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- /*
- * Copyright (c) 2009-2012 jMonkeyEngine
- * All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are
- * met:
- *
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- *
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- *
- * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
- * may be used to endorse or promote products derived from this software
- * without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
- * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
- * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
- * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- package com.jme3.renderer;
- import com.jme3.material.Material;
- import com.jme3.material.MaterialDef;
- import com.jme3.material.RenderState;
- import com.jme3.material.Technique;
- import com.jme3.math.*;
- import com.jme3.post.SceneProcessor;
- import com.jme3.renderer.queue.GeometryList;
- import com.jme3.renderer.queue.RenderQueue;
- import com.jme3.renderer.queue.RenderQueue.Bucket;
- import com.jme3.renderer.queue.RenderQueue.ShadowMode;
- import com.jme3.scene.*;
- import com.jme3.shader.Uniform;
- import com.jme3.shader.UniformBinding;
- import com.jme3.shader.UniformBindingManager;
- import com.jme3.shader.VarType;
- import com.jme3.system.NullRenderer;
- import com.jme3.system.Timer;
- import com.jme3.util.TempVars;
- import java.util.ArrayList;
- import java.util.Collections;
- import java.util.List;
- import java.util.logging.Logger;
- /**
- * <code>RenderManager</code> is a high-level rendering interface that is
- * above the Renderer implementation. RenderManager takes care
- * of rendering the scene graphs attached to each viewport and
- * handling SceneProcessors.
- *
- * @see SceneProcessor
- * @see ViewPort
- * @see Spatial
- */
- public class RenderManager {
- private static final Logger logger = Logger.getLogger(RenderManager.class.getName());
-
- private Renderer renderer;
- private UniformBindingManager uniformBindingManager = new UniformBindingManager();
-
- private ArrayList<ViewPort> preViewPorts = new ArrayList<ViewPort>();
- private ArrayList<ViewPort> viewPorts = new ArrayList<ViewPort>();
- private ArrayList<ViewPort> postViewPorts = new ArrayList<ViewPort>();
- private Camera prevCam = null;
- private Material forcedMaterial = null;
- private String forcedTechnique = null;
- private RenderState forcedRenderState = null;
- private boolean shader;
- private int viewX, viewY, viewWidth, viewHeight;
- private Matrix4f orthoMatrix = new Matrix4f();
-
- private String tmpTech;
- private boolean handleTranlucentBucket = true;
- /**
- * Create a high-level rendering interface over the
- * low-level rendering interface.
- * @param renderer
- */
- public RenderManager(Renderer renderer) {
- this.renderer = renderer;
- }
- /**
- * Returns the pre ViewPort with the given name.
- *
- * @param viewName The name of the pre ViewPort to look up
- * @return The ViewPort, or null if not found.
- *
- * @see #createPreView(java.lang.String, com.jme3.renderer.Camera)
- */
- public ViewPort getPreView(String viewName) {
- for (int i = 0; i < preViewPorts.size(); i++) {
- if (preViewPorts.get(i).getName().equals(viewName)) {
- return preViewPorts.get(i);
- }
- }
- return null;
- }
- /**
- * Removes the specified pre ViewPort.
- *
- * @param view The pre ViewPort to remove
- * @return True if the ViewPort was removed successfully.
- *
- * @see #createPreView(java.lang.String, com.jme3.renderer.Camera)
- */
- public boolean removePreView(ViewPort view) {
- return preViewPorts.remove(view);
- }
- /**
- * Returns the main ViewPort with the given name.
- *
- * @param viewName The name of the main ViewPort to look up
- * @return The ViewPort, or null if not found.
- *
- * @see #createMainView(java.lang.String, com.jme3.renderer.Camera)
- */
- public ViewPort getMainView(String viewName) {
- for (int i = 0; i < viewPorts.size(); i++) {
- if (viewPorts.get(i).getName().equals(viewName)) {
- return viewPorts.get(i);
- }
- }
- return null;
- }
- /**
- * Removes the main ViewPort with the specified name.
- *
- * @param viewName The main ViewPort name to remove
- * @return True if the ViewPort was removed successfully.
- *
- * @see #createMainView(java.lang.String, com.jme3.renderer.Camera)
- */
- public boolean removeMainView(String viewName) {
- for (int i = 0; i < viewPorts.size(); i++) {
- if (viewPorts.get(i).getName().equals(viewName)) {
- viewPorts.remove(i);
- return true;
- }
- }
- return false;
- }
- /**
- * Removes the specified main ViewPort.
- *
- * @param view The main ViewPort to remove
- * @return True if the ViewPort was removed successfully.
- *
- * @see #createMainView(java.lang.String, com.jme3.renderer.Camera)
- */
- public boolean removeMainView(ViewPort view) {
- return viewPorts.remove(view);
- }
- /**
- * Returns the post ViewPort with the given name.
- *
- * @param viewName The name of the post ViewPort to look up
- * @return The ViewPort, or null if not found.
- *
- * @see #createPostView(java.lang.String, com.jme3.renderer.Camera)
- */
- public ViewPort getPostView(String viewName) {
- for (int i = 0; i < postViewPorts.size(); i++) {
- if (postViewPorts.get(i).getName().equals(viewName)) {
- return postViewPorts.get(i);
- }
- }
- return null;
- }
- /**
- * Removes the post ViewPort with the specified name.
- *
- * @param viewName The post ViewPort name to remove
- * @return True if the ViewPort was removed successfully.
- *
- * @see #createPostView(java.lang.String, com.jme3.renderer.Camera)
- */
- public boolean removePostView(String viewName) {
- for (int i = 0; i < postViewPorts.size(); i++) {
- if (postViewPorts.get(i).getName().equals(viewName)) {
- postViewPorts.remove(i);
- return true;
- }
- }
- return false;
- }
- /**
- * Removes the specified post ViewPort.
- *
- * @param view The post ViewPort to remove
- * @return True if the ViewPort was removed successfully.
- *
- * @see #createPostView(java.lang.String, com.jme3.renderer.Camera)
- */
- public boolean removePostView(ViewPort view) {
- return postViewPorts.remove(view);
- }
- /**
- * Returns a read-only list of all pre ViewPorts
- * @return a read-only list of all pre ViewPorts
- * @see #createPreView(java.lang.String, com.jme3.renderer.Camera)
- */
- public List<ViewPort> getPreViews() {
- return Collections.unmodifiableList(preViewPorts);
- }
- /**
- * Returns a read-only list of all main ViewPorts
- * @return a read-only list of all main ViewPorts
- * @see #createMainView(java.lang.String, com.jme3.renderer.Camera)
- */
- public List<ViewPort> getMainViews() {
- return Collections.unmodifiableList(viewPorts);
- }
- /**
- * Returns a read-only list of all post ViewPorts
- * @return a read-only list of all post ViewPorts
- * @see #createPostView(java.lang.String, com.jme3.renderer.Camera)
- */
- public List<ViewPort> getPostViews() {
- return Collections.unmodifiableList(postViewPorts);
- }
- /**
- * Creates a new pre ViewPort, to display the given camera's content.
- * <p>
- * The view will be processed before the main and post viewports.
- */
- public ViewPort createPreView(String viewName, Camera cam) {
- ViewPort vp = new ViewPort(viewName, cam);
- preViewPorts.add(vp);
- return vp;
- }
- /**
- * Creates a new main ViewPort, to display the given camera's content.
- * <p>
- * The view will be processed before the post viewports but after
- * the pre viewports.
- */
- public ViewPort createMainView(String viewName, Camera cam) {
- ViewPort vp = new ViewPort(viewName, cam);
- viewPorts.add(vp);
- return vp;
- }
- /**
- * Creates a new post ViewPort, to display the given camera's content.
- * <p>
- * The view will be processed after the pre and main viewports.
- */
- public ViewPort createPostView(String viewName, Camera cam) {
- ViewPort vp = new ViewPort(viewName, cam);
- postViewPorts.add(vp);
- return vp;
- }
- private void notifyReshape(ViewPort vp, int w, int h) {
- List<SceneProcessor> processors = vp.getProcessors();
- for (SceneProcessor proc : processors) {
- if (!proc.isInitialized()) {
- proc.initialize(this, vp);
- } else {
- proc.reshape(vp, w, h);
- }
- }
- }
- /**
- * Internal use only.
- * Updates the resolution of all on-screen cameras to match
- * the given width and height.
- */
- public void notifyReshape(int w, int h) {
- for (ViewPort vp : preViewPorts) {
- if (vp.getOutputFrameBuffer() == null) {
- Camera cam = vp.getCamera();
- cam.resize(w, h, true);
- }
- notifyReshape(vp, w, h);
- }
- for (ViewPort vp : viewPorts) {
- if (vp.getOutputFrameBuffer() == null) {
- Camera cam = vp.getCamera();
- cam.resize(w, h, true);
- }
- notifyReshape(vp, w, h);
- }
- for (ViewPort vp : postViewPorts) {
- if (vp.getOutputFrameBuffer() == null) {
- Camera cam = vp.getCamera();
- cam.resize(w, h, true);
- }
- notifyReshape(vp, w, h);
- }
- }
- /**
- * Set the material to use to render all future objects.
- * This overrides the material set on the geometry and renders
- * with the provided material instead.
- * Use null to clear the material and return renderer to normal
- * functionality.
- * @param mat The forced material to set, or null to return to normal
- */
- public void setForcedMaterial(Material mat) {
- forcedMaterial = mat;
- }
- /**
- * Returns the forced render state previously set with
- * {@link #setForcedRenderState(com.jme3.material.RenderState) }.
- * @return the forced render state
- */
- public RenderState getForcedRenderState() {
- return forcedRenderState;
- }
- /**
- * Set the render state to use for all future objects.
- * This overrides the render state set on the material and instead
- * forces this render state to be applied for all future materials
- * rendered. Set to null to return to normal functionality.
- *
- * @param forcedRenderState The forced render state to set, or null
- * to return to normal
- */
- public void setForcedRenderState(RenderState forcedRenderState) {
- this.forcedRenderState = forcedRenderState;
- }
- /**
- * 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);
- }
- /**
- * Returns the forced technique name set.
- *
- * @return the forced technique name set.
- *
- * @see #setForcedTechnique(java.lang.String)
- */
- public String getForcedTechnique() {
- return forcedTechnique;
- }
- /**
- * Sets the forced technique to use when rendering geometries.
- * <p>
- * If the specified technique name is available on the geometry's
- * material, then it is used, otherwise, the
- * {@link #setForcedMaterial(com.jme3.material.Material) forced material} is used.
- * If a forced material is not set and the forced technique name cannot
- * be found on the material, the geometry will <em>not</em> be rendered.
- *
- * @param forcedTechnique The forced technique name to use, set to null
- * to return to normal functionality.
- *
- * @see #renderGeometry(com.jme3.scene.Geometry)
- */
- public void setForcedTechnique(String forcedTechnique) {
- this.forcedTechnique = forcedTechnique;
- }
- /**
- * Enable or disable alpha-to-coverage.
- * <p>
- * When alpha to coverage is enabled and the renderer implementation
- * supports it, then alpha blending will be replaced with alpha dissolve
- * if multi-sampling is also set on the renderer.
- * This feature allows avoiding of alpha blending artifacts due to
- * lack of triangle-level back-to-front sorting.
- *
- * @param value True to enable alpha-to-coverage, false otherwise.
- */
- public void setAlphaToCoverage(boolean value) {
- renderer.setAlphaToCoverage(value);
- }
- /**
- * True if the translucent bucket should automatically be rendered
- * by the RenderManager.
- *
- * @return Whether or not the translucent bucket is rendered.
- *
- * @see #setHandleTranslucentBucket(boolean)
- */
- public boolean isHandleTranslucentBucket() {
- return handleTranlucentBucket;
- }
- /**
- * Enable or disable rendering of the
- * {@link Bucket#Translucent translucent bucket}
- * by the RenderManager. The default is enabled.
- *
- * @param handleTranslucentBucket Whether or not the translucent bucket should
- * be rendered.
- */
- public void setHandleTranslucentBucket(boolean handleTranslucentBucket) {
- this.handleTranlucentBucket = handleTranslucentBucket;
- }
- /**
- * 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) {
- if (shader) {
- uniformBindingManager.setWorldMatrix(mat);
- } else {
- renderer.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(List<Uniform> params) {
- uniformBindingManager.updateUniformBindings(params);
- }
- /**
- * Renders the given geometry.
- * <p>
- * First the proper world matrix is set, if
- * the geometry's {@link Geometry#setIgnoreTransform(boolean) ignore transform}
- * feature is enabled, the identity world matrix is used, otherwise, the
- * geometry's {@link Geometry#getWorldMatrix() world transform matrix} is used.
- * <p>
- * Once the world matrix is applied, the proper material is chosen for rendering.
- * If a {@link #setForcedMaterial(com.jme3.material.Material) forced material} is
- * set on this RenderManager, then it is used for rendering the geometry,
- * otherwise, the {@link Geometry#getMaterial() geometry's material} is used.
- * <p>
- * If a {@link #setForcedTechnique(java.lang.String) forced technique} is
- * set on this RenderManager, then it is selected automatically
- * on the geometry's material and is used for rendering. Otherwise, one
- * of the {@link MaterialDef#getDefaultTechniques() default techniques} is
- * used.
- * <p>
- * If a {@link #setForcedRenderState(com.jme3.material.RenderState) forced
- * render state} is set on this RenderManager, then it is used
- * for rendering the material, and the material's own render state is ignored.
- * Otherwise, the material's render state is used as intended.
- *
- * @param g The geometry to render
- *
- * @see Technique
- * @see RenderState
- * @see Material#selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
- * @see Material#render(com.jme3.scene.Geometry, com.jme3.renderer.RenderManager)
- */
- public void renderGeometry(Geometry g) {
- if (g.isIgnoreTransform()) {
- setWorldMatrix(Matrix4f.IDENTITY);
- } else {
- setWorldMatrix(g.getWorldMatrix());
- }
- //if forcedTechnique we try to force it for render,
- //if it does not exists in the mat def, we check for forcedMaterial and render the geom if not null
- //else the geom is not rendered
- if (forcedTechnique != null) {
- if (g.getMaterial().getMaterialDef().getTechniqueDef(forcedTechnique) != null) {
- tmpTech = g.getMaterial().getActiveTechnique() != null ? g.getMaterial().getActiveTechnique().getDef().getName() : "Default";
- g.getMaterial().selectTechnique(forcedTechnique, this);
- // use geometry's material
- g.getMaterial().render(g, this);
- g.getMaterial().selectTechnique(tmpTech, this);
- //Reverted this part from revision 6197
- //If forcedTechnique does not exists, and frocedMaterial is not set, the geom MUST NOT be rendered
- } else if (forcedMaterial != null) {
- // use forced material
- forcedMaterial.render(g, this);
- }
- } else if (forcedMaterial != null) {
- // use forced material
- forcedMaterial.render(g, this);
- } else {
- g.getMaterial().render(g, this);
- }
- }
- /**
- * Renders the given GeometryList.
- * <p>
- * For every geometry in the list, the
- * {@link #renderGeometry(com.jme3.scene.Geometry) } method is called.
- *
- * @param gl The geometry list to render.
- *
- * @see GeometryList
- * @see #renderGeometry(com.jme3.scene.Geometry)
- */
- public void renderGeometryList(GeometryList gl) {
- for (int i = 0; i < gl.size(); i++) {
- renderGeometry(gl.get(i));
- }
- }
- /**
- * If a spatial is not inside the eye frustum, it
- * is still rendered in the shadow frustum (shadow casting queue)
- * through this recursive method.
- */
- private void renderShadow(Spatial s, RenderQueue rq) {
- if (s instanceof Node) {
- Node n = (Node) s;
- List<Spatial> children = n.getChildren();
- for (int i = 0; i < children.size(); i++) {
- renderShadow(children.get(i), rq);
- }
- } else if (s instanceof Geometry) {
- Geometry gm = (Geometry) s;
- RenderQueue.ShadowMode shadowMode = s.getShadowMode();
- if (shadowMode != RenderQueue.ShadowMode.Off && shadowMode != RenderQueue.ShadowMode.Receive) {
- //forcing adding to shadow cast mode, culled objects doesn't have to be in the receiver queue
- rq.addToShadowQueue(gm, RenderQueue.ShadowMode.Cast);
- }
- }
- }
- /**
- * Preloads a scene for rendering.
- * <p>
- * After invocation of this method, the underlying
- * renderer would have uploaded any textures, shaders and meshes
- * used by the given scene to the video driver.
- * Using this method is useful when wishing to avoid the initial pause
- * when rendering a scene for the first time. Note that it is not
- * guaranteed that the underlying renderer will actually choose to upload
- * the data to the GPU so some pause is still to be expected.
- *
- * @param scene The scene to preload
- */
- public void preloadScene(Spatial scene) {
- if (scene instanceof Node) {
- // recurse for all children
- Node n = (Node) scene;
- List<Spatial> children = n.getChildren();
- for (int i = 0; i < children.size(); i++) {
- preloadScene(children.get(i));
- }
- } else if (scene instanceof Geometry) {
- // add to the render queue
- Geometry gm = (Geometry) scene;
- if (gm.getMaterial() == null) {
- throw new IllegalStateException("No material is set for Geometry: " + gm.getName());
- }
- gm.getMaterial().preload(this);
- Mesh mesh = gm.getMesh();
- if (mesh != null) {
- for (VertexBuffer vb : mesh.getBufferList().getArray()) {
- if (vb.getData() != null) {
- renderer.updateBufferData(vb);
- }
- }
- }
- }
- }
- /**
- * Flattens the given scene graph into the ViewPort's RenderQueue,
- * checking for culling as the call goes down the graph recursively.
- * <p>
- * First, the scene is checked for culling based on the <code>Spatial</code>s
- * {@link Spatial#setCullHint(com.jme3.scene.Spatial.CullHint) cull hint},
- * if the camera frustum contains the scene, then this method is recursively
- * called on its children.
- * <p>
- * When the scene's leaves or {@link Geometry geometries} are reached,
- * they are each enqueued into the
- * {@link ViewPort#getQueue() ViewPort's render queue}.
- * <p>
- * In addition to enqueuing the visible geometries, this method
- * also scenes which cast or receive shadows, by putting them into the
- * RenderQueue's
- * {@link RenderQueue#addToShadowQueue(com.jme3.scene.Geometry, com.jme3.renderer.queue.RenderQueue.ShadowMode)
- * shadow queue}. Each Spatial which has its
- * {@link Spatial#setShadowMode(com.jme3.renderer.queue.RenderQueue.ShadowMode) shadow mode}
- * set to not off, will be put into the appropriate shadow queue, note that
- * this process does not check for frustum culling on any
- * {@link ShadowMode#Cast shadow casters}, as they don't have to be
- * in the eye camera frustum to cast shadows on objects that are inside it.
- *
- * @param scene The scene to flatten into the queue
- * @param vp The ViewPort provides the {@link ViewPort#getCamera() camera}
- * used for culling and the {@link ViewPort#getQueue() queue} used to
- * contain the flattened scene graph.
- */
- public void renderScene(Spatial scene, ViewPort vp) {
- if (scene.getParent() == null) {
- vp.getCamera().setPlaneState(0);
- }
- // check culling first.
- if (!scene.checkCulling(vp.getCamera())) {
- // move on to shadow-only render
- if ((scene.getShadowMode() != RenderQueue.ShadowMode.Off || scene instanceof Node) && scene.getCullHint()!=Spatial.CullHint.Always) {
- renderShadow(scene, vp.getQueue());
- }
- return;
- }
- scene.runControlRender(this, vp);
- if (scene instanceof Node) {
- // recurse for all children
- Node n = (Node) scene;
- List<Spatial> children = n.getChildren();
- //saving cam state for culling
- int camState = vp.getCamera().getPlaneState();
- for (int i = 0; i < children.size(); i++) {
- //restoring cam state before proceeding children recusively
- vp.getCamera().setPlaneState(camState);
- renderScene(children.get(i), vp);
- }
- } else if (scene instanceof Geometry) {
- // add to the render queue
- Geometry gm = (Geometry) scene;
- if (gm.getMaterial() == null) {
- throw new IllegalStateException("No material is set for Geometry: " + gm.getName());
- }
- vp.getQueue().addToQueue(gm, scene.getQueueBucket());
- // add to shadow queue if needed
- RenderQueue.ShadowMode shadowMode = scene.getShadowMode();
- if (shadowMode != RenderQueue.ShadowMode.Off) {
- vp.getQueue().addToShadowQueue(gm, shadowMode);
- }
- }
- }
- /**
- * Returns the camera currently used for rendering.
- * <p>
- * The camera can be set with {@link #setCamera(com.jme3.renderer.Camera, boolean) }.
- *
- * @return the camera currently used for rendering.
- */
- public Camera getCurrentCamera() {
- return prevCam;
- }
- /**
- * The renderer implementation used for rendering operations.
- *
- * @return The renderer implementation
- *
- * @see #RenderManager(com.jme3.renderer.Renderer)
- * @see Renderer
- */
- public Renderer getRenderer() {
- return renderer;
- }
- /**
- * Flushes the ViewPort's {@link ViewPort#getQueue() render queue}
- * by rendering each of its visible buckets.
- * By default the queues will automatically be cleared after rendering,
- * so there's no need to clear them manually.
- *
- * @param vp The ViewPort of which the queue will be flushed
- *
- * @see RenderQueue#renderQueue(com.jme3.renderer.queue.RenderQueue.Bucket, com.jme3.renderer.RenderManager, com.jme3.renderer.Camera)
- * @see #renderGeometryList(com.jme3.renderer.queue.GeometryList)
- */
- public void flushQueue(ViewPort vp) {
- renderViewPortQueues(vp, true);
- }
- /**
- * Clears the queue of the given ViewPort.
- * Simply calls {@link RenderQueue#clear() } on the ViewPort's
- * {@link ViewPort#getQueue() render queue}.
- *
- * @param vp The ViewPort of which the queue will be cleared.
- *
- * @see RenderQueue#clear()
- * @see ViewPort#getQueue()
- */
- public void clearQueue(ViewPort vp) {
- vp.getQueue().clear();
- }
- /**
- * Render the given viewport queues.
- * <p>
- * Changes the {@link Renderer#setDepthRange(float, float) depth range}
- * appropriately as expected by each queue and then calls
- * {@link RenderQueue#renderQueue(com.jme3.renderer.queue.RenderQueue.Bucket, com.jme3.renderer.RenderManager, com.jme3.renderer.Camera, boolean) }
- * on the queue. Makes sure to restore the depth range to [0, 1]
- * at the end of the call.
- * Note that the {@link Bucket#Translucent translucent bucket} is NOT
- * rendered by this method. Instead the user should call
- * {@link #renderTranslucentQueue(com.jme3.renderer.ViewPort) }
- * after this call.
- *
- * @param vp the viewport of which queue should be rendered
- * @param flush If true, the queues will be cleared after
- * rendering.
- *
- * @see RenderQueue
- * @see #renderTranslucentQueue(com.jme3.renderer.ViewPort)
- */
- public void renderViewPortQueues(ViewPort vp, boolean flush) {
- RenderQueue rq = vp.getQueue();
- Camera cam = vp.getCamera();
- boolean depthRangeChanged = false;
- // render opaque objects with default depth range
- // opaque objects are sorted front-to-back, reducing overdraw
- rq.renderQueue(Bucket.Opaque, this, cam, flush);
- // render the sky, with depth range set to the farthest
- if (!rq.isQueueEmpty(Bucket.Sky)) {
- renderer.setDepthRange(1, 1);
- rq.renderQueue(Bucket.Sky, this, cam, flush);
- depthRangeChanged = true;
- }
- // transparent objects are last because they require blending with the
- // rest of the scene's objects. Consequently, they are sorted
- // back-to-front.
- if (!rq.isQueueEmpty(Bucket.Transparent)) {
- if (depthRangeChanged) {
- renderer.setDepthRange(0, 1);
- depthRangeChanged = false;
- }
- rq.renderQueue(Bucket.Transparent, this, cam, flush);
- }
- if (!rq.isQueueEmpty(Bucket.Gui)) {
- renderer.setDepthRange(0, 0);
- setCamera(cam, true);
- rq.renderQueue(Bucket.Gui, this, cam, flush);
- setCamera(cam, false);
- depthRangeChanged = true;
- }
- // restore range to default
- if (depthRangeChanged) {
- renderer.setDepthRange(0, 1);
- }
- }
- /**
- * Renders the {@link Bucket#Translucent translucent queue} on the viewPort.
- * <p>
- * This call does nothing unless {@link #setHandleTranslucentBucket(boolean) }
- * is set to true. This method clears the translucent queue after rendering
- * it.
- *
- * @param vp The viewport of which the translucent queue should be rendered.
- *
- * @see #renderViewPortQueues(com.jme3.renderer.ViewPort, boolean)
- * @see #setHandleTranslucentBucket(boolean)
- */
- public void renderTranslucentQueue(ViewPort vp) {
- RenderQueue rq = vp.getQueue();
- if (!rq.isQueueEmpty(Bucket.Translucent) && handleTranlucentBucket) {
- rq.renderQueue(Bucket.Translucent, this, vp.getCamera(), true);
- }
- }
- 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());
- viewWidth = (int) ((cam.getViewPortRight() - cam.getViewPortLeft()) * cam.getWidth());
- viewHeight = (int) ((cam.getViewPortTop() - cam.getViewPortBottom()) * cam.getHeight());
- 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);
- }
- }
- private void setViewProjection(Camera cam, boolean ortho) {
- if (shader) {
- if (ortho) {
- uniformBindingManager.setCamera(cam, Matrix4f.IDENTITY, orthoMatrix, orthoMatrix);
- } else {
- uniformBindingManager.setCamera(cam, cam.getViewMatrix(), cam.getProjectionMatrix(), cam.getViewProjectionMatrix());
- }
- } else {
- if (ortho) {
- renderer.setViewProjectionMatrices(Matrix4f.IDENTITY, orthoMatrix);
- } else {
- renderer.setViewProjectionMatrices(cam.getViewMatrix(),
- cam.getProjectionMatrix());
- }
- }
- }
- /**
- * Set the camera to use for rendering.
- * <p>
- * First, the camera's
- * {@link Camera#setViewPort(float, float, float, float) view port parameters}
- * are applied. Then, the camera's {@link Camera#getViewMatrix() view} and
- * {@link Camera#getProjectionMatrix() projection} matrices are set
- * on the renderer. If <code>ortho</code> is <code>true</code>, then
- * instead of using the camera's view and projection matrices, an ortho
- * matrix is computed and used instead of the view projection matrix.
- * The ortho matrix converts from the range (0 ~ Width, 0 ~ Height, -1 ~ +1)
- * to the clip range (-1 ~ +1, -1 ~ +1, -1 ~ +1).
- *
- * @param cam The camera to set
- * @param ortho True if to use orthographic projection (for GUI rendering),
- * false if to use the camera's view and projection matrices.
- */
- public void setCamera(Camera cam, boolean ortho) {
- setViewPort(cam);
- setViewProjection(cam, ortho);
- }
- /**
- * Draws the viewport but without notifying {@link SceneProcessor scene
- * processors} of any rendering events.
- *
- * @param vp The ViewPort to render
- *
- * @see #renderViewPort(com.jme3.renderer.ViewPort, float)
- */
- public void renderViewPortRaw(ViewPort vp) {
- setCamera(vp.getCamera(), false);
- List<Spatial> scenes = vp.getScenes();
- for (int i = scenes.size() - 1; i >= 0; i--) {
- renderScene(scenes.get(i), vp);
- }
- flushQueue(vp);
- }
- /**
- * Renders the {@link ViewPort}.
- * <p>
- * If the ViewPort is {@link ViewPort#isEnabled() disabled}, this method
- * returns immediately. Otherwise, the ViewPort is rendered by
- * the following process:<br>
- * <ul>
- * <li>All {@link SceneProcessor scene processors} that are attached
- * to the ViewPort are {@link SceneProcessor#initialize(com.jme3.renderer.RenderManager, com.jme3.renderer.ViewPort) initialized}.
- * </li>
- * <li>The SceneProcessors' {@link SceneProcessor#preFrame(float) } method
- * is called.</li>
- * <li>The ViewPort's {@link ViewPort#getOutputFrameBuffer() output framebuffer}
- * is set on the Renderer</li>
- * <li>The camera is set on the renderer, including its view port parameters.
- * (see {@link #setCamera(com.jme3.renderer.Camera, boolean) })</li>
- * <li>Any buffers that the ViewPort requests to be cleared are cleared
- * and the {@link ViewPort#getBackgroundColor() background color} is set</li>
- * <li>Every scene that is attached to the ViewPort is flattened into
- * the ViewPort's render queue
- * (see {@link #renderViewPortQueues(com.jme3.renderer.ViewPort, boolean) })
- * </li>
- * <li>The SceneProcessors' {@link SceneProcessor#postQueue(com.jme3.renderer.queue.RenderQueue) }
- * method is called.</li>
- * <li>The render queue is sorted and then flushed, sending
- * rendering commands to the underlying Renderer implementation.
- * (see {@link #flushQueue(com.jme3.renderer.ViewPort) })</li>
- * <li>The SceneProcessors' {@link SceneProcessor#postFrame(com.jme3.texture.FrameBuffer) }
- * method is called.</li>
- * <li>The translucent queue of the ViewPort is sorted and then flushed
- * (see {@link #renderTranslucentQueue(com.jme3.renderer.ViewPort) })</li>
- * <li>If any objects remained in the render queue, they are removed
- * from the queue. This is generally objects added to the
- * {@link RenderQueue#renderShadowQueue(com.jme3.renderer.queue.RenderQueue.ShadowMode, com.jme3.renderer.RenderManager, com.jme3.renderer.Camera, boolean)
- * shadow queue}
- * which were not rendered because of a missing shadow renderer.</li>
- * </ul>
- *
- * @param vp
- * @param tpf
- */
- public void renderViewPort(ViewPort vp, float tpf) {
- if (!vp.isEnabled()) {
- return;
- }
- List<SceneProcessor> processors = vp.getProcessors();
- if (processors.isEmpty()) {
- processors = null;
- }
- if (processors != null) {
- for (SceneProcessor proc : processors) {
- if (!proc.isInitialized()) {
- proc.initialize(this, vp);
- }
- proc.preFrame(tpf);
- }
- }
- renderer.setFrameBuffer(vp.getOutputFrameBuffer());
- setCamera(vp.getCamera(), false);
- if (vp.isClearDepth() || vp.isClearColor() || vp.isClearStencil()) {
- if (vp.isClearColor()) {
- renderer.setBackgroundColor(vp.getBackgroundColor());
- }
- renderer.clearBuffers(vp.isClearColor(),
- vp.isClearDepth(),
- vp.isClearStencil());
- }
- List<Spatial> scenes = vp.getScenes();
- for (int i = scenes.size() - 1; i >= 0; i--) {
- renderScene(scenes.get(i), vp);
- }
- if (processors != null) {
- for (SceneProcessor proc : processors) {
- proc.postQueue(vp.getQueue());
- }
- }
- flushQueue(vp);
- if (processors != null) {
- for (SceneProcessor proc : processors) {
- proc.postFrame(vp.getOutputFrameBuffer());
- }
- }
- //renders the translucent objects queue after processors have been rendered
- renderTranslucentQueue(vp);
- // clear any remaining spatials that were not rendered.
- clearQueue(vp);
- }
- /**
- * Called by the application to render any ViewPorts
- * added to this RenderManager.
- * <p>
- * Renders any viewports that were added using the following methods:
- * <ul>
- * <li>{@link #createPreView(java.lang.String, com.jme3.renderer.Camera) }</li>
- * <li>{@link #createMainView(java.lang.String, com.jme3.renderer.Camera) }</li>
- * <li>{@link #createPostView(java.lang.String, com.jme3.renderer.Camera) }</li>
- * </ul>
- *
- * @param tpf Time per frame value
- */
- public void render(float tpf, boolean mainFrameBufferActive) {
- if (renderer instanceof NullRenderer) {
- return;
- }
- this.shader = renderer.getCaps().contains(Caps.GLSL100);
- for (int i = 0; i < preViewPorts.size(); i++) {
- ViewPort vp = preViewPorts.get(i);
- if (vp.getOutputFrameBuffer() != null || mainFrameBufferActive){
- renderViewPort(vp, tpf);
- }
- }
- for (int i = 0; i < viewPorts.size(); i++) {
- ViewPort vp = viewPorts.get(i);
- if (vp.getOutputFrameBuffer() != null || mainFrameBufferActive){
- renderViewPort(vp, tpf);
- }
- }
- for (int i = 0; i < postViewPorts.size(); i++) {
- ViewPort vp = postViewPorts.get(i);
- if (vp.getOutputFrameBuffer() != null || mainFrameBufferActive){
- renderViewPort(vp, tpf);
- }
- }
- }
- }
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