform is set to the texture unit where the texture is bound.</li></ul>
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+ * <li>If the technique uses a shader, the model is then rendered according
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+ * to the lighting mode specified on the technique definition.<ul>
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+ * <li>{@link LightMode#SinglePass single pass light mode} fills the shader's light uniform arrays
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+ * with the first 4 lights and renders the model once.</li>
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+ * <li>{@link LightMode#MultiPass multi pass light mode} light mode renders the model multiple times,
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+ * for the first light it is rendered opaque, on subsequent lights it is
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+ * rendered with {@link BlendMode#AlphaAdditive alpha-additive} blending and depth writing disabled.</li>
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+ * </ul>
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+ * <li>For techniques that do not use shaders,
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+ * fixed function OpenGL is used to render the model (see {@link GL1Renderer} interface):<ul>
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+ * <li>OpenGL state ({@link FixedFuncBinding}) that is bound to material parameters is updated. </li>
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+ * <li>The texture set on the material is uploaded and bound.
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+ * Currently only 1 texture is supported for fixed function techniques.</li>
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+ * <li>If the technique uses lighting, then OpenGL lighting state is updated
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+ * based on the light list on the geometry, otherwise OpenGL lighting is disabled.</li>
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+ * <li>The mesh is uploaded and rendered.</li>
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+ * </ul>
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+ * </ul>
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*
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* @param geom The geometry to render
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* @param rm The render manager requesting the rendering
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