Class Material
- All Implemented Interfaces:
CloneableSmartAsset
,Savable
,Cloneable
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.
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Field Summary
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Constructor Summary
ConstructorDescriptionMaterial()
Do not use this constructor.Material
(AssetManager contentMan, String defName) Material
(MaterialDef def) -
Method Summary
Modifier and TypeMethodDescriptionvoid
clearParam
(String name) Clear a parameter from this material.clone()
Clones this material.boolean
contentEquals
(Object otherObj) Compares two materials and returns true if they are equal.int
Works likeObject.hashCode()
except it may change together with the material as the material is mutable by definition.Returns the currently active technique.Acquire the additionalrender state
to apply for this material.Returns the asset key name of the asset from which this material was loaded.getKey()
Returns the asset key that is used to track this asset for garbage collection.Get the material definition (j3md file info) thatthis
material is implementing.getName()
Returns the parameter set on this material with the given name, returnsnull
if the parameter is not set.Returns a collection of all parameters set on this material.Returns the ListMap of all parameters set on this material.<T> T
getParamValue
(String name) Returns the current parameter's value.int
Returns the sorting ID or sorting index for this material.getTextureParam
(String name) Returns the texture parameter set on this material with the given name, returnsnull
if the parameter is not set.boolean
Check if the material should receive shadows or not.boolean
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 byRenderManager
to render the geometry by using this material.void
render
(Geometry geom, RenderManager rm) Called byRenderManager
to render the geometry by using this material.void
selectTechnique
(String name, RenderManager renderManager) Select the technique to use for rendering this material.void
setBoolean
(String name, boolean value) Pass a boolean to the material shader.void
Pass a Color to the material shader.void
Pass a float to the material shader.void
Pass a float to the material shader.void
Pass an int to the material shader.void
Assigns the specified AssetKey to the asset.void
setMatrix4
(String name, Matrix4f value) Pass a Matrix4f to the material shader.void
This method sets the name of the material.void
Pass a parameter to the material shader.void
setReceivesShadows
(boolean receivesShadows) Set if the material should receive shadows or not.void
setShaderStorageBufferObject
(String name, BufferObject value) Pass a shader storage buffer object to the material shader.void
setTexture
(String name, Texture value) Pass a texture to the material shader.void
setTextureParam
(String name, VarType type, Texture value) Set a texture parameter.void
setTransparent
(boolean transparent) Set the transparent value marker.void
setUniformBufferObject
(String name, BufferObject value) Pass an uniform buffer object to the material shader.void
setVector2
(String name, Vector2f value) Pass a Vector2f to the material shader.void
setVector3
(String name, Vector3f value) Pass a Vector3f to the material shader.void
setVector4
(String name, Vector4f value) Pass a Vector4f to the material shader.toString()
void
write
(JmeExporter ex)
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Field Details
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SAVABLE_VERSION
public static final int SAVABLE_VERSION- See Also:
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Constructor Details
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Material
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Material
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Material
public Material()Do not use this constructor. Serialization purposes only.
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Method Details
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getAssetName
Returns the asset key name of the asset from which this material was loaded.This value will be
null
unless this material was loaded from a .j3m file.- Returns:
- Asset key name of the j3m file
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getName
- Returns:
- the name of the material (not the same as the asset name), the returned value can be null
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setName
This method sets the name of the material. The name is not the same as the asset name. It can be null and there is no guarantee of its uniqueness.- Parameters:
name
- the name of the material
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setKey
Description copied from interface:CloneableSmartAsset
Assigns the specified AssetKey to the asset. This is invoked by theAssetManager
. Only clones of the asset have non-null keys. The original copy that was loaded has no key assigned. Only the clones are tracked for garbage collection.- Specified by:
setKey
in interfaceCloneableSmartAsset
- Parameters:
key
- The AssetKey to assign
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getKey
Description copied from interface:CloneableSmartAsset
Returns the asset key that is used to track this asset for garbage collection.- Specified by:
getKey
in interfaceCloneableSmartAsset
- Returns:
- the asset key that is used to track this asset for garbage collection.
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getSortId
public int getSortId()Returns the sorting ID or sorting index for this material.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.
- Returns:
- The sorting ID used for sorting geometries for rendering.
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clone
Clones this material. The result is returned.- Specified by:
clone
in interfaceCloneableSmartAsset
- Overrides:
clone
in classObject
- Returns:
- A clone of this asset. The cloned asset cannot reference equal this asset.
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contentEquals
Compares two materials and returns true if they are equal. This methods compare definition, parameters, additional render states. Since materials are mutable objects, implementing equals() properly is not possible, hence the name contentEquals().- Parameters:
otherObj
- the material to compare to this material- Returns:
- true if the materials are equal.
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contentHashCode
public int contentHashCode()Works likeObject.hashCode()
except it may change together with the material as the material is mutable by definition.- Returns:
- value for use in hashing
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getActiveTechnique
Returns the currently active technique.The technique is selected automatically by the
RenderManager
based on system capabilities. Users may select their own technique by usingselectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
.- Returns:
- the currently active technique.
- See Also:
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isTransparent
public boolean isTransparent()Check if the transparent value marker is set on this material.- Returns:
- True if the transparent value marker is set on this material.
- See Also:
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setTransparent
public void setTransparent(boolean transparent) Set the transparent value marker.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
.- Parameters:
transparent
- the transparent value marker.
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isReceivesShadows
public boolean isReceivesShadows()Check if the material should receive shadows or not.- Returns:
- True if the material should receive shadows.
- See Also:
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setReceivesShadows
public void setReceivesShadows(boolean receivesShadows) Set if the material should receive shadows or not.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.- Parameters:
receivesShadows
- if the material should receive shadows or not.
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getAdditionalRenderState
Acquire the additionalrender 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.
- Returns:
- The additional render state.
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getMaterialDef
Get the material definition (j3md file info) thatthis
material is implementing.- Returns:
- the material definition this material implements.
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getParam
Returns the parameter set on this material with the given name, returnsnull
if the parameter is not set.- Parameters:
name
- The parameter name to look up.- Returns:
- The MatParam if set, or null if not set.
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getParamValue
Returns the current parameter's value.- Type Parameters:
T
- the expected type of the parameter value- Parameters:
name
- the parameter name to look up.- Returns:
- current value or null if the parameter wasn't set.
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getTextureParam
Returns the texture parameter set on this material with the given name, returnsnull
if the parameter is not set.- Parameters:
name
- The parameter name to look up.- Returns:
- The MatParamTexture if set, or null if not set.
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getParams
Returns a collection of all parameters set on this material.- Returns:
- a collection of all parameters set on this material.
- See Also:
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getParamsMap
Returns the ListMap of all parameters set on this material.- Returns:
- a ListMap of all parameters set on this material.
- See Also:
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setParam
Pass a parameter to the material shader.- Parameters:
name
- the name of the parameter defined in the material definition (j3md)type
- the type of the parameterVarType
value
- the value of the parameter
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clearParam
Clear a parameter from this material. The parameter must exist- Parameters:
name
- the name of the parameter to clear
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setTextureParam
Set a texture parameter.- Parameters:
name
- The name of the parametertype
- The variable typeVarType
value
- The texture value of the parameter.- Throws:
IllegalArgumentException
- is value is null
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setTexture
Pass a texture to the material shader.- Parameters:
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 manager
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setMatrix4
Pass a Matrix4f to the material shader.- Parameters:
name
- the name of the matrix defined in the material definition (j3md)value
- the Matrix4f object
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setBoolean
Pass a boolean to the material shader.- Parameters:
name
- the name of the boolean defined in the material definition (j3md)value
- the boolean value
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setFloat
Pass a float to the material shader.- Parameters:
name
- the name of the float defined in the material definition (j3md)value
- the float value
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setFloat
Pass a float to the material shader. This version avoids auto-boxing if the value is already a Float.- Parameters:
name
- the name of the float defined in the material definition (j3md)value
- the float value
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setInt
Pass an int to the material shader.- Parameters:
name
- the name of the int defined in the material definition (j3md)value
- the int value
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setColor
Pass a Color to the material shader.- Parameters:
name
- the name of the color defined in the material definition (j3md)value
- the ColorRGBA value
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setUniformBufferObject
Pass an uniform buffer object to the material shader.- Parameters:
name
- the name of the buffer object defined in the material definition (j3md).value
- the buffer object.
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setShaderStorageBufferObject
Pass a shader storage buffer object to the material shader.- Parameters:
name
- the name of the buffer object defined in the material definition (j3md).value
- the buffer object.
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setVector2
Pass a Vector2f to the material shader.- Parameters:
name
- the name of the Vector2f defined in the material definition (j3md)value
- the Vector2f value
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setVector3
Pass a Vector3f to the material shader.- Parameters:
name
- the name of the Vector3f defined in the material definition (j3md)value
- the Vector3f value
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setVector4
Pass a Vector4f to the material shader.- Parameters:
name
- the name of the Vector4f defined in the material definition (j3md)value
- the Vector4f value
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selectTechnique
Select the technique to use for rendering this material.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.- Parameters:
name
- The name of the technique to select, passTechniqueDef.DEFAULT_TECHNIQUE_NAME
to select one of the default techniques.renderManager
- Therender manager
to query for capabilities.- Throws:
IllegalArgumentException
- If no technique exists with the given name.UnsupportedOperationException
- If no candidate technique supports the system capabilities.
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preload
Preloads this material for the given render manager.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.
- Parameters:
renderManager
- The render manager to preload forgeometry
- to determine the applicable parameter overrides, if any
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render
Called byRenderManager
to render the geometry by using this material.The material is rendered as follows:
- Determine which technique to use to render the material -
either what the user selected via
Material.selectTechnique()
, or the first default technique that the renderer supports (based on the technique'srequested rendering capabilities
)- If the technique has been changed since the last frame, then it is notified via
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.
- If the technique has been changed since the last frame, then it is notified via
- Set the
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 aSceneProcessor
or post-processing filter.
- If the technique uses a shader, then the uniforms of the shader must be updated.
- Uniforms bound to material parameters are updated based on the current material parameter values.
- Uniforms bound to world parameters are updated from the RenderManager.
Internally
UniformBindingManager
is used for this task. - Uniforms bound to textures will cause the texture to be uploaded as necessary. The uniform is set to the texture unit where the texture is bound.
- If the technique uses a shader, the model is then rendered according
to the lighting mode specified on the technique definition.
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 withalpha-additive
blending and depth writing disabled.
- For techniques that do not use shaders,
fixed function OpenGL is used to render the model (see
GLRenderer
interface):- OpenGL state that is bound to material parameters is updated.
- The texture set on the material is uploaded and bound. Currently only 1 texture is supported for fixed function techniques.
- If the technique uses lighting, then OpenGL lighting state is updated based on the light list on the geometry, otherwise OpenGL lighting is disabled.
- The mesh is uploaded and rendered.
- Parameters:
geometry
- The geometry to renderlights
- Presorted and filtered light list to use for renderingrenderManager
- The render manager requesting the rendering
- Determine which technique to use to render the material -
either what the user selected via
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render
Called byRenderManager
to render the geometry by using this material. Note that this version of the render method does not perform light filtering.- Parameters:
geom
- The geometry to renderrm
- The render manager requesting the rendering
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write
- Specified by:
write
in interfaceSavable
- Throws:
IOException
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toString
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read
- Specified by:
read
in interfaceSavable
- Throws:
IOException
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