/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.material;
import com.jme3.asset.AssetKey;
import com.jme3.asset.AssetManager;
import com.jme3.asset.CloneableSmartAsset;
import com.jme3.export.*;
import com.jme3.light.*;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.material.RenderState.FaceCullMode;
import com.jme3.material.TechniqueDef.LightMode;
import com.jme3.material.TechniqueDef.ShadowMode;
import com.jme3.math.*;
import com.jme3.renderer.Caps;
import com.jme3.renderer.GL1Renderer;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.scene.Geometry;
import com.jme3.shader.Shader;
import com.jme3.shader.Uniform;
import com.jme3.shader.UniformBindingManager;
import com.jme3.shader.VarType;
import com.jme3.texture.Texture;
import com.jme3.util.ListMap;
import com.jme3.util.TempVars;
import java.io.IOException;
import java.util.*;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* <code>Material</code> describes the rendering style for a given
* {@link Geometry}.
* <p>A material is essentially a list of {@link MatParam parameters},
* those parameters map to uniforms which are defined in a shader.
* Setting the parameters can modify the behavior of a
* shader.
* <p/>
*
* @author Kirill Vainer
*/
public class Material implements CloneableSmartAsset, Cloneable, Savable {
// Version #2: Fixed issue with RenderState.apply*** flags not getting exported
public static final int SAVABLE_VERSION = 2;
private static final Logger logger = Logger.getLogger(Material.class.getName());
private static final RenderState additiveLight = new RenderState();
private static final RenderState depthOnly = new RenderState();
private static final Quaternion nullDirLight = new Quaternion(0, -1, 0, -1);
static {
depthOnly.setDepthTest(true);
depthOnly.setDepthWrite(true);
depthOnly.setFaceCullMode(RenderState.FaceCullMode.Back);
depthOnly.setColorWrite(false);
additiveLight.setBlendMode(RenderState.BlendMode.AlphaAdditive);
additiveLight.setDepthWrite(false);
}
private AssetKey key;
private String name;
private MaterialDef def;
private ListMap<String, MatParam> paramValues = new ListMap<String, MatParam>();
private Technique technique;
private HashMap<String, Technique> techniques = new HashMap<String, Technique>();
private int nextTexUnit = 0;
private RenderState additionalState = null;
private RenderState mergedRenderState = new RenderState();
private boolean transparent = false;
private boolean receivesShadows = false;
private int sortingId = -1;
private transient ColorRGBA ambientLightColor = new ColorRGBA(0, 0, 0, 1);
public Material(MaterialDef def) {
if (def == null) {
throw new NullPointerException("Material definition cannot be null");
}
this.def = def;
// Load default values from definition (if any)
for (MatParam param : def.getMaterialParams()) {
if (param.getValue() != null) {
setParam(param.getName(), param.getVarType(), param.getValue());
}
}
}
public Material(AssetManager contentMan, String defName) {
this((MaterialDef) contentMan.loadAsset(new AssetKey(defName)));
}
/**
* Do not use this constructor. Serialization purposes only.
*/
public Material() {
}
/**
* Returns the asset key name of the asset from which this material was loaded.
*
* <p>This value will be <code>null</code> unless this material was loaded
* from a .j3m file.
*
* @return Asset key name of the j3m file
*/
public String getAssetName() {
return key != null ? key.getName() : null;
}
/**
* @return the name of the material (not the same as the asset name), the returned value can be null
*/
public String getName() {
return name;
}
/**
* This method sets the name of the material.
* The name is not the same as the asset name.
* It can be null and there is no guarantee of its uniqness.
* @param name the name of the material
*/
public void setName(String name) {
this.name = name;
}
public void setKey(AssetKey key) {
this.key = key;
}
public AssetKey getKey() {
return key;
}
/**
* Returns the sorting ID or sorting index for this material.
*
* <p>The sorting ID is used internally by the system to sort rendering
* of geometries. It sorted to reduce shader switches, if the shaders
* are equal, then it is sorted by textures.
*
* @return The sorting ID used for sorting geometries for rendering.
*/
public int getSortId() {
Technique t = getActiveTechnique();
if (sortingId == -1 && t != null && t.getShader() != null) {
int texId = -1;
for (int i = 0; i < paramValues.size(); i++) {
MatParam param = paramValues.getValue(i);
if (param instanceof MatParamTexture) {
MatParamTexture tex = (MatParamTexture) param;
if (tex.getTextureValue() != null && tex.getTextureValue().getImage() != null) {
if (texId == -1) {
texId = 0;
}
texId += tex.getTextureValue().getImage().getId() % 0xff;
}
}
}
sortingId = texId + t.getShader().getId() * 1000;
}
return sortingId;
}
/**
* Clones this material. The result is returned.
*/
@Override
public Material clone() {
try {
Material mat = (Material) super.clone();
if (additionalState != null) {
mat.additionalState = additionalState.clone();
}
mat.technique = null;
mat.techniques = new HashMap<String, Technique>();
mat.paramValues = new ListMap<String, MatParam>();
for (int i = 0; i < paramValues.size(); i++) {
Map.Entry<String, MatParam> entry = paramValues.getEntry(i);
mat.paramValues.put(entry.getKey(), entry.getValue().clone());
}
return mat;
} catch (CloneNotSupportedException ex) {
throw new AssertionError(ex);
}
}
/**
* Compares two materials and returns true if they are equal.
* This methods compare definition, parameters, additional render states.
* Since materials are mutable objects, implementing equals() properly is not possible,
* hence the name contentEquals().
*
* @param otherObj the material to compare to this material
* @return true if the materials are equal.
*/
public boolean contentEquals(Object otherObj) {
if (!(otherObj instanceof Material)) {
return false;
}
Material other = (Material) otherObj;
// Early exit if the material are the same object
if (this == other) {
return true;
}
// Check material definition
if (this.getMaterialDef() != other.getMaterialDef()) {
return false;
}
// Early exit if the size of the params is different
if (this.paramValues.size() != other.paramValues.size()) {
return false;
}
// Checking technique
if (this.technique != null || other.technique != null) {
// Techniques are considered equal if their names are the same
// E.g. if user chose custom technique for one material but
// uses default technique for other material, the materials
// are not equal.
String thisDefName = this.technique != null ? this.technique.getDef().getName() : "Default";
String otherDefName = other.technique != null ? other.technique.getDef().getName() : "Default";
if (!thisDefName.equals(otherDefName)) {
return false;
}
}
// Comparing parameters
for (String paramKey : paramValues.keySet()) {
MatParam thisParam = this.getParam(paramKey);
MatParam otherParam = other.getParam(paramKey);
// This param does not exist in compared mat
if (otherParam == null) {
return false;
}
if (!otherParam.equals(thisParam)) {
return false;
}
}
// Comparing additional render states
if (additionalState == null) {
if (other.additionalState != null) {
return false;
}
} else {
if (!additionalState.equals(other.additionalState)) {
return false;
}
}
return true;
}
/**
* Works like {@link Object#hashCode() } except it may change together with the material as the material is mutable by definition.
*/
public int contentHashCode() {
int hash = 7;
hash = 29 * hash + (this.def != null ? this.def.hashCode() : 0);
hash = 29 * hash + (this.paramValues != null ? this.paramValues.hashCode() : 0);
hash = 29 * hash + (this.technique != null ? this.technique.getDef().getName().hashCode() : 0);
hash = 29 * hash + (this.additionalState != null ? this.additionalState.contentHashCode() : 0);
return hash;
}
/**
* Returns the currently active technique.
* <p>
* The technique is selected automatically by the {@link RenderManager}
* based on system capabilities. Users may select their own
* technique by using
* {@link #selectTechnique(java.lang.String, com.jme3.renderer.RenderManager) }.
*
* @return the currently active technique.
*
* @see #selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
*/
public Technique getActiveTechnique() {
return technique;
}
/**
* Check if the transparent value marker is set on this material.
* @return True if the transparent value marker is set on this material.
* @see #setTransparent(boolean)
*/
public boolean isTransparent() {
return transparent;
}
/**
* Set the transparent value marker.
*
* <p>This value is merely a marker, by itself it does nothing.
* Generally model loaders will use this marker to indicate further
* up that the material is transparent and therefore any geometries
* using it should be put into the {@link Bucket#Transparent transparent
* bucket}.
*
* @param transparent the transparent value marker.
*/
public void setTransparent(boolean transparent) {
this.transparent = transparent;
}
/**
* Check if the material should receive shadows or not.
*
* @return True if the material should receive shadows.
*
* @see Material#setReceivesShadows(boolean)
*/
public boolean isReceivesShadows() {
return receivesShadows;
}
/**
* Set if the material should receive shadows or not.
*
* <p>This value is merely a marker, by itself it does nothing.
* Generally model loaders will use this marker to indicate
* the material should receive shadows and therefore any
* geometries using it should have the {@link ShadowMode#Receive} set
* on them.
*
* @param receivesShadows if the material should receive shadows or not.
*/
public void setReceivesShadows(boolean receivesShadows) {
this.receivesShadows = receivesShadows;
}
/**
* Acquire the additional {@link RenderState render state} to apply
* for this material.
*
* <p>The first call to this method will create an additional render
* state which can be modified by the user to apply any render
* states in addition to the ones used by the renderer. Only render
* states which are modified in the additional render state will be applied.
*
* @return The additional render state.
*/
public RenderState getAdditionalRenderState() {
if (additionalState == null) {
additionalState = RenderState.ADDITIONAL.clone();
}
return additionalState;
}
/**
* Get the material definition (j3md file info) that <code>this</code>
* material is implementing.
*
* @return the material definition this material implements.
*/
public MaterialDef getMaterialDef() {
return def;
}
/**
* Returns the parameter set on this material with the given name,
* returns <code>null</code> if the parameter is not set.
*
* @param name The parameter name to look up.
* @return The MatParam if set, or null if not set.
*/
public MatParam getParam(String name) {
return paramValues.get(name);
}
/**
* Returns the texture parameter set on this material with the given name,
* returns <code>null</code> if the parameter is not set.
*
* @param name The parameter name to look up.
* @return The MatParamTexture if set, or null if not set.
*/
public MatParamTexture getTextureParam(String name) {
MatParam param = paramValues.get(name);
if (param instanceof MatParamTexture) {
return (MatParamTexture) param;
}
return null;
}
/**
* Returns a collection of all parameters set on this material.
*
* @return a collection of all parameters set on this material.
*
* @see #setParam(java.lang.String, com.jme3.shader.VarType, java.lang.Object)
*/
public Collection<MatParam> getParams() {
return paramValues.values();
}
/**
* Returns the ListMap of all parameters set on this material.
*
* @return a ListMap of all parameters set on this material.
*
* @see #setParam(java.lang.String, com.jme3.shader.VarType, java.lang.Object)
*/
public ListMap getParamsMap() {
return paramValues;
}
/**
* Check if setting the parameter given the type and name is allowed.
* @param type The type that the "set" function is designed to set
* @param name The name of the parameter
*/
private void checkSetParam(VarType type, String name) {
MatParam paramDef = def.getMaterialParam(name);
if (paramDef == null) {
throw new IllegalArgumentException("Material parameter is not defined: " + name);
}
if (type != null && paramDef.getVarType() != type) {
logger.log(Level.WARNING, "Material parameter being set: {0} with "
+ "type {1} doesn''t match definition types {2}", new Object[]{name, type.name(), paramDef.getVarType()});
}
}
/**
* Pass a parameter to the material shader.
*
* @param name the name of the parameter defined in the material definition (j3md)
* @param type the type of the parameter {@link VarType}
* @param value the value of the parameter
*/
public void setParam(String name, VarType type, Object value) {
checkSetParam(type, name);
if (type.isTextureType()) {
setTextureParam(name, type, (Texture)value);
} else {
MatParam val = getParam(name);
if (val == null) {
MatParam paramDef = def.getMaterialParam(name);
paramValues.put(name, new MatParam(type, name, value, paramDef.getFixedFuncBinding()));
} else {
val.setValue(value);
}
if (technique != null) {
technique.notifyParamChanged(name, type, value);
}
}
}
/**
* Clear a parameter from this material. The parameter must exist
* @param name the name of the parameter to clear
*/
public void clearParam(String name) {
checkSetParam(null, name);
MatParam matParam = getParam(name);
if (matParam == null) {
return;
}
paramValues.remove(name);
if (matParam instanceof MatParamTexture) {
int texUnit = ((MatParamTexture) matParam).getUnit();
nextTexUnit--;
for (MatParam param : paramValues.values()) {
if (param instanceof MatParamTexture) {
MatParamTexture texParam = (MatParamTexture) param;
if (texParam.getUnit() > texUnit) {
texParam.setUnit(texParam.getUnit() - 1);
}
}
}
sortingId = -1;
}
if (technique != null) {
technique.notifyParamChanged(name, null, null);
}
}
/**
* Set a texture parameter.
*
* @param name The name of the parameter
* @param type The variable type {@link VarType}
* @param value The texture value of the parameter.
*
* @throws IllegalArgumentException is value is null
*/
public void setTextureParam(String name, VarType type, Texture value) {
if (value == null) {
throw new IllegalArgumentException();
}
checkSetParam(type, name);
MatParamTexture val = getTextureParam(name);
if (val == null) {
paramValues.put(name, new MatParamTexture(type, name, value, nextTexUnit++));
} else {
val.setTextureValue(value);
}
if (technique != null) {
technique.notifyParamChanged(name, type, nextTexUnit - 1);
}
// need to recompute sort ID
sortingId = -1;
}
/**
* Pass a texture to the material shader.
*
* @param name the name of the texture defined in the material definition
* (j3md) (for example Texture for Lighting.j3md)
* @param value the Texture object previously loaded by the asset manager
*/
public void setTexture(String name, Texture value) {
if (value == null) {
// clear it
clearParam(name);
return;
}
VarType paramType = null;
switch (value.getType()) {
case TwoDimensional:
paramType = VarType.Texture2D;
break;
case TwoDimensionalArray:
paramType = VarType.TextureArray;
break;
case ThreeDimensional:
paramType = VarType.Texture3D;
break;
case CubeMap:
paramType = VarType.TextureCubeMap;
break;
default:
throw new UnsupportedOperationException("Unknown texture type: " + value.getType());
}
setTextureParam(name, paramType, value);
}
/**
* Pass a Matrix4f to the material shader.
*
* @param name the name of the matrix defined in the material definition (j3md)
* @param value the Matrix4f object
*/
public void setMatrix4(String name, Matrix4f value) {
setParam(name, VarType.Matrix4, value);
}
/**
* Pass a boolean to the material shader.
*
* @param name the name of the boolean defined in the material definition (j3md)
* @param value the boolean value
*/
public void setBoolean(String name, boolean value) {
setParam(name, VarType.Boolean, value);
}
/**
* Pass a float to the material shader.
*
* @param name the name of the float defined in the material definition (j3md)
* @param value the float value
*/
public void setFloat(String name, float value) {
setParam(name, VarType.Float, value);
}
/**
* Pass an int to the material shader.
*
* @param name the name of the int defined in the material definition (j3md)
* @param value the int value
*/
public void setInt(String name, int value) {
setParam(name, VarType.Int, value);
}
/**
* Pass a Color to the material shader.
*
* @param name the name of the color defined in the material definition (j3md)
* @param value the ColorRGBA value
*/
public void setColor(String name, ColorRGBA value) {
setParam(name, VarType.Vector4, value);
}
/**
* Pass a Vector2f to the material shader.
*
* @param name the name of the Vector2f defined in the material definition (j3md)
* @param value the Vector2f value
*/
public void setVector2(String name, Vector2f value) {
setParam(name, VarType.Vector2, value);
}
/**
* Pass a Vector3f to the material shader.
*
* @param name the name of the Vector3f defined in the material definition (j3md)
* @param value the Vector3f value
*/
public void setVector3(String name, Vector3f value) {
setParam(name, VarType.Vector3, value);
}
/**
* Pass a Vector4f to the material shader.
*
* @param name the name of the Vector4f defined in the material definition (j3md)
* @param value the Vector4f value
*/
public void setVector4(String name, Vector4f value) {
setParam(name, VarType.Vector4, value);
}
private ColorRGBA getAmbientColor(LightList lightList) {
ambientLightColor.set(0, 0, 0, 1);
for (int j = 0; j < lightList.size(); j++) {
Light l = lightList.get(j);
if (l instanceof AmbientLight) {
ambientLightColor.addLocal(l.getColor());
}
}
ambientLightColor.a = 1.0f;
return ambientLightColor;
}
/**
* Uploads the lights in the light list as two uniform arrays.<br/><br/> *
* <p>
* <code>uniform vec4 g_LightColor[numLights];</code><br/> //
* g_LightColor.rgb is the diffuse/specular color of the light.<br/> //
* g_Lightcolor.a is the type of light, 0 = Directional, 1 = Point, <br/> //
* 2 = Spot. <br/> <br/>
* <code>uniform vec4 g_LightPosition[numLights];</code><br/> //
* g_LightPosition.xyz is the position of the light (for point lights)<br/>
* // or the direction of the light (for directional lights).<br/> //
* g_LightPosition.w is the inverse radius (1/r) of the light (for
* attenuation) <br/> </p>
*/
protected void updateLightListUniforms(Shader shader, Geometry g, int numLights) {
if (numLights == 0) { // this shader does not do lighting, ignore.
return;
}
LightList lightList = g.getWorldLightList();
Uniform lightColor = shader.getUniform("g_LightColor");
Uniform lightPos = shader.getUniform("g_LightPosition");
Uniform lightDir = shader.getUniform("g_LightDirection");
lightColor.setVector4Length(numLights);
lightPos.setVector4Length(numLights);
lightDir.setVector4Length(numLights);
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList));
int lightIndex = 0;
for (int i = 0; i < numLights; i++) {
if (lightList.size() <= i) {
lightColor.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
lightPos.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
} else {
Light l = lightList.get(i);
ColorRGBA color = l.getColor();
lightColor.setVector4InArray(color.getRed(),
color.getGreen(),
color.getBlue(),
l.getType().getId(),
i);
switch (l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
Vector3f dir = dl.getDirection();
lightPos.setVector4InArray(dir.getX(), dir.getY(), dir.getZ(), -1, lightIndex);
break;
case Point:
PointLight pl = (PointLight) l;
Vector3f pos = pl.getPosition();
float invRadius = pl.getInvRadius();
lightPos.setVector4InArray(pos.getX(), pos.getY(), pos.getZ(), invRadius, lightIndex);
break;
case Spot:
SpotLight sl = (SpotLight) l;
Vector3f pos2 = sl.getPosition();
Vector3f dir2 = sl.getDirection();
float invRange = sl.getInvSpotRange();
float spotAngleCos = sl.getPackedAngleCos();
lightPos.setVector4InArray(pos2.getX(), pos2.getY(), pos2.getZ(), invRange, lightIndex);
lightDir.setVector4InArray(dir2.getX(), dir2.getY(), dir2.getZ(), spotAngleCos, lightIndex);
break;
case Ambient:
// skip this light. Does not increase lightIndex
continue;
default:
throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
}
}
lightIndex++;
}
while (lightIndex < numLights) {
lightColor.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
lightPos.setVector4InArray(0f, 0f, 0f, 0f, lightIndex);
lightIndex++;
}
}
protected void renderMultipassLighting(Shader shader, Geometry g, RenderManager rm) {
Renderer r = rm.getRenderer();
LightList lightList = g.getWorldLightList();
Uniform lightDir = shader.getUniform("g_LightDirection");
Uniform lightColor = shader.getUniform("g_LightColor");
Uniform lightPos = shader.getUniform("g_LightPosition");
Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
boolean isFirstLight = true;
boolean isSecondLight = false;
for (int i = 0; i < lightList.size(); i++) {
Light l = lightList.get(i);
if (l instanceof AmbientLight) {
continue;
}
if (isFirstLight) {
// set ambient color for first light only
ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList));
isFirstLight = false;
isSecondLight = true;
} else if (isSecondLight) {
ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
// apply additive blending for 2nd and future lights
r.applyRenderState(additiveLight);
isSecondLight = false;
}
TempVars vars = TempVars.get();
Quaternion tmpLightDirection = vars.quat1;
Quaternion tmpLightPosition = vars.quat2;
ColorRGBA tmpLightColor = vars.color;
Vector4f tmpVec = vars.vect4f;
ColorRGBA color = l.getColor();
tmpLightColor.set(color);
tmpLightColor.a = l.getType().getId();
lightColor.setValue(VarType.Vector4, tmpLightColor);
switch (l.getType()) {
case Directional:
DirectionalLight dl = (DirectionalLight) l;
Vector3f dir = dl.getDirection();
//FIXME : there is an inconstencie here due to backward
//compatibility of the lighting shader.
//The directional light direction is passed in the
//LightPosition uniform. The lightinf shader needs to be
//reworked though in order to fix this.
tmpLightPosition.set(dir.getX(), dir.getY(), dir.getZ(), -1);
lightPos.setValue(VarType.Vector4, tmpLightPosition);
tmpLightDirection.set(0, 0, 0, 0);
lightDir.setValue(VarType.Vector4, tmpLightDirection);
break;
case Point:
PointLight pl = (PointLight) l;
Vector3f pos = pl.getPosition();
float invRadius = pl.getInvRadius();
tmpLightPosition.set(pos.getX(), pos.getY(), pos.getZ(), invRadius);
lightPos.setValue(VarType.Vector4, tmpLightPosition);
tmpLightDirection.set(0, 0, 0, 0);
lightDir.setValue(VarType.Vector4, tmpLightDirection);
break;
case Spot:
SpotLight sl = (SpotLight) l;
Vector3f pos2 = sl.getPosition();
Vector3f dir2 = sl.getDirection();
float invRange = sl.getInvSpotRange();
float spotAngleCos = sl.getPackedAngleCos();
tmpLightPosition.set(pos2.getX(), pos2.getY(), pos2.getZ(), invRange);
lightPos.setValue(VarType.Vector4, tmpLightPosition);
//We transform the spot directoin in view space here to save 5 varying later in the lighting shader
//one vec4 less and a vec4 that becomes a vec3
//the downside is that spotAngleCos decoding happen now in the frag shader.
tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0);
rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
tmpLightDirection.set(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos);
lightDir.setValue(VarType.Vector4, tmpLightDirection);
break;
default:
throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
}
vars.release();
r.setShader(shader);
r.renderMesh(g.getMesh(), g.getLodLevel(), 1);
}
if (isFirstLight && lightList.size() > 0) {
// There are only ambient lights in the scene. Render
// a dummy "normal light" so we can see the ambient
ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList));
lightColor.setValue(VarType.Vector4, ColorRGBA.BlackNoAlpha);
lightPos.setValue(VarType.Vector4, nullDirLight);
r.setShader(shader);
r.renderMesh(g.getMesh(), g.getLodLevel(), 1);
}
}
/**
* Select the technique to use for rendering this material.
* <p>
* If <code>name</code> is "Default", then one of the
* {@link MaterialDef#getDefaultTechniques() default techniques}
* on the material will be selected. Otherwise, the named technique
* will be found in the material definition.
* <p>
* Any candidate technique for selection (either default or named)
* must be verified to be compatible with the system, for that, the
* <code>renderManager</code> is queried for capabilities.
*
* @param name The name of the technique to select, pass "Default" to
* select one of the default techniques.
* @param renderManager The {@link RenderManager render manager}
* to query for capabilities.
*
* @throws IllegalArgumentException If "Default" is passed and no default
* techniques are available on the material definition, or if a name
* is passed but there's no technique by that name.
* @throws UnsupportedOperationException If no candidate technique supports
* the system capabilities.
*/
public void selectTechnique(String name, RenderManager renderManager) {
// check if already created
Technique tech = techniques.get(name);
// When choosing technique, we choose one that
// supports all the caps.
EnumSet<Caps> rendererCaps = renderManager.getRenderer().getCaps();
if (tech == null) {
if (name.equals("Default")) {
List<TechniqueDef> techDefs = def.getDefaultTechniques();
if (techDefs == null || techDefs.isEmpty()) {
throw new IllegalArgumentException("No default techniques are available on material '" + def.getName() + "'");
}
TechniqueDef lastTech = null;
for (TechniqueDef techDef : techDefs) {
if (rendererCaps.containsAll(techDef.getRequiredCaps())) {
// use the first one that supports all the caps
tech = new Technique(this, techDef);
techniques.put(name, tech);
break;
}
lastTech = techDef;
}
if (tech == null) {
throw new UnsupportedOperationException("No default technique on material '" + def.getName() + "'\n"
+ " is supported by the video hardware. The caps "
+ lastTech.getRequiredCaps() + " are required.");
}
} else {
// create "special" technique instance
TechniqueDef techDef = def.getTechniqueDef(name);
if (techDef == null) {
throw new IllegalArgumentException("For material " + def.getName() + ", technique not found: " + name);
}
if (!rendererCaps.containsAll(techDef.getRequiredCaps())) {
throw new UnsupportedOperationException("The explicitly chosen technique '" + name + "' on material '" + def.getName() + "'\n"
+ "requires caps " + techDef.getRequiredCaps() + " which are not "
+ "supported by the video renderer");
}
tech = new Technique(this, techDef);
techniques.put(name, tech);
}
} else if (technique == tech) {
// attempting to switch to an already
// active technique.
return;
}
technique = tech;
tech.makeCurrent(def.getAssetManager(), true, rendererCaps);
// shader was changed
sortingId = -1;
}
private void autoSelectTechnique(RenderManager rm) {
if (technique == null) {
selectTechnique("Default", rm);
} else {
technique.makeCurrent(def.getAssetManager(), false, rm.getRenderer().getCaps());
}
}
/**
* Preloads this material for the given render manager.
* <p>
* Preloading the material can ensure that when the material is first
* used for rendering, there won't be any delay since the material has
* been already been setup for rendering.
*
* @param rm The render manager to preload for
*/
public void preload(RenderManager rm) {
autoSelectTechnique(rm);
Renderer r = rm.getRenderer();
TechniqueDef techDef = technique.getDef();
Collection<MatParam> params = paramValues.values();
for (MatParam param : params) {
if (param instanceof MatParamTexture) {
MatParamTexture texParam = (MatParamTexture) param;
r.setTexture(0, texParam.getTextureValue());
} else {
if (!techDef.isUsingShaders()) {
continue;
}
technique.updateUniformParam(param.getName(), param.getVarType(), param.getValue());
}
}
Shader shader = technique.getShader();
if (techDef.isUsingShaders()) {
r.setShader(shader);
}
}
private void clearUniformsSetByCurrent(Shader shader) {
ListMap<String, Uniform> uniforms = shader.getUniformMap();
int size = uniforms.size();
for (int i = 0; i < size; i++) {
Uniform u = uniforms.getValue(i);
u.clearSetByCurrentMaterial();
}
}
private void resetUniformsNotSetByCurrent(Shader shader) {
ListMap<String, Uniform> uniforms = shader.getUniformMap();
int size = uniforms.size();
for (int i = 0; i < size; i++) {
Uniform u = uniforms.getValue(i);
if (!u.isSetByCurrentMaterial()) {
u.clearValue();
}
}
}
/**
* 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.</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 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);
}
public void write(JmeExporter ex) throws IOException {
OutputCapsule oc = ex.getCapsule(this);
oc.write(def.getAssetName(), "material_def", null);
oc.write(additionalState, "render_state", null);
oc.write(transparent, "is_transparent", false);
oc.writeStringSavableMap(paramValues, "parameters", null);
}
public void read(JmeImporter im) throws IOException {
InputCapsule ic = im.getCapsule(this);
additionalState = (RenderState) ic.readSavable("render_state", null);
transparent = ic.readBoolean("is_transparent", false);
// Load the material def
String defName = ic.readString("material_def", null);
HashMap<String, MatParam> params = (HashMap<String, MatParam>) ic.readStringSavableMap("parameters", null);
boolean enableVcolor = false;
boolean separateTexCoord = false;
boolean applyDefaultValues = false;
boolean guessRenderStateApply = false;
int ver = ic.getSavableVersion(Material.class);
if (ver < 1) {
applyDefaultValues = true;
}
if (ver < 2) {
guessRenderStateApply = true;
}
if (im.getFormatVersion() == 0) {
// Enable compatibility with old models
if (defName.equalsIgnoreCase("Common/MatDefs/Misc/VertexColor.j3md")) {
// Using VertexColor, switch to Unshaded and set VertexColor=true
enableVcolor = true;
defName = "Common/MatDefs/Misc/Unshaded.j3md";
} else if (defName.equalsIgnoreCase("Common/MatDefs/Misc/SimpleTextured.j3md")
|| defName.equalsIgnoreCase("Common/MatDefs/Misc/SolidColor.j3md")) {
// Using SimpleTextured/SolidColor, just switch to Unshaded
defName = "Common/MatDefs/Misc/Unshaded.j3md";
} else if (defName.equalsIgnoreCase("Common/MatDefs/Misc/WireColor.j3md")) {
// Using WireColor, set wireframe renderstate = true and use Unshaded
getAdditionalRenderState().setWireframe(true);
defName = "Common/MatDefs/Misc/Unshaded.j3md";
} else if (defName.equalsIgnoreCase("Common/MatDefs/Misc/Unshaded.j3md")) {
// Uses unshaded, ensure that the proper param is set
MatParam value = params.get("SeperateTexCoord");
if (value != null && ((Boolean) value.getValue()) == true) {
params.remove("SeperateTexCoord");
separateTexCoord = true;
}
}
assert applyDefaultValues && guessRenderStateApply;
}
def = (MaterialDef) im.getAssetManager().loadAsset(new AssetKey(defName));
paramValues = new ListMap<String, MatParam>();
// load the textures and update nextTexUnit
for (Map.Entry<String, MatParam> entry : params.entrySet()) {
MatParam param = entry.getValue();
if (param instanceof MatParamTexture) {
MatParamTexture texVal = (MatParamTexture) param;
if (nextTexUnit < texVal.getUnit() + 1) {
nextTexUnit = texVal.getUnit() + 1;
}
// the texture failed to load for this param
// do not add to param values
if (texVal.getTextureValue() == null || texVal.getTextureValue().getImage() == null) {
continue;
}
}
if (im.getFormatVersion() == 0 && param.getName().startsWith("m_")) {
// Ancient version of jME3 ...
param.setName(param.getName().substring(2));
}
checkSetParam(param.getVarType(), param.getName());
paramValues.put(param.getName(), param);
}
if (applyDefaultValues) {
// compatability with old versions where default vars were
// not available
for (MatParam param : def.getMaterialParams()) {
if (param.getValue() != null && paramValues.get(param.getName()) == null) {
setParam(param.getName(), param.getVarType(), param.getValue());
}
}
}
if (guessRenderStateApply && additionalState != null) {
// Try to guess values of "apply" render state based on defaults
// if value != default then set apply to true
additionalState.applyPolyOffset = additionalState.offsetEnabled;
additionalState.applyAlphaFallOff = additionalState.alphaTest;
additionalState.applyAlphaTest = additionalState.alphaTest;
additionalState.applyBlendMode = additionalState.blendMode != BlendMode.Off;
additionalState.applyColorWrite = !additionalState.colorWrite;
additionalState.applyCullMode = additionalState.cullMode != FaceCullMode.Back;
additionalState.applyDepthTest = !additionalState.depthTest;
additionalState.applyDepthWrite = !additionalState.depthWrite;
additionalState.applyPointSprite = additionalState.pointSprite;
additionalState.applyStencilTest = additionalState.stencilTest;
additionalState.applyWireFrame = additionalState.wireframe;
}
if (enableVcolor) {
setBoolean("VertexColor", true);
}
if (separateTexCoord) {
setBoolean("SeparateTexCoord", true);
}
}
}