Merge pull request #461 from Perjin/shadow_renderer

Texture arrays as render targets, bugfix for shader nodes and new getter and setter in Light class
cleanup_build_scripts
Rémy Bouquet 9 years ago
commit cb2901c5d2
  1. 16
      jme3-core/src/main/java/com/jme3/light/Light.java
  2. 1
      jme3-core/src/main/java/com/jme3/renderer/opengl/GL3.java
  3. 6
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLDebugDesktop.java
  4. 18
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java
  5. 7
      jme3-core/src/main/java/com/jme3/shader/Glsl100ShaderGenerator.java
  6. 2
      jme3-core/src/main/java/com/jme3/shader/VarType.java
  7. 56
      jme3-core/src/main/java/com/jme3/texture/FrameBuffer.java
  8. 1
      jme3-core/src/plugins/java/com/jme3/material/plugins/ShaderNodeLoaderDelegate.java
  9. 5
      jme3-jogl/src/main/java/com/jme3/renderer/jogl/JoglGL.java
  10. 5
      jme3-lwjgl/src/main/java/com/jme3/renderer/lwjgl/LwjglGL.java
  11. 5
      jme3-lwjgl3/src/main/java/com/jme3/renderer/lwjgl/LwjglGL.java

@ -184,6 +184,22 @@ public abstract class Light implements Savable, Cloneable {
this.enabled = enabled;
}
public boolean isFrustumCheckNeeded() {
return frustumCheckNeeded;
}
public void setFrustumCheckNeeded(boolean frustumCheckNeeded) {
this.frustumCheckNeeded = frustumCheckNeeded;
}
public boolean isIntersectsFrustum() {
return intersectsFrustum;
}
public void setIntersectsFrustum(boolean intersectsFrustum) {
this.intersectsFrustum = intersectsFrustum;
}
/**
* Determines if the light intersects with the given bounding box.
* <p>

@ -58,6 +58,7 @@ public interface GL3 extends GL2 {
public void glBindFragDataLocation(int param1, int param2, String param3); /// GL3+
public void glBindVertexArray(int param1); /// GL3+
public void glDeleteVertexArrays(IntBuffer arrays); /// GL3+
public void glFramebufferTextureLayer(int param1, int param2, int param3, int param4, int param5); /// GL3+
public void glGenVertexArrays(IntBuffer param1); /// GL3+
public String glGetString(int param1, int param2); /// GL3+
}

@ -94,4 +94,10 @@ public class GLDebugDesktop extends GLDebugES implements GL2, GL3, GL4 {
gl4.glPatchParameter(count);
checkError();
}
@Override
public void glFramebufferTextureLayer(int param1, int param2, int param3, int param4, int param5) {
gl3.glFramebufferTextureLayer(param1, param2, param3, param4, param5);
checkError();
}
}

@ -1442,11 +1442,19 @@ public final class GLRenderer implements Renderer {
setupTextureParams(0, tex);
}
glfbo.glFramebufferTexture2DEXT(GLFbo.GL_FRAMEBUFFER_EXT,
convertAttachmentSlot(rb.getSlot()),
convertTextureType(tex.getType(), image.getMultiSamples(), rb.getFace()),
image.getId(),
0);
if (rb.getLayer() < 0){
glfbo.glFramebufferTexture2DEXT(GLFbo.GL_FRAMEBUFFER_EXT,
convertAttachmentSlot(rb.getSlot()),
convertTextureType(tex.getType(), image.getMultiSamples(), rb.getFace()),
image.getId(),
0);
} else {
gl3.glFramebufferTextureLayer(GLFbo.GL_FRAMEBUFFER_EXT,
convertAttachmentSlot(rb.getSlot()),
image.getId(),
0,
rb.getLayer());
}
}
public void updateFrameBufferAttachment(FrameBuffer fb, RenderBuffer rb) {

@ -258,7 +258,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
}
for (ShaderNodeVariable var : shaderNode.getDefinition().getOutputs()) {
ShaderNodeVariable v = new ShaderNodeVariable(var.getType(), shaderNode.getName(), var.getName());
ShaderNodeVariable v = new ShaderNodeVariable(var.getType(), shaderNode.getName(), var.getName(), var.getMultiplicity());
if (!declaredInputs.contains(shaderNode.getName() + "_" + var.getName())) {
if (!isVarying(info, v)) {
declareVariable(source, v);
@ -397,6 +397,11 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
source.append(mapping.getLeftVariable().getNameSpace());
source.append("_");
source.append(mapping.getLeftVariable().getName());
if (mapping.getLeftVariable().getMultiplicity() != null){
source.append("[");
source.append(mapping.getLeftVariable().getMultiplicity());
source.append("]");
}
//left swizzle, the variable can't be declared and assigned on the same line.
if (mapping.getLeftSwizzling().length() > 0) {

@ -55,7 +55,7 @@ public enum VarType {
TextureBuffer(false,true,"sampler1D|sampler1DShadow"),
Texture2D(false,true,"sampler2D|sampler2DShadow"),
Texture3D(false,true,"sampler3D"),
TextureArray(false,true,"sampler2DArray"),
TextureArray(false,true,"sampler2DArray|sampler2DArrayShadow"),
TextureCubeMap(false,true,"samplerCube"),
Int("int");

@ -97,6 +97,7 @@ public class FrameBuffer extends NativeObject {
int id = -1;
int slot = SLOT_UNDEF;
int face = -1;
int layer = -1;
/**
* @return The image format of the render buffer.
@ -160,6 +161,10 @@ public class FrameBuffer extends NativeObject {
return "BufferTarget[format=" + format + "]";
}
}
public int getLayer() {
return this.layer;
}
}
/**
@ -324,6 +329,19 @@ public class FrameBuffer extends NativeObject {
addColorTexture(tex);
}
/**
* Set the color texture array to use for this framebuffer.
* This automatically clears all existing textures added previously
* with {@link FrameBuffer#addColorTexture } and adds this texture as the
* only target.
*
* @param tex The color texture array to set.
*/
public void setColorTexture(TextureArray tex, int layer){
clearColorTargets();
addColorTexture(tex, layer);
}
/**
* Set the color texture to use for this framebuffer.
* This automatically clears all existing textures added previously
@ -369,6 +387,31 @@ public class FrameBuffer extends NativeObject {
colorBufs.add(colorBuf);
}
/**
* Add a color texture array to use for this framebuffer.
* If MRT is enabled, then each subsequently added texture can be
* rendered to through a shader that writes to the array <code>gl_FragData</code>.
* If MRT is not enabled, then the index set with {@link FrameBuffer#setTargetIndex(int) }
* is rendered to by the shader.
*
* @param tex The texture array to add.
*/
public void addColorTexture(TextureArray tex, int layer) {
if (id != -1)
throw new UnsupportedOperationException("FrameBuffer already initialized.");
Image img = tex.getImage();
checkSetTexture(tex, false);
RenderBuffer colorBuf = new RenderBuffer();
colorBuf.slot = colorBufs.size();
colorBuf.tex = tex;
colorBuf.format = img.getFormat();
colorBuf.layer = layer;
colorBufs.add(colorBuf);
}
/**
* Add a color texture to use for this framebuffer.
* If MRT is enabled, then each subsequently added texture can be
@ -412,7 +455,20 @@ public class FrameBuffer extends NativeObject {
depthBuf.tex = tex;
depthBuf.format = img.getFormat();
}
public void setDepthTexture(TextureArray tex, int layer){
if (id != -1)
throw new UnsupportedOperationException("FrameBuffer already initialized.");
Image img = tex.getImage();
checkSetTexture(tex, true);
depthBuf = new RenderBuffer();
depthBuf.slot = img.getFormat().isDepthStencilFormat() ? SLOT_DEPTH_STENCIL : SLOT_DEPTH;
depthBuf.tex = tex;
depthBuf.format = img.getFormat();
depthBuf.layer = layer;
}
/**
* @return The number of color buffers attached to this texture.
*/

@ -752,6 +752,7 @@ public class ShaderNodeLoaderDelegate {
}
right.setNameSpace(node.getName());
right.setType(var.getType());
right.setMultiplicity(var.getMultiplicity());
mapping.setRightVariable(right);
storeVaryings(node, mapping.getRightVariable());

@ -600,4 +600,9 @@ public class JoglGL implements GL, GL2, GL3, GL4 {
checkLimit(arrays);
GLContext.getCurrentGL().getGL2ES3().glDeleteVertexArrays(arrays.limit(), arrays);
}
@Override
public void glFramebufferTextureLayer(int param1, int param2, int param3, int param4, int param5) {
GLContext.getCurrentGL().getGL3().glFramebufferTextureLayer(param1, param2, param3, param4, param5);
}
}

@ -457,4 +457,9 @@ public final class LwjglGL implements GL, GL2, GL3, GL4 {
checkLimit(arrays);
ARBVertexArrayObject.glDeleteVertexArrays(arrays);
}
@Override
public void glFramebufferTextureLayer(int param1, int param2, int param3, int param4, int param5) {
GL30.glFramebufferTextureLayer(param1, param2, param3, param4, param5);
}
}

@ -486,4 +486,9 @@ public class LwjglGL implements GL, GL2, GL3, GL4 {
checkLimit(arrays);
ARBVertexArrayObject.glDeleteVertexArrays(arrays);
}
@Override
public void glFramebufferTextureLayer(int param1, int param2, int param3, int param4, int param5) {
GL30.glFramebufferTextureLayer(param1, param2, param3, param4, param5);
}
}

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