private void readTechnique(Statement techStat) throws IOException {
    isUseNodes = false;
    String[] split = techStat.getLine().split(whitespacePattern);

    String name;
    if (split.length == 1) {
      name = TechniqueDef.DEFAULT_TECHNIQUE_NAME;
    } else if (split.length == 2) {
      name = split[1];
    } else {
      throw new IOException("Technique statement syntax incorrect");
    }

    String techniqueUniqueName = materialDef.getAssetName() + "@" + name;
    technique = new TechniqueDef(name, techniqueUniqueName.hashCode());

    for (Statement statement : techStat.getContents()) {
      readTechniqueStatement(statement);
    }

    technique.setShaderPrologue(createShaderPrologue(presetDefines));

    switch (technique.getLightMode()) {
      case Disable:
        technique.setLogic(new DefaultTechniqueDefLogic(technique));
        break;
      case MultiPass:
        technique.setLogic(new MultiPassLightingLogic(technique));
        break;
      case SinglePass:
        technique.setLogic(new SinglePassLightingLogic(technique));
        break;
      case StaticPass:
        technique.setLogic(new StaticPassLightingLogic(technique));
        break;
      case SinglePassAndImageBased:
        technique.setLogic(new SinglePassAndImageBasedLightingLogic(technique));
        break;
      default:
        throw new UnsupportedOperationException();
    }

    List<TechniqueDef> techniqueDefs = new ArrayList<>();

    if (isUseNodes) {
      nodesLoaderDelegate.computeConditions();

      // used for caching later, the shader here is not a file.

      // KIRILL 9/19/2015
      // Not sure if this is needed anymore, since shader caching
      // is now done by TechniqueDef.
      technique.setShaderFile(
          technique.hashCode() + "", technique.hashCode() + "", "GLSL100", "GLSL100");
      techniqueDefs.add(technique);
    } else if (shaderNames.containsKey(Shader.ShaderType.Vertex)
        && shaderNames.containsKey(Shader.ShaderType.Fragment)) {
      if (shaderLanguages.size() > 1) {
        for (int i = 1; i < shaderLanguages.size(); i++) {
          TechniqueDef td = null;
          try {
            td = (TechniqueDef) technique.clone();
          } catch (CloneNotSupportedException e) {
            e.printStackTrace();
          }
          td.setShaderFile(shaderNames, shaderLanguages.get(i));
          techniqueDefs.add(td);
        }
      }
      technique.setShaderFile(shaderNames, shaderLanguages.get(0));
      techniqueDefs.add(technique);

    } else {
      technique = null;
      shaderLanguages.clear();
      shaderNames.clear();
      presetDefines.clear();
      langSize = 0;
      logger.log(Level.WARNING, "Fixed function technique was ignored");
      logger.log(
          Level.WARNING,
          "Fixed function technique ''{0}'' was ignored for material {1}",
          new Object[] {name, key});
      return;
    }

    for (TechniqueDef techniqueDef : techniqueDefs) {
      materialDef.addTechniqueDef(techniqueDef);
    }

    technique = null;
    langSize = 0;
    shaderLanguages.clear();
    shaderNames.clear();
    presetDefines.clear();
  }
示例#2
0
  /**
   * Called by {@link RenderManager} to render the geometry by using this material.
   *
   * <p>The material is rendered as follows:
   *
   * <ul>
   *   <li>Determine which technique to use to render the material - either what the user selected
   *       via {@link #selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
   *       Material.selectTechnique()}, or the first default technique that the renderer supports
   *       (based on the technique's {@link TechniqueDef#getRequiredCaps() requested rendering
   *       capabilities})
   *       <ul>
   *         <li>If the technique has been changed since the last frame, then it is notified via
   *             {@link Technique#makeCurrent(com.jme3.asset.AssetManager, boolean,
   *             java.util.EnumSet) 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.
   *       </ul>
   *   <li>Set the {@link RenderState} to use for rendering. The render states are applied in this
   *       order (later RenderStates override earlier RenderStates):
   *       <ol>
   *         <li>{@link TechniqueDef#getRenderState() Technique Definition's RenderState} - i.e.
   *             specific renderstate that is required for the shader.
   *         <li>{@link #getAdditionalRenderState() Material Instance Additional RenderState} - i.e.
   *             ad-hoc renderstate set per model
   *         <li>{@link RenderManager#getForcedRenderState() RenderManager's Forced RenderState} -
   *             i.e. renderstate requested by a {@link com.jme3.post.SceneProcessor} or
   *             post-processing filter.
   *       </ol>
   *   <li>If the technique {@link TechniqueDef#isUsingShaders() uses a shader}, then the uniforms
   *       of the shader must be updated.
   *       <ul>
   *         <li>Uniforms bound to material parameters are updated based on the current material
   *             parameter values.
   *         <li>Uniforms bound to world parameters are updated from the RenderManager. Internally
   *             {@link UniformBindingManager} is used for this task.
   *         <li>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.
   *       </ul>
   *   <li>If the technique uses a shader, the model is then rendered according to the lighting mode
   *       specified on the technique definition.
   *       <ul>
   *         <li>{@link LightMode#SinglePass single pass light mode} fills the shader's light
   *             uniform arrays with the first 4 lights and renders the model once.
   *         <li>{@link LightMode#MultiPass 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 {@link BlendMode#AlphaAdditive alpha-additive} blending and depth
   *             writing disabled.
   *       </ul>
   *   <li>For techniques that do not use shaders, fixed function OpenGL is used to render the model
   *       (see {@link GL1Renderer} interface):
   *       <ul>
   *         <li>OpenGL state ({@link FixedFuncBinding}) that is bound to material parameters is
   *             updated.
   *         <li>The texture set on the material is uploaded and bound. Currently only 1 texture is
   *             supported for fixed function techniques.
   *         <li>If the technique uses lighting, then OpenGL lighting state is updated based on the
   *             light list on the geometry, otherwise OpenGL lighting is disabled.
   *         <li>The mesh is uploaded and rendered.
   *       </ul>
   * </ul>
   *
   * @param geom The geometry to render
   * @param rm The render manager requesting the rendering
   */
  public void render(Geometry geom, RenderManager rm) {
    autoSelectTechnique(rm);

    Renderer r = rm.getRenderer();

    TechniqueDef techDef = technique.getDef();

    if (techDef.getLightMode() == LightMode.MultiPass && geom.getWorldLightList().size() == 0) {
      return;
    }

    if (rm.getForcedRenderState() != null) {
      r.applyRenderState(rm.getForcedRenderState());
    } else {
      if (techDef.getRenderState() != null) {
        r.applyRenderState(
            techDef.getRenderState().copyMergedTo(additionalState, mergedRenderState));
      } else {
        r.applyRenderState(RenderState.DEFAULT.copyMergedTo(additionalState, mergedRenderState));
      }
    }

    // update camera and world matrices
    // NOTE: setWorldTransform should have been called already
    if (techDef.isUsingShaders()) {
      // reset unchanged uniform flag
      clearUniformsSetByCurrent(technique.getShader());
      rm.updateUniformBindings(technique.getWorldBindUniforms());
    }

    // setup textures and uniforms
    for (int i = 0; i < paramValues.size(); i++) {
      MatParam param = paramValues.getValue(i);
      param.apply(r, technique);
    }

    Shader shader = technique.getShader();

    // send lighting information, if needed
    switch (techDef.getLightMode()) {
      case Disable:
        r.setLighting(null);
        break;
      case SinglePass:
        updateLightListUniforms(shader, geom, 4);
        break;
      case FixedPipeline:
        r.setLighting(geom.getWorldLightList());
        break;
      case MultiPass:
        // NOTE: Special case!
        resetUniformsNotSetByCurrent(shader);
        renderMultipassLighting(shader, geom, rm);
        // very important, notice the return statement!
        return;
    }

    // upload and bind shader
    if (techDef.isUsingShaders()) {
      // any unset uniforms will be set to 0
      resetUniformsNotSetByCurrent(shader);
      r.setShader(shader);
    }

    r.renderMesh(geom.getMesh(), geom.getLodLevel(), 1);
  }