* Added overview / explanation on what Material.render() does
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10631 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This commit is contained in:
parent
e2614b51c7
commit
7ecc8790a4
@ -42,12 +42,14 @@ import com.jme3.material.TechniqueDef.LightMode;
|
|||||||
import com.jme3.material.TechniqueDef.ShadowMode;
|
import com.jme3.material.TechniqueDef.ShadowMode;
|
||||||
import com.jme3.math.*;
|
import com.jme3.math.*;
|
||||||
import com.jme3.renderer.Caps;
|
import com.jme3.renderer.Caps;
|
||||||
|
import com.jme3.renderer.GL1Renderer;
|
||||||
import com.jme3.renderer.RenderManager;
|
import com.jme3.renderer.RenderManager;
|
||||||
import com.jme3.renderer.Renderer;
|
import com.jme3.renderer.Renderer;
|
||||||
import com.jme3.renderer.queue.RenderQueue.Bucket;
|
import com.jme3.renderer.queue.RenderQueue.Bucket;
|
||||||
import com.jme3.scene.Geometry;
|
import com.jme3.scene.Geometry;
|
||||||
import com.jme3.shader.Shader;
|
import com.jme3.shader.Shader;
|
||||||
import com.jme3.shader.Uniform;
|
import com.jme3.shader.Uniform;
|
||||||
|
import com.jme3.shader.UniformBindingManager;
|
||||||
import com.jme3.shader.VarType;
|
import com.jme3.shader.VarType;
|
||||||
import com.jme3.texture.Texture;
|
import com.jme3.texture.Texture;
|
||||||
import com.jme3.util.ListMap;
|
import com.jme3.util.ListMap;
|
||||||
@ -995,6 +997,56 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
|
|||||||
/**
|
/**
|
||||||
* Called by {@link RenderManager} to render the geometry by
|
* Called by {@link RenderManager} to render the geometry by
|
||||||
* using this material.
|
* 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.</li></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>
|
||||||
|
* <li>{@link #getAdditionalRenderState() Material Instance Additional RenderState}
|
||||||
|
* - i.e. ad-hoc renderstate set per model</li>
|
||||||
|
* <li>{@link RenderManager#getForcedRenderState() RenderManager's Forced RenderState}
|
||||||
|
* - i.e. renderstate requested by a {@link com.jme3.post.SceneProcessor} or
|
||||||
|
* post-processing filter.</li></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>
|
||||||
|
* <li>Uniforms bound to world parameters are updated from the RenderManager.
|
||||||
|
* Internally {@link UniformBindingManager} is used for this task.</li>
|
||||||
|
* <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.</li></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>
|
||||||
|
* <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.</li>
|
||||||
|
* </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>
|
||||||
|
* <li>The texture set on the material is uploaded and bound.
|
||||||
|
* Currently only 1 texture is supported for fixed function techniques.</li>
|
||||||
|
* <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>
|
||||||
|
* <li>The mesh is uploaded and rendered.</li>
|
||||||
|
* </ul>
|
||||||
|
* </ul>
|
||||||
*
|
*
|
||||||
* @param geom The geometry to render
|
* @param geom The geometry to render
|
||||||
* @param rm The render manager requesting the rendering
|
* @param rm The render manager requesting the rendering
|
||||||
|
Loading…
x
Reference in New Issue
Block a user