Class RenderManager
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Constructor Summary
ConstructorDescriptionRenderManager
(Renderer renderer) Creates a high-level rendering interface over the low-level rendering interface. -
Method Summary
Modifier and TypeMethodDescriptionvoid
addForcedMatParam
(MatParamOverride override) Adds a forced material parameter to use when rendering geometries.void
clearQueue
(ViewPort vp) Clears the queue of the given ViewPort.createMainView
(String viewName, Camera cam) Creates a new main ViewPort, to display the given camera's content.createPostView
(String viewName, Camera cam) Creates a new post ViewPort, to display the given camera's content.createPreView
(String viewName, Camera cam) Creates a new pre ViewPort, to display the given camera's content.void
flushQueue
(ViewPort vp) Flushes the ViewPort'srender queue
by rendering each of its visible buckets.Returns the camera currently used for rendering.Gets the forced material parameters applied to rendered geometries.Returns the forced render state previously set withsetForcedRenderState(com.jme3.material.RenderState)
.Returns the forced technique name set.Returns the current LightFilter.getMainView
(String viewName) Returns the main ViewPort with the given name.Returns a read-only list of all main ViewPorts.getPostView
(String viewName) Returns the post ViewPort with the given name.Returns a read-only list of all post ViewPorts.Returns the preferred light mode.getPreView
(String viewName) Returns the pre ViewPort with the given name.Returns a read-only list of all pre ViewPorts.The renderer implementation used for rendering operations.int
Returns the number of lights used for each pass when the light mode is single pass.boolean
True if the translucent bucket should automatically be rendered by the RenderManager.void
notifyRescale
(float x, float y) Internal use only.void
notifyReshape
(int w, int h) Internal use only.void
preloadScene
(Spatial scene) Preloads a scene for rendering.void
removeForcedMatParam
(MatParamOverride override) Removes a forced material parameter previously added.boolean
removeMainView
(ViewPort view) Removes the specified main ViewPort.boolean
removeMainView
(String viewName) Removes the main ViewPort with the specified name.boolean
removePostView
(ViewPort view) Removes the specified post ViewPort.boolean
removePostView
(String viewName) Removes the post ViewPort with the specified name.boolean
removePreView
(ViewPort view) Removes the specified pre ViewPort.boolean
removePreView
(String viewName) Removes the pre ViewPort with the specified name.void
render
(float tpf, boolean mainFrameBufferActive) Called by the application to render any ViewPorts added to this RenderManager.void
renderGeometry
(Geometry geom) Renders the given geometry.void
Renders the given GeometryList.void
renderScene
(Spatial scene, ViewPort vp) Flattens the given scene graph into the ViewPort's RenderQueue, checking for culling as the call goes down the graph recursively.void
Renders thetranslucent queue
on the viewPort.void
renderViewPort
(ViewPort vp, float tpf) Renders theViewPort
.void
renderViewPortQueues
(ViewPort vp, boolean flush) Renders the given viewport queues.void
Draws the viewport but without notifyingscene processors
of any rendering events.void
setAlphaToCoverage
(boolean value) Enables or disables alpha-to-coverage.void
setAppProfiler
(AppProfiler prof) Sets an AppProfiler hook that will be called back for specific steps within a single update frame.void
Sets the camera to use for rendering.void
Sets the material to use to render all future objects.void
setForcedRenderState
(RenderState forcedRenderState) Sets the render state to use for all future objects.void
setForcedTechnique
(String forcedTechnique) Sets the forced technique to use when rendering geometries.void
setHandleTranslucentBucket
(boolean handleTranslucentBucket) Enables or disables rendering of thetranslucent bucket
by the RenderManager.void
setLightFilter
(LightFilter lightFilter) Sets the light filter to use when rendering lit Geometries.void
setPreferredLightMode
(TechniqueDef.LightMode preferredLightMode) Defines what light mode will be selected when a technique offers several light modes.void
setSinglePassLightBatchSize
(int singlePassLightBatchSize) Sets the number of lights to use for each pass when the light mode is single pass.void
Sets the timer that should be used to query the time basedUniformBinding
s for material world parameters.void
setWorldMatrix
(Matrix4f mat) Internal use only.void
updateUniformBindings
(Shader shader) Internal use only.
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Constructor Details
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RenderManager
Creates a high-level rendering interface over the low-level rendering interface.- Parameters:
renderer
- (alias created)
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Method Details
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getPreView
Returns the pre ViewPort with the given name.- Parameters:
viewName
- The name of the pre ViewPort to look up- Returns:
- The ViewPort, or null if not found.
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removePreView
Removes the pre ViewPort with the specified name.- Parameters:
viewName
- The name of the pre ViewPort to remove- Returns:
- True if the ViewPort was removed successfully.
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removePreView
Removes the specified pre ViewPort.- Parameters:
view
- The pre ViewPort to remove- Returns:
- True if the ViewPort was removed successfully.
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getMainView
Returns the main ViewPort with the given name.- Parameters:
viewName
- The name of the main ViewPort to look up- Returns:
- The ViewPort, or null if not found.
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removeMainView
Removes the main ViewPort with the specified name.- Parameters:
viewName
- The main ViewPort name to remove- Returns:
- True if the ViewPort was removed successfully.
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removeMainView
Removes the specified main ViewPort.- Parameters:
view
- The main ViewPort to remove- Returns:
- True if the ViewPort was removed successfully.
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getPostView
Returns the post ViewPort with the given name.- Parameters:
viewName
- The name of the post ViewPort to look up- Returns:
- The ViewPort, or null if not found.
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removePostView
Removes the post ViewPort with the specified name.- Parameters:
viewName
- The post ViewPort name to remove- Returns:
- True if the ViewPort was removed successfully.
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removePostView
Removes the specified post ViewPort.- Parameters:
view
- The post ViewPort to remove- Returns:
- True if the ViewPort was removed successfully.
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getPreViews
Returns a read-only list of all pre ViewPorts.- Returns:
- a read-only list of all pre ViewPorts
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getMainViews
Returns a read-only list of all main ViewPorts.- Returns:
- a read-only list of all main ViewPorts
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getPostViews
Returns a read-only list of all post ViewPorts.- Returns:
- a read-only list of all post ViewPorts
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createPreView
Creates a new pre ViewPort, to display the given camera's content.The view will be processed before the main and post viewports.
- Parameters:
viewName
- the desired viewport namecam
- the Camera to use for rendering (alias created)- Returns:
- a new instance
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createMainView
Creates a new main ViewPort, to display the given camera's content.The view will be processed before the post viewports but after the pre viewports.
- Parameters:
viewName
- the desired viewport namecam
- the Camera to use for rendering (alias created)- Returns:
- a new instance
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createPostView
Creates a new post ViewPort, to display the given camera's content.The view will be processed after the pre and main viewports.
- Parameters:
viewName
- the desired viewport namecam
- the Camera to use for rendering (alias created)- Returns:
- a new instance
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notifyReshape
public void notifyReshape(int w, int h) Internal use only. Updates the resolution of all on-screen cameras to match the given width and height.- Parameters:
w
- the new width (in pixels)h
- the new height (in pixels)
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notifyRescale
public void notifyRescale(float x, float y) Internal use only. Updates the scale of all on-screen ViewPorts- Parameters:
x
- the new horizontal scaley
- the new vertical scale
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setForcedMaterial
Sets 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.- Parameters:
mat
- The forced material to set, or null to return to normal
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getForcedRenderState
Returns the forced render state previously set withsetForcedRenderState(com.jme3.material.RenderState)
.- Returns:
- the forced render state
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setForcedRenderState
Sets 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.- Parameters:
forcedRenderState
- The forced render state to set, or null to return to normal
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setTimer
Sets the timer that should be used to query the time basedUniformBinding
s for material world parameters.- Parameters:
timer
- The timer to query time world parameters
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setAppProfiler
Sets an AppProfiler hook that will be called back for specific steps within a single update frame. Value defaults to null.- Parameters:
prof
- the AppProfiler to use (alias created, default=null)
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getForcedTechnique
Returns the forced technique name set.- Returns:
- the forced technique name set.
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setForcedTechnique
Sets the forced technique to use when rendering geometries.If the specified technique name is available on the geometry's material, then it is used, otherwise, the
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 not be rendered.- Parameters:
forcedTechnique
- The forced technique name to use, set to null to return to normal functionality.- See Also:
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addForcedMatParam
Adds a forced material parameter to use when rendering geometries.The provided parameter takes precedence over parameters set on the material or any overrides that exist in the scene graph that have the same name.
- Parameters:
override
- The override to add- See Also:
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removeForcedMatParam
Removes a forced material parameter previously added.- Parameters:
override
- The override to remove.- See Also:
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getForcedMatParams
Gets the forced material parameters applied to rendered geometries.Forced parameters can be added via
addForcedMatParam(com.jme3.material.MatParamOverride)
or removed viaremoveForcedMatParam(com.jme3.material.MatParamOverride)
.- Returns:
- The forced material parameters.
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setAlphaToCoverage
public void setAlphaToCoverage(boolean value) Enables or disables alpha-to-coverage.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.
- Parameters:
value
- True to enable alpha-to-coverage, false otherwise.
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isHandleTranslucentBucket
public boolean isHandleTranslucentBucket()True if the translucent bucket should automatically be rendered by the RenderManager.- Returns:
- true if the translucent bucket is rendered
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setHandleTranslucentBucket
public void setHandleTranslucentBucket(boolean handleTranslucentBucket) Enables or disables rendering of thetranslucent bucket
by the RenderManager. The default is enabled.- Parameters:
handleTranslucentBucket
- true to render the translucent bucket
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setWorldMatrix
Internal use only. Sets the world matrix to use for future rendering. This has no effect unless objects are rendered manually usingMaterial.render(com.jme3.scene.Geometry, com.jme3.renderer.RenderManager)
. UsingrenderGeometry(com.jme3.scene.Geometry)
will override this value.- Parameters:
mat
- The world matrix to set
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updateUniformBindings
Internal use only. Updates the given list of uniforms withuniform bindings
based on the current world state.- Parameters:
shader
- (not null)
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renderGeometry
Renders the given geometry.First the proper world matrix is set, if the geometry's
ignore transform
feature is enabled, the identity world matrix is used, otherwise, the geometry'sworld transform matrix
is used.Once the world matrix is applied, the proper material is chosen for rendering. If a
forced material
is set on this RenderManager, then it is used for rendering the geometry, otherwise, thegeometry's material
is used.If a
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 thedefault techniques
is used.If a
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.- Parameters:
geom
- The geometry to render- See Also:
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renderGeometryList
Renders the given GeometryList.For every geometry in the list, the
renderGeometry(com.jme3.scene.Geometry)
method is called.- Parameters:
gl
- The geometry list to render.- See Also:
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preloadScene
Preloads a scene for rendering.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.
- Parameters:
scene
- The scene to preload
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renderScene
Flattens the given scene graph into the ViewPort's RenderQueue, checking for culling as the call goes down the graph recursively.First, the scene is checked for culling based on the
Spatial
scull hint
, if the camera frustum contains the scene, then this method is recursively called on its children.When the scene's leaves or
geometries
are reached, they are each enqueued into theViewPort's render queue
.In addition to enqueuing the visible geometries, this method also scenes which cast or receive shadows, by putting them into the RenderQueue's
shadow queue
. Each Spatial which has itsshadow mode
set to not off, will be put into the appropriate shadow queue, note that this process does not check for frustum culling on anyshadow casters
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getCurrentCamera
Returns the camera currently used for rendering.The camera can be set with
setCamera(com.jme3.renderer.Camera, boolean)
.- Returns:
- the camera currently used for rendering.
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getRenderer
The renderer implementation used for rendering operations.- Returns:
- The renderer implementation
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flushQueue
Flushes the ViewPort'srender queue
by rendering each of its visible buckets. By default, the queues will be cleared automatically after rendering, so there's no need to clear them manually.- Parameters:
vp
- The ViewPort of which the queue will be flushed- See Also:
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clearQueue
Clears the queue of the given ViewPort. Simply callsRenderQueue.clear()
on the ViewPort'srender queue
.- Parameters:
vp
- The ViewPort of which the queue will be cleared.- See Also:
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setLightFilter
Sets the light filter to use when rendering lit Geometries.- Parameters:
lightFilter
- The light filter. Set it to null if you want all lights to be rendered.- See Also:
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getLightFilter
Returns the current LightFilter.- Returns:
- the current light filter
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setPreferredLightMode
Defines what light mode will be selected when a technique offers several light modes.- Parameters:
preferredLightMode
- The light mode to use.
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getPreferredLightMode
Returns the preferred light mode.- Returns:
- the light mode.
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getSinglePassLightBatchSize
public int getSinglePassLightBatchSize()Returns the number of lights used for each pass when the light mode is single pass.- Returns:
- the number of lights.
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setSinglePassLightBatchSize
public void setSinglePassLightBatchSize(int singlePassLightBatchSize) Sets the number of lights to use for each pass when the light mode is single pass.- Parameters:
singlePassLightBatchSize
- the number of lights.
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renderViewPortQueues
Renders the given viewport queues.Changes the
depth range
appropriately as expected by each queue and then callsRenderQueue.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 thetranslucent bucket
is NOT rendered by this method. Instead, the user should callrenderTranslucentQueue(com.jme3.renderer.ViewPort)
after this call.- Parameters:
vp
- the viewport of which queue should be renderedflush
- If true, the queues will be cleared after rendering.- See Also:
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renderTranslucentQueue
Renders thetranslucent queue
on the viewPort.This call does nothing unless
setHandleTranslucentBucket(boolean)
is set to true. This method clears the translucent queue after rendering it.- Parameters:
vp
- The viewport of which the translucent queue should be rendered.- See Also:
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setCamera
Sets the camera to use for rendering.First, the camera's
view port parameters
are applied. Then, the camera'sview
andprojection
matrices are set on the renderer. Ifortho
istrue
, 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).- Parameters:
cam
- The camera to setortho
- True if to use orthographic projection (for GUI rendering), false if to use the camera's view and projection matrices.
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renderViewPortRaw
Draws the viewport but without notifyingscene processors
of any rendering events.- Parameters:
vp
- The ViewPort to render- See Also:
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renderViewPort
Renders theViewPort
.If the ViewPort is
disabled
, this method returns immediately. Otherwise, the ViewPort is rendered by the following process:
- All
scene processors
that are attached to the ViewPort areinitialized
. - The SceneProcessors'
SceneProcessor.preFrame(float)
method is called. - The ViewPort's
output framebuffer
is set on the Renderer - The camera is set on the renderer, including its view port parameters.
(see
setCamera(com.jme3.renderer.Camera, boolean)
) - Any buffers that the ViewPort requests to be cleared are cleared
and the
background color
is set - Every scene that is attached to the ViewPort is flattened into
the ViewPort's render queue
(see
renderViewPortQueues(com.jme3.renderer.ViewPort, boolean)
) - The SceneProcessors'
SceneProcessor.postQueue(com.jme3.renderer.queue.RenderQueue)
method is called. - The render queue is sorted and then flushed, sending
rendering commands to the underlying Renderer implementation.
(see
flushQueue(com.jme3.renderer.ViewPort)
) - The SceneProcessors'
SceneProcessor.postFrame(com.jme3.texture.FrameBuffer)
method is called. - The translucent queue of the ViewPort is sorted and then flushed
(see
renderTranslucentQueue(com.jme3.renderer.ViewPort)
) - If any objects remained in the render queue, they are removed
from the queue. This is generally objects added to the
shadow queue
which were not rendered because of a missing shadow renderer.
- Parameters:
vp
- View port to rendertpf
- Time per frame value
- All
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render
public void render(float tpf, boolean mainFrameBufferActive) Called by the application to render any ViewPorts added to this RenderManager.Renders any viewports that were added using the following methods:
- Parameters:
tpf
- Time per frame valuemainFrameBufferActive
- true to render viewports with no output FrameBuffer, false to skip them
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