Constructor and Description |
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NullRenderer() |
Modifier and Type | Method and Description |
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void |
applyRenderState(RenderState state)
Applies the given
RenderState , making the necessary
GL calls so that the state is applied. |
void |
cleanup()
Deletes all previously used
Native Objects on this Renderer, and
then resets the native objects. |
void |
clearBuffers(boolean color,
boolean depth,
boolean stencil)
Clears certain channels of the currently bound framebuffer.
|
void |
clearClipRect()
Clears the clipping rectangle set with
Renderer.setClipRect(int, int, int, int) . |
void |
copyFrameBuffer(FrameBuffer src,
FrameBuffer dst) |
void |
copyFrameBuffer(FrameBuffer src,
FrameBuffer dst,
boolean copyDepth)
Copies contents from src to dst, scaling if necessary.
|
void |
copyFrameBuffer(FrameBuffer src,
FrameBuffer dst,
boolean copyColor,
boolean copyDepth)
Copies contents from src to dst, scaling if necessary.
|
void |
deleteBuffer(BufferObject bo)
Deletes the buffer object from the GPU.
|
void |
deleteBuffer(VertexBuffer vb)
Deletes a vertex buffer from the GPU.
|
void |
deleteFrameBuffer(FrameBuffer fb)
Deletes a framebuffer and all attached renderbuffers.
|
void |
deleteImage(Image image)
Deletes a texture from the GPU.
|
void |
deleteShader(Shader shader)
Deletes a shader.
|
void |
deleteShaderSource(Shader.ShaderSource source)
Deletes the provided shader source.
|
int[] |
generateProfilingTasks(int numTasks)
Generates a pool of gpu queries meant to use as profiling tasks.
|
boolean |
getAlphaToCoverage()
Gets the alpha to coverage state.
|
java.util.EnumSet<Caps> |
getCaps()
Gets the capabilities of the renderer.
|
int |
getDefaultAnisotropicFilter()
Gets the default anisotropic filter level for textures.
|
java.util.EnumMap<Limits,java.lang.Integer> |
getLimits()
Gets the limits of the renderer.
|
float |
getMaxLineWidth()
Determine the maximum allowed width for lines.
|
long |
getProfilingTime(int taskId)
Returns the time in nanoseconds elapsed for the task with the given id.
|
Statistics |
getStatistics()
Copies the render statistics.
|
void |
initialize()
Detects available capabilities of the GPU.
|
void |
invalidateState()
Invalidates the current rendering state.
|
boolean |
isLinearizeSrgbImages()
Test whether images with the sRGB flag will be linearized when read by a
shader.
|
boolean |
isMainFrameBufferSrgb()
Test whether colors rendered to the main framebuffer undergo
linear-to-sRGB conversion.
|
boolean |
isTaskResultAvailable(int taskId)
Checks if the profiling results are available.
|
void |
modifyTexture(Texture tex,
Image pixels,
int x,
int y)
Modifies the given Texture with the given Image.
|
void |
postFrame()
Called when a new frame has been rendered.
|
void |
readFrameBuffer(FrameBuffer fb,
java.nio.ByteBuffer byteBuf)
Reads the pixels currently stored in the specified framebuffer
into the given ByteBuffer object.
|
void |
readFrameBufferWithFormat(FrameBuffer fb,
java.nio.ByteBuffer byteBuf,
Image.Format format)
Reads the pixels currently stored in the specified framebuffer
into the given ByteBuffer object.
|
void |
renderMesh(Mesh mesh,
int lod,
int count,
VertexBuffer[] instanceData)
Renders
count meshes, with the geometry data supplied and
per-instance data supplied. |
void |
resetGLObjects()
Resets all previously used
Native Objects on this Renderer. |
void |
setAlphaToCoverage(boolean value)
Sets the alpha to coverage state.
|
void |
setBackgroundColor(ColorRGBA color)
Sets the background (aka clear) color.
|
void |
setClipRect(int x,
int y,
int width,
int height)
Specifies a clipping rectangle.
|
void |
setDefaultAnisotropicFilter(int level)
Sets the default anisotropic filter level for textures.
|
void |
setDepthRange(float start,
float end)
Sets the range of the depth values for objects.
|
void |
setFrameBuffer(FrameBuffer fb)
Sets the framebuffer that will be drawn to.
|
void |
setLighting(LightList lights) |
void |
setLinearizeSrgbImages(boolean linearize)
|
void |
setMainFrameBufferOverride(FrameBuffer fb)
Sets the framebuffer that will be set instead of the main framebuffer
when a call to setFrameBuffer(null) is made.
|
void |
setMainFrameBufferSrgb(boolean srgb)
Specifies whether color values in the main framebuffer are in SRGB format.
|
void |
setShader(Shader shader)
Sets the shader to use for rendering.
|
void |
setTexture(int unit,
Texture tex)
Assigns a Texture to the specified texture unit.
|
void |
setViewPort(int x,
int y,
int width,
int height)
Sets the viewport location and resolution on the screen.
|
void |
setViewProjectionMatrices(Matrix4f viewMatrix,
Matrix4f projMatrix) |
void |
setWorldMatrix(Matrix4f worldMatrix) |
void |
startProfiling(int id)
Starts a time profiling task on the GPU.
|
void |
stopProfiling()
Will stop the last profiling task started with startProfiling.
|
void |
updateBufferData(BufferObject bo)
Uploads data of the buffer object on the GPU.
|
void |
updateBufferData(VertexBuffer vb)
Uploads a vertex buffer to the GPU.
|
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
popDebugGroup, pushDebugGroup
public void initialize()
Renderer
initialize
in interface Renderer
public java.util.EnumMap<Limits,java.lang.Integer> getLimits()
Renderer
public java.util.EnumSet<Caps> getCaps()
Renderer
public Statistics getStatistics()
Renderer
The statistics allow tracking of how data
per frame, such as number of objects rendered, number of triangles, etc.
These are updated when the Renderer's methods are used, make sure
to call Statistics.clearFrame()
at the appropriate time
to get accurate info per frame.
getStatistics
in interface Renderer
public void invalidateState()
Renderer
invalidateState
in interface Renderer
public void clearBuffers(boolean color, boolean depth, boolean stencil)
Renderer
clearBuffers
in interface Renderer
color
- True if to clear colors (RGBA)depth
- True if to clear depth/zstencil
- True if to clear stencil buffer (if available, otherwise
ignored)public void setBackgroundColor(ColorRGBA color)
Renderer
setBackgroundColor
in interface Renderer
color
- The background color to setpublic void applyRenderState(RenderState state)
Renderer
RenderState
, making the necessary
GL calls so that the state is applied.applyRenderState
in interface Renderer
state
- the RenderState to applypublic void setDepthRange(float start, float end)
Renderer
setDepthRange
in interface Renderer
start
- The range startend
- The range endpublic void postFrame()
Renderer
public void setWorldMatrix(Matrix4f worldMatrix)
public void setViewProjectionMatrices(Matrix4f viewMatrix, Matrix4f projMatrix)
public void setViewPort(int x, int y, int width, int height)
Renderer
setViewPort
in interface Renderer
x
- The x coordinate of the viewporty
- The y coordinate of the viewportwidth
- Width of the viewportheight
- Height of the viewportpublic void setClipRect(int x, int y, int width, int height)
Renderer
setClipRect
in interface Renderer
x
- The x coordinate of the clip recty
- The y coordinate of the clip rectwidth
- Width of the clip rectheight
- Height of the clip rectpublic void clearClipRect()
Renderer
Renderer.setClipRect(int, int, int, int)
.clearClipRect
in interface Renderer
public void setLighting(LightList lights)
public void setShader(Shader shader)
Renderer
public void deleteShader(Shader shader)
Renderer
deleteShader
in interface Renderer
shader
- Shader to delete.Renderer.deleteShaderSource(com.jme3.shader.Shader.ShaderSource)
public void deleteShaderSource(Shader.ShaderSource source)
Renderer
deleteShaderSource
in interface Renderer
source
- The ShaderSource to delete.public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst)
public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyDepth)
Renderer
copyFrameBuffer
in interface Renderer
src
- the source FrameBuffer (unaffected)dst
- the destination FrameBuffer (modified)copyDepth
- true→copy depth info, false→don't copy itpublic void copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyColor, boolean copyDepth)
Renderer
copyFrameBuffer
in interface Renderer
src
- the source FrameBuffer (unaffected)dst
- the destination FrameBuffer (modified)copyColor
- true→copy color info, false→don't copy itcopyDepth
- true→copy depth info, false→don't copy itpublic void setMainFrameBufferOverride(FrameBuffer fb)
Renderer
setMainFrameBufferOverride
in interface Renderer
fb
- The framebuffer to override the main framebuffer.public void setFrameBuffer(FrameBuffer fb)
Renderer
setFrameBuffer
in interface Renderer
fb
- The framebuffer to setpublic void readFrameBuffer(FrameBuffer fb, java.nio.ByteBuffer byteBuf)
Renderer
readFrameBuffer
in interface Renderer
fb
- The framebuffer to read frombyteBuf
- The bytebuffer to transfer color data topublic void deleteFrameBuffer(FrameBuffer fb)
Renderer
deleteFrameBuffer
in interface Renderer
fb
- the FrameBuffer to be deletedpublic void setTexture(int unit, Texture tex) throws TextureUnitException
Renderer
setTexture
in interface Renderer
unit
- the index of the texture unit (≥0)tex
- the Texture to assignTextureUnitException
- if the texture unit doesn't existpublic void modifyTexture(Texture tex, Image pixels, int x, int y)
Renderer
modifyTexture
in interface Renderer
tex
- the Texture that will be modifiedpixels
- the source Image data to copy data fromx
- the x position to put the image into the texturey
- the y position to put the image into the texturepublic void updateBufferData(VertexBuffer vb)
Renderer
updateBufferData
in interface Renderer
vb
- The vertex buffer to uploadpublic void updateBufferData(BufferObject bo)
Renderer
updateBufferData
in interface Renderer
bo
- the buffer object to upload.public void deleteBuffer(VertexBuffer vb)
Renderer
deleteBuffer
in interface Renderer
vb
- The vertex buffer to deletepublic void deleteBuffer(BufferObject bo)
Renderer
deleteBuffer
in interface Renderer
bo
- the buffer object to delete.public void renderMesh(Mesh mesh, int lod, int count, VertexBuffer[] instanceData)
Renderer
count
meshes, with the geometry data supplied and
per-instance data supplied.
The shader which is currently set with setShader
is
responsible for transforming the input vertices into clip space
and shading it based on the given vertex attributes.
The integer variable gl_InstanceID can be used to access the current
instance of the mesh being rendered inside the vertex shader.
If the instance data is non-null, then it is submitted as a
per-instance vertex attribute to the shader.renderMesh
in interface Renderer
mesh
- The mesh to renderlod
- The LOD level to use, see Mesh.setLodLevels(com.jme3.scene.VertexBuffer[])
.count
- Number of mesh instances to renderinstanceData
- When count is greater than 1, these buffers provide
the per-instance attributes.public void resetGLObjects()
Renderer
Native Objects
on this Renderer.
The state of the native objects is reset in such way, that using
them again will cause the renderer to reupload them.
Call this method when you know the GL context is going to shut down.resetGLObjects
in interface Renderer
NativeObject.resetObject()
public void cleanup()
Renderer
Native Objects
on this Renderer, and
then resets the native objects.cleanup
in interface Renderer
Renderer.resetGLObjects()
,
NativeObject.deleteObject(java.lang.Object)
public void deleteImage(Image image)
Renderer
deleteImage
in interface Renderer
image
- the texture to deletepublic void setAlphaToCoverage(boolean value)
Renderer
When alpha coverage and multi-sampling is enabled, each pixel will contain alpha coverage in all of its subsamples, which is then combined when other future alpha-blended objects are rendered.
Alpha-to-coverage is useful for rendering transparent objects without having to worry about sorting them.
setAlphaToCoverage
in interface Renderer
value
- true to enable alpha coverage, otherwise falsepublic void setMainFrameBufferSrgb(boolean srgb)
Renderer
If enabled, color values rendered to the main framebuffer undergo linear -> sRGB conversion.
This is identical to FrameBuffer.setSrgb(boolean)
except it is toggled
for the main framebuffer instead of an offscreen buffer.
This should be set together with Renderer.setLinearizeSrgbImages(boolean)
As a shorthand, the user can set AppSettings.setGammaCorrection(boolean)
to true
to toggle both Renderer.setLinearizeSrgbImages(boolean)
and
Renderer.setMainFrameBufferSrgb(boolean)
if the
Caps.Srgb
is supported by the GPU.
setMainFrameBufferSrgb
in interface Renderer
srgb
- true for sRGB colorspace, false for linear colorspaceFrameBuffer.setSrgb(boolean)
,
Caps.Srgb
public void setLinearizeSrgbImages(boolean linearize)
Renderer
images
with the
sRGB flag
set shall undergo an sRGB to linear RGB color conversion when read by a shader.
The conversion is performed for the following formats:
- Image.Format.RGB8
- Image.Format.RGBA8
- Image.Format.Luminance8
- Image.Format.Luminance8Alpha8
- Image.Format.DXT1
- Image.Format.DXT1A
- Image.Format.DXT3
- Image.Format.DXT5
For all other formats, no conversion is performed.
If this option is toggled at runtime, textures must be reloaded for the change to take effect.
setLinearizeSrgbImages
in interface Renderer
linearize
- If sRGB images undergo sRGB -> linear conversion prior to rendering.Caps.Srgb
public int[] generateProfilingTasks(int numTasks)
Renderer
generateProfilingTasks
in interface Renderer
numTasks
- the number of task ids to generatepublic void startProfiling(int id)
Renderer
startProfiling
in interface Renderer
id
- the id of the task to start profiling.public void stopProfiling()
Renderer
stopProfiling
in interface Renderer
public long getProfilingTime(int taskId)
Renderer
getProfilingTime
in interface Renderer
taskId
- the id of the task given by startProfiling.public boolean isTaskResultAvailable(int taskId)
Renderer
isTaskResultAvailable
in interface Renderer
taskId
- the id of the task provided by startProfilingpublic void readFrameBufferWithFormat(FrameBuffer fb, java.nio.ByteBuffer byteBuf, Image.Format format)
Renderer
readFrameBufferWithFormat
in interface Renderer
fb
- The framebuffer to read frombyteBuf
- The bytebuffer to transfer color data toformat
- the image format to use when reading the frameBuffer.public void setDefaultAnisotropicFilter(int level)
Renderer
If the
texture anisotropic filter
is
set to 0, then the default level is used. Otherwise, if the texture level
is 1 or greater, then the texture's value overrides the default value.
setDefaultAnisotropicFilter
in interface Renderer
level
- The default anisotropic filter level to use. Default: 1.public float getMaxLineWidth()
getMaxLineWidth
in interface Renderer
public boolean getAlphaToCoverage()
Renderer
getAlphaToCoverage
in interface Renderer
public int getDefaultAnisotropicFilter()
Renderer
getDefaultAnisotropicFilter
in interface Renderer
public boolean isLinearizeSrgbImages()
isLinearizeSrgbImages
in interface Renderer
public boolean isMainFrameBufferSrgb()
isMainFrameBufferSrgb
in interface Renderer