public class Material extends java.lang.Object implements CloneableSmartAsset, java.lang.Cloneable, Savable
Material
describes the rendering style for a given
Geometry
.
A material is essentially a list of parameters
,
those parameters map to uniforms which are defined in a shader.
Setting the parameters can modify the behavior of a
shader.
Modifier and Type | Field and Description |
---|---|
static int |
SAVABLE_VERSION |
Constructor and Description |
---|
Material()
Do not use this constructor.
|
Material(AssetManager contentMan,
java.lang.String defName) |
Material(MaterialDef def) |
Modifier and Type | Method and Description |
---|---|
void |
clearParam(java.lang.String name)
Clear a parameter from this material.
|
Material |
clone()
Clones this material.
|
boolean |
contentEquals(java.lang.Object otherObj)
Compares two materials and returns true if they are equal.
|
int |
contentHashCode()
Works like
Object.hashCode() except it may change together with the material as the material is mutable by definition. |
Technique |
getActiveTechnique()
Returns the currently active technique.
|
RenderState |
getAdditionalRenderState()
Acquire the additional
render state to apply
for this material. |
java.lang.String |
getAssetName()
Returns the asset key name of the asset from which this material was loaded.
|
AssetKey |
getKey()
Returns the asset key that is used to track this asset for garbage
collection.
|
MaterialDef |
getMaterialDef()
Get the material definition (j3md file info) that
this
material is implementing. |
java.lang.String |
getName() |
MatParam |
getParam(java.lang.String name)
Returns the parameter set on this material with the given name,
returns
null if the parameter is not set. |
java.util.Collection<MatParam> |
getParams()
Returns a collection of all parameters set on this material.
|
ListMap<java.lang.String,MatParam> |
getParamsMap()
Returns the ListMap of all parameters set on this material.
|
<T> T |
getParamValue(java.lang.String name)
Returns the current parameter's value.
|
int |
getSortId()
Returns the sorting ID or sorting index for this material.
|
MatParamTexture |
getTextureParam(java.lang.String name)
Returns the texture parameter set on this material with the given name,
returns
null if the parameter is not set. |
boolean |
isReceivesShadows()
Check if the material should receive shadows or not.
|
boolean |
isTransparent()
Check if the transparent value marker is set on this material.
|
void |
preload(RenderManager renderManager,
Geometry geometry)
Preloads this material for the given render manager.
|
void |
read(JmeImporter im) |
void |
render(Geometry geometry,
LightList lights,
RenderManager renderManager)
Called by
RenderManager to render the geometry by
using this material. |
void |
render(Geometry geom,
RenderManager rm)
Called by
RenderManager to render the geometry by
using this material. |
void |
selectTechnique(java.lang.String name,
RenderManager renderManager)
Select the technique to use for rendering this material.
|
void |
setBoolean(java.lang.String name,
boolean value)
Pass a boolean to the material shader.
|
void |
setColor(java.lang.String name,
ColorRGBA value)
Pass a Color to the material shader.
|
void |
setFloat(java.lang.String name,
float value)
Pass a float to the material shader.
|
void |
setFloat(java.lang.String name,
java.lang.Float value)
Pass a float to the material shader.
|
void |
setInt(java.lang.String name,
int value)
Pass an int to the material shader.
|
void |
setKey(AssetKey key)
Set by the
AssetManager to track this asset. |
void |
setMatrix4(java.lang.String name,
Matrix4f value)
Pass a Matrix4f to the material shader.
|
void |
setName(java.lang.String name)
This method sets the name of the material.
|
void |
setParam(java.lang.String name,
VarType type,
java.lang.Object value)
Pass a parameter to the material shader.
|
void |
setReceivesShadows(boolean receivesShadows)
Set if the material should receive shadows or not.
|
void |
setShaderStorageBufferObject(java.lang.String name,
BufferObject value)
Pass a shader storage buffer object to the material shader.
|
void |
setTexture(java.lang.String name,
Texture value)
Pass a texture to the material shader.
|
void |
setTextureParam(java.lang.String name,
VarType type,
Texture value)
Set a texture parameter.
|
void |
setTransparent(boolean transparent)
Set the transparent value marker.
|
void |
setUniformBufferObject(java.lang.String name,
BufferObject value)
Pass an uniform buffer object to the material shader.
|
void |
setVector2(java.lang.String name,
Vector2f value)
Pass a Vector2f to the material shader.
|
void |
setVector3(java.lang.String name,
Vector3f value)
Pass a Vector3f to the material shader.
|
void |
setVector4(java.lang.String name,
Vector4f value)
Pass a Vector4f to the material shader.
|
java.lang.String |
toString() |
void |
write(JmeExporter ex) |
public static final int SAVABLE_VERSION
public Material(MaterialDef def)
public Material(AssetManager contentMan, java.lang.String defName)
public Material()
public java.lang.String getAssetName()
This value will be null
unless this material was loaded
from a .j3m file.
public java.lang.String getName()
public void setName(java.lang.String name)
name
- the name of the materialpublic void setKey(AssetKey key)
CloneableSmartAsset
AssetManager
to track this asset.
Only clones of the asset has this set, the original copy that
was loaded has this key set to null so that only the clones are tracked
for garbage collection.setKey
in interface CloneableSmartAsset
key
- The AssetKey to setpublic AssetKey getKey()
CloneableSmartAsset
getKey
in interface CloneableSmartAsset
public int getSortId()
The sorting ID is used internally by the system to sort rendering of geometries. It sorted to reduce shader switches, if the shaders are equal, then it is sorted by textures.
public Material clone()
clone
in interface CloneableSmartAsset
clone
in class java.lang.Object
public boolean contentEquals(java.lang.Object otherObj)
otherObj
- the material to compare to this materialpublic int contentHashCode()
Object.hashCode()
except it may change together with the material as the material is mutable by definition.public Technique getActiveTechnique()
The technique is selected automatically by the RenderManager
based on system capabilities. Users may select their own
technique by using
selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
.
selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
public boolean isTransparent()
setTransparent(boolean)
public void setTransparent(boolean transparent)
This value is merely a marker, by itself it does nothing.
Generally model loaders will use this marker to indicate further
up that the material is transparent and therefore any geometries
using it should be put into the transparent
bucket
.
transparent
- the transparent value marker.public boolean isReceivesShadows()
setReceivesShadows(boolean)
public void setReceivesShadows(boolean receivesShadows)
This value is merely a marker, by itself it does nothing.
Generally model loaders will use this marker to indicate
the material should receive shadows and therefore any
geometries using it should have RenderQueue.ShadowMode.Receive
set
on them.
receivesShadows
- if the material should receive shadows or not.public RenderState getAdditionalRenderState()
render state
to apply
for this material.
The first call to this method will create an additional render state which can be modified by the user to apply any render states in addition to the ones used by the renderer. Only render states which are modified in the additional render state will be applied.
public MaterialDef getMaterialDef()
this
material is implementing.public MatParam getParam(java.lang.String name)
null
if the parameter is not set.name
- The parameter name to look up.public <T> T getParamValue(java.lang.String name)
name
- the parameter name to look up.public MatParamTexture getTextureParam(java.lang.String name)
null
if the parameter is not set.name
- The parameter name to look up.public java.util.Collection<MatParam> getParams()
setParam(java.lang.String, com.jme3.shader.VarType, java.lang.Object)
public ListMap<java.lang.String,MatParam> getParamsMap()
setParam(java.lang.String, com.jme3.shader.VarType, java.lang.Object)
public void setParam(java.lang.String name, VarType type, java.lang.Object value)
name
- the name of the parameter defined in the material definition (j3md)type
- the type of the parameter VarType
value
- the value of the parameterpublic void clearParam(java.lang.String name)
name
- the name of the parameter to clearpublic void setTextureParam(java.lang.String name, VarType type, Texture value)
name
- The name of the parametertype
- The variable type VarType
value
- The texture value of the parameter.java.lang.IllegalArgumentException
- is value is nullpublic void setTexture(java.lang.String name, Texture value)
name
- the name of the texture defined in the material definition
(j3md) (for example Texture for Lighting.j3md)value
- the Texture object previously loaded by the asset managerpublic void setMatrix4(java.lang.String name, Matrix4f value)
name
- the name of the matrix defined in the material definition (j3md)value
- the Matrix4f objectpublic void setBoolean(java.lang.String name, boolean value)
name
- the name of the boolean defined in the material definition (j3md)value
- the boolean valuepublic void setFloat(java.lang.String name, float value)
name
- the name of the float defined in the material definition (j3md)value
- the float valuepublic void setFloat(java.lang.String name, java.lang.Float value)
name
- the name of the float defined in the material definition (j3md)value
- the float valuepublic void setInt(java.lang.String name, int value)
name
- the name of the int defined in the material definition (j3md)value
- the int valuepublic void setColor(java.lang.String name, ColorRGBA value)
name
- the name of the color defined in the material definition (j3md)value
- the ColorRGBA valuepublic void setUniformBufferObject(java.lang.String name, BufferObject value)
name
- the name of the buffer object defined in the material definition (j3md).value
- the buffer object.public void setShaderStorageBufferObject(java.lang.String name, BufferObject value)
name
- the name of the buffer object defined in the material definition (j3md).value
- the buffer object.public void setVector2(java.lang.String name, Vector2f value)
name
- the name of the Vector2f defined in the material definition (j3md)value
- the Vector2f valuepublic void setVector3(java.lang.String name, Vector3f value)
name
- the name of the Vector3f defined in the material definition (j3md)value
- the Vector3f valuepublic void setVector4(java.lang.String name, Vector4f value)
name
- the name of the Vector4f defined in the material definition (j3md)value
- the Vector4f valuepublic void selectTechnique(java.lang.String name, RenderManager renderManager)
Any candidate technique for selection (either default or named)
must be verified to be compatible with the system, for that, the
renderManager
is queried for capabilities.
name
- The name of the technique to select, pass
TechniqueDef.DEFAULT_TECHNIQUE_NAME
to select one of the default
techniques.renderManager
- The render manager
to query for capabilities.java.lang.IllegalArgumentException
- If no technique exists with the given
name.java.lang.UnsupportedOperationException
- If no candidate technique supports
the system capabilities.public void preload(RenderManager renderManager, Geometry geometry)
Preloading the material can ensure that when the material is first used for rendering, there won't be any delay since the material has been already been setup for rendering.
renderManager
- The render manager to preload forpublic void render(Geometry geometry, LightList lights, RenderManager renderManager)
RenderManager
to render the geometry by
using this material.
The material is rendered as follows:
Material.selectTechnique()
,
or the first default technique that the renderer supports
(based on the technique's requested rendering capabilities
)Technique.makeCurrent()
.
If the technique wants to use a shader to render the model, it should load it at this part -
the shader should have all the proper defines as declared in the technique definition,
including those that are bound to material parameters.
The technique can re-use the shader from the last frame if
no changes to the defines occurred.RenderState
to use for rendering. The render states are
applied in this order (later RenderStates override earlier RenderStates):Technique Definition's RenderState
- i.e. specific renderstate that is required for the shader.Material Instance Additional RenderState
- i.e. ad-hoc renderstate set per modelRenderManager's Forced RenderState
- i.e. renderstate requested by a SceneProcessor
or
post-processing filter.UniformBindingManager
is used for this task.single pass light mode
fills the shader's light uniform arrays
with the first 4 lights and renders the model once.multi pass light mode
light mode renders the model multiple times,
for the first light it is rendered opaque, on subsequent lights it is
rendered with alpha-additive
blending and depth writing disabled.GLRenderer
interface):geometry
- The geometry to renderlights
- Presorted and filtered light list to use for renderingrenderManager
- The render manager requesting the renderingpublic void render(Geometry geom, RenderManager rm)
RenderManager
to render the geometry by
using this material.
Note that this version of the render method
does not perform light filtering.geom
- The geometry to renderrm
- The render manager requesting the renderingpublic void write(JmeExporter ex) throws java.io.IOException
public java.lang.String toString()
toString
in class java.lang.Object
public void read(JmeImporter im) throws java.io.IOException