Examples of GeometryList


Examples of com.jme3.renderer.queue.GeometryList

        this.direction.set(direction).normalizeLocal();
    }

    @SuppressWarnings("fallthrough")
    public void postQueue(RenderQueue rq) {
        GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
        if (occluders.size() == 0) {
            return;
        }

        GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
        if (receivers.size() == 0) {
            return;
        }

        Camera viewCam = viewPort.getCamera();
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Examples of com.jme3.renderer.queue.GeometryList

    }

    private void setMatParams() {

        GeometryList l = viewPort.getQueue().getShadowQueueContent(ShadowMode.Receive);

        //iteration throught all the geometries of the list to gather the materials

        matCache.clear();
        for (int i = 0; i < l.size(); i++) {
            Material mat = l.get(i).getMaterial();
            //checking if the material has the post technique and adding it to the material cache
            if (mat.getMaterialDef().getTechniqueDef(postTechniqueName) != null) {
                if (!matCache.contains(mat)) {
                    matCache.add(mat);
                }
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Examples of com.jme3.renderer.queue.GeometryList

    public Camera getShadowCamera() {
        return shadowCam;
    }

    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(),
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Examples of com.jme3.renderer.queue.GeometryList

    protected void doDisplayFrustumDebug(int shadowMapIndex) {
    }

    @SuppressWarnings("fallthrough")
    public void postQueue(RenderQueue rq) {
        GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
        sceneReceivers = rq.getShadowQueueContent(ShadowMode.Receive);
        skipPostPass = false;
        if (sceneReceivers.size() == 0 || occluders.size() == 0) {
            skipPostPass = true;
            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);
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Examples of com.jme3.renderer.queue.GeometryList

     */
    protected abstract void setMaterialParameters(Material material);

    private void setMatParams() {

        GeometryList l = viewPort.getQueue().getShadowQueueContent(ShadowMode.Receive);

        //iteration throught all the geometries of the list to gather the materials

        matCache.clear();
        for (int i = 0; i < l.size(); i++) {
            Material mat = l.get(i).getMaterial();
            //checking if the material has the post technique and adding it to the material cache
            if (mat.getMaterialDef().getTechniqueDef(postTechniqueName) != null) {
                if (!matCache.contains(mat)) {
                    matCache.add(mat);
                }
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