public void postQueue(RenderQueue rq) { GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast); if (occluders.size() == 0) { noOccluders = true; return; } else { noOccluders = false; } GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive); // update frustum points based on current camera Camera viewCam = viewPort.getCamera(); ShadowUtil.updateFrustumPoints( viewCam, viewCam.getFrustumNear(), viewCam.getFrustumFar(), 1.0f, points); Vector3f frustaCenter = new Vector3f(); for (Vector3f point : points) { frustaCenter.addLocal(point); } frustaCenter.multLocal(1f / 8f); // update light direction shadowCam.setProjectionMatrix(null); shadowCam.setParallelProjection(true); // shadowCam.setFrustumPerspective(45, 1, 1, 20); shadowCam.lookAtDirection(direction, Vector3f.UNIT_Y); shadowCam.update(); shadowCam.setLocation(frustaCenter); shadowCam.update(); shadowCam.updateViewProjection(); // render shadow casters to shadow map ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points); Renderer r = renderManager.getRenderer(); renderManager.setCamera(shadowCam, false); renderManager.setForcedMaterial(preshadowMat); r.setFrameBuffer(shadowFB); r.clearBuffers(false, true, false); viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, true); r.setFrameBuffer(viewPort.getOutputFrameBuffer()); renderManager.setForcedMaterial(null); renderManager.setCamera(viewCam, false); }
public static void getPreNormals( RenderManager renderManager, Pass normalPass, ViewPort viewPort) { curCount++; // do we already have a valid cache to set the framebuffer to? Renderer r = renderManager.getRenderer(); if (cachedPreNormals != null) { r.copyFrameBuffer(cachedPreNormals, normalPass.getRenderFrameBuffer(), false); } else { // lets make the prenormals r.setFrameBuffer(normalPass.getRenderFrameBuffer()); renderManager.getRenderer().clearBuffers(true, true, true); if (renderManager.getRenderer().getCaps().contains(Caps.GLSL150)) { renderManager.setForcedTechnique("PreNormalPass15"); } else { renderManager.setForcedTechnique("PreNormalPass"); } renderManager.renderViewPortQueues(viewPort, false); renderManager.setForcedTechnique(null); // if we should cache this, do it now if (lastNormalPassesCount > 1) { cachedPreNormals = normalPass.getRenderFrameBuffer(); } } renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer()); }
@SuppressWarnings("fallthrough") public void postQueue(RenderQueue rq) { GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast); sceneReceivers = rq.getShadowQueueContent(ShadowMode.Receive); if (sceneReceivers.size() == 0 || occluders.size() == 0) { return; } updateShadowCams(viewPort.getCamera()); Renderer r = renderManager.getRenderer(); renderManager.setForcedMaterial(preshadowMat); renderManager.setForcedTechnique("PreShadow"); for (int shadowMapIndex = 0; shadowMapIndex < nbShadowMaps; shadowMapIndex++) { if (debugfrustums) { doDisplayFrustumDebug(shadowMapIndex); } renderShadowMap(shadowMapIndex, occluders, sceneReceivers); } debugfrustums = false; if (flushQueues) { occluders.clear(); } // restore setting for future rendering r.setFrameBuffer(viewPort.getOutputFrameBuffer()); renderManager.setForcedMaterial(null); renderManager.setForcedTechnique(null); renderManager.setCamera(viewPort.getCamera(), false); }
/** * renders a filter on a fullscreen quad * * @param r * @param buff * @param mat */ private void renderProcessing(Renderer r, FrameBuffer buff, Material mat) { if (buff == outputBuffer) { fsQuad.setWidth(width); fsQuad.setHeight(height); filterCam.resize(originalWidth, originalHeight, true); fsQuad.setPosition(left * originalWidth, bottom * originalHeight); } else { fsQuad.setWidth(buff.getWidth()); fsQuad.setHeight(buff.getHeight()); filterCam.resize(buff.getWidth(), buff.getHeight(), true); fsQuad.setPosition(0, 0); } if (mat.getAdditionalRenderState().isDepthWrite()) { mat.getAdditionalRenderState().setDepthTest(false); mat.getAdditionalRenderState().setDepthWrite(false); } fsQuad.setMaterial(mat); fsQuad.updateGeometricState(); renderManager.setCamera(filterCam, true); r.setFrameBuffer(buff); r.clearBuffers(false, true, true); renderManager.renderGeometry(fsQuad); }
@Override protected void postQueue(RenderQueue renderQueue) { Renderer r = renderManager.getRenderer(); r.setFrameBuffer(normalPass.getRenderFrameBuffer()); renderManager.getRenderer().clearBuffers(true, true, true); renderManager.setForcedTechnique("PreNormalPass"); renderManager.renderViewPortQueues(viewPort, false); renderManager.setForcedTechnique(null); renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer()); }
public void postFrame(FrameBuffer out) { FrameBuffer sceneBuffer = renderFrameBuffer; if (renderFrameBufferMS != null && !renderer.getCaps().contains(Caps.OpenGL31)) { renderer.copyFrameBuffer(renderFrameBufferMS, renderFrameBuffer); } else if (renderFrameBufferMS != null) { sceneBuffer = renderFrameBufferMS; } renderFilterChain(renderer, sceneBuffer); renderer.setFrameBuffer(outputBuffer); // viewport can be null if no filters are enabled if (viewPort != null) { renderManager.setCamera(viewPort.getCamera(), false); } }