Java Code Examples for com.jme3.material.Material#getMaterialDef()
The following examples show how to use
com.jme3.material.Material#getMaterialDef() .
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Example 1
Source File: MaterialFileEditor.java From jmonkeybuilder with Apache License 2.0 | 6 votes |
/** * Reload the material. */ @FxThread private void reload(@NotNull final Material material) { setCurrentMaterial(material); setIgnoreListeners(true); try { final MaterialEditor3DPart editor3DState = getEditor3DPart(); editor3DState.updateMaterial(material); getSettingsTree().fill(new RootMaterialSettings(material)); final ComboBox<String> materialDefinitionBox = getMaterialDefinitionBox(); final ObservableList<String> items = materialDefinitionBox.getItems(); items.clear(); items.addAll(RESOURCE_MANAGER.getAvailableResources(FileExtensions.JME_MATERIAL_DEFINITION)); final MaterialDef materialDef = material.getMaterialDef(); materialDefinitionBox.getSelectionModel().select(materialDef.getAssetName()); } finally { setIgnoreListeners(false); } }
Example 2
Source File: MaterialUtils.java From jmonkeybuilder with Apache License 2.0 | 6 votes |
/** * Migrate the material to second material. * * @param target the target migrating. * @param source the source material. */ @JmeThread public static void migrateTo(@NotNull Material target, @NotNull Material source) { var materialDef = target.getMaterialDef(); var actualParams = source.getParams(); actualParams.forEach(matParam -> { var param = materialDef.getMaterialParam(matParam.getName()); if (param == null || param.getVarType() != matParam.getVarType()) { return; } target.setParam(matParam.getName(), matParam.getVarType(), matParam.getValue()); }); var additionalRenderState = target.getAdditionalRenderState(); additionalRenderState.set(source.getAdditionalRenderState()); target.setKey(source.getKey()); }
Example 3
Source File: MaterialUtils.java From jmonkeybuilder with Apache License 2.0 | 5 votes |
/** * Check a material on containing a shader. * * @param material the material for checking. * @param file the file of the shader. * @return true if the material contains the shader. */ @FromAnyThread private static boolean containsShader(@NotNull Material material, @NotNull Path file) { var materialDef = material.getMaterialDef(); var assetFile = notNull(getAssetFile(file), "Can't get an asset file."); var assetPath = toAssetPath(assetFile); return containsShader(materialDef, assetPath); }
Example 4
Source File: MaterialSettingsPropertyBuilder.java From jmonkeybuilder with Apache License 2.0 | 4 votes |
@Override @FxThread protected @Nullable List<EditableProperty<?, ?>> getProperties(@NotNull final Object object) { if (!(object instanceof MaterialSettings) || object instanceof RootMaterialSettings) { return null; } final MaterialSettings settings = (MaterialSettings) object; final Material material = settings.getMaterial(); if(object instanceof RenderSettings) { final RenderState renderState = material.getAdditionalRenderState(); final List<EditableProperty<?, ?>> result = new ArrayList<>(); result.add(new SimpleProperty<>(BOOLEAN, Messages.MATERIAL_RENDER_STATE_COLOR_WRITE, settings, sett -> renderState.isColorWrite(), (sett, property) -> renderState.setColorWrite(property))); result.add(new SimpleProperty<>(BOOLEAN, Messages.MATERIAL_RENDER_STATE_DEPTH_WRITE, settings, sett -> renderState.isDepthWrite(), (sett, property) -> renderState.setDepthWrite(property))); result.add(new SimpleProperty<>(BOOLEAN, Messages.MATERIAL_RENDER_STATE_DEPTH_TEST, settings, sett -> renderState.isDepthTest(), (sett, property) -> renderState.setDepthTest(property))); result.add(new SimpleProperty<>(BOOLEAN, Messages.MATERIAL_RENDER_STATE_WIREFRAME, settings, sett -> renderState.isWireframe(), (sett, property) -> renderState.setWireframe(property))); result.add(new SimpleProperty<>(ENUM, Messages.MATERIAL_RENDER_STATE_FACE_CULL_MODE, settings, sett -> renderState.getFaceCullMode(), (sett, property) -> renderState.setFaceCullMode(property))); result.add(new SimpleProperty<>(ENUM, Messages.MATERIAL_RENDER_STATE_BLEND_MODE, settings, sett -> renderState.getBlendMode(), (sett, property) -> renderState.setBlendMode(property))); result.add(new SimpleProperty<>(ENUM, Messages.MATERIAL_RENDER_STATE_BLEND_EQUATION, settings, sett -> renderState.getBlendEquation(), (sett, property) -> renderState.setBlendEquation(property))); result.add(new SimpleProperty<>(ENUM, Messages.MATERIAL_RENDER_STATE_BLEND_EQUATION_ALPHA, settings, sett -> renderState.getBlendEquationAlpha(), (sett, property) -> renderState.setBlendEquationAlpha(property))); result.add(new SimpleProperty<>(FLOAT, Messages.MATERIAL_RENDER_STATE_POLY_OFFSET_FACTOR, 0.1F, settings, sett -> renderState.getPolyOffsetFactor(), (sett, property) -> renderState.setPolyOffset(property, renderState.getPolyOffsetUnits()))); result.add(new SimpleProperty<>(FLOAT, Messages.MATERIAL_RENDER_STATE_POLY_OFFSET_UNITS, 0.1F, settings, sett -> renderState.getPolyOffsetUnits(), (sett, property) -> renderState.setPolyOffset(renderState.getPolyOffsetFactor(), property))); return result; } final MaterialDef materialDef = material.getMaterialDef(); return materialDef.getMaterialParams() .stream() .filter(param -> filter(param, object)) .sorted(MAT_PARAM_NAME_COMPARATOR) .map(param -> convert(param, material, settings)) .filter(Objects::nonNull) .collect(Collectors.toList()); }
Example 5
Source File: MaterialFileEditor.java From jmonkeybuilder with Apache License 2.0 | 4 votes |
/** * Try to apply dropped texture. * * @param editor the editor. * @param dragEvent the drag event. * @param path the path to the texture. */ private void applyTexture(@NotNull final MaterialFileEditor editor, @NotNull final DragEvent dragEvent, @NotNull final Path path) { final String textureName = path.getFileName().toString(); final int textureType = MaterialUtils.getPossibleTextureType(textureName); if (textureType == 0) { return; } final String[] paramNames = MaterialUtils.getPossibleParamNames(textureType); final Material currentMaterial = getCurrentMaterial(); final MaterialDef materialDef = currentMaterial.getMaterialDef(); final Optional<MatParam> param = Arrays.stream(paramNames) .map(materialDef::getMaterialParam) .filter(Objects::nonNull) .filter(p -> p.getVarType() == VarType.Texture2D) .findAny(); if (!param.isPresent()) { return; } final MatParam matParam = param.get(); EXECUTOR_MANAGER.addJmeTask(() -> { final EditorConfig config = EditorConfig.getInstance(); final Path assetFile = notNull(getAssetFile(path)); final TextureKey textureKey = new TextureKey(toAssetPath(assetFile)); textureKey.setFlipY(config.getBoolean(PREF_FLIPPED_TEXTURES, PREF_DEFAULT_FLIPPED_TEXTURES)); final AssetManager assetManager = EditorUtil.getAssetManager(); final Texture texture = assetManager.loadTexture(textureKey); texture.setWrap(Texture.WrapMode.Repeat); final String paramName = matParam.getName(); final MatParamTexture textureParam = currentMaterial.getTextureParam(paramName); final Texture currentTexture = textureParam == null? null : textureParam.getTextureValue(); PropertyOperation<ChangeConsumer, Material, Texture> operation = new PropertyOperation<>(currentMaterial, paramName, texture, currentTexture); operation.setApplyHandler((material, newTexture) -> material.setTexture(paramName, newTexture)); execute(operation); }); }
Example 6
Source File: MaterialSerializer.java From jmonkeybuilder with Apache License 2.0 | 4 votes |
/** * Serialize to string string. * * @param material the material * @return the string */ @FromAnyThread public static @NotNull String serializeToString(@NotNull Material material) { var materialDef = material.getMaterialDef(); var params = material.getParams(); var builder = new StringBuilder(); builder.append("Material MyMaterial : ").append(materialDef.getAssetName()).append(" {\n"); builder.append(" MaterialParameters {\n"); params.forEach(matParam -> addMaterialParameter(builder, matParam)); builder.append(" }\n"); builder.append(" AdditionalRenderState {\n"); var renderState = material.getAdditionalRenderState(); var blendMode = renderState.getBlendMode(); var faceCullMode = renderState.getFaceCullMode(); if (blendMode != RenderState.BlendMode.Off) { builder.append(" Blend ").append(blendMode.name()).append('\n'); } if (faceCullMode != RenderState.FaceCullMode.Back) { builder.append(" FaceCull ").append(faceCullMode.name()).append('\n'); } if (renderState.isWireframe()) builder.append(" Wireframe On\n"); if (!renderState.isDepthTest()) builder.append(" DepthTest Off\n"); if (!renderState.isDepthWrite()) builder.append(" DepthWrite Off\n"); if (!renderState.isColorWrite()) builder.append(" ColorWrite Off\n"); var polyOffsetFactor = renderState.getPolyOffsetFactor(); var polyOffsetUnits = renderState.getPolyOffsetUnits(); if (polyOffsetFactor != 0 || polyOffsetUnits != 0) { builder.append(" PolyOffset ") .append(polyOffsetFactor) .append(' ') .append(polyOffsetUnits) .append('\n'); } builder.append(" }\n"); builder.append("}"); return builder.toString(); }
Example 7
Source File: RenderManager.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * Renders the given geometry. * <p> * First the proper world matrix is set, if * the geometry's {@link Geometry#setIgnoreTransform(boolean) ignore transform} * feature is enabled, the identity world matrix is used, otherwise, the * geometry's {@link Geometry#getWorldMatrix() world transform matrix} is used. * <p> * Once the world matrix is applied, the proper material is chosen for rendering. * If a {@link #setForcedMaterial(com.jme3.material.Material) forced material} is * set on this RenderManager, then it is used for rendering the geometry, * otherwise, the {@link Geometry#getMaterial() geometry's material} is used. * <p> * If a {@link #setForcedTechnique(java.lang.String) forced technique} is * set on this RenderManager, then it is selected automatically * on the geometry's material and is used for rendering. Otherwise, one * of the {@link com.jme3.material.MaterialDef#getTechniqueDefsNames() default techniques} is * used. * <p> * If a {@link #setForcedRenderState(com.jme3.material.RenderState) forced * render state} is set on this RenderManager, then it is used * for rendering the material, and the material's own render state is ignored. * Otherwise, the material's render state is used as intended. * * @param geom The geometry to render * * @see Technique * @see RenderState * @see com.jme3.material.Material#selectTechnique(java.lang.String, com.jme3.renderer.RenderManager) * @see com.jme3.material.Material#render(com.jme3.scene.Geometry, com.jme3.renderer.RenderManager) */ public void renderGeometry(Geometry geom) { if (geom.isIgnoreTransform()) { setWorldMatrix(Matrix4f.IDENTITY); } else { setWorldMatrix(geom.getWorldMatrix()); } // Perform light filtering if we have a light filter. LightList lightList = geom.getWorldLightList(); if (lightFilter != null) { filteredLightList.clear(); lightFilter.filterLights(geom, filteredLightList); lightList = filteredLightList; } Material material = geom.getMaterial(); //if forcedTechnique we try to force it for render, //if it does not exists in the mat def, we check for forcedMaterial and render the geom if not null //else the geom is not rendered if (forcedTechnique != null) { MaterialDef matDef = material.getMaterialDef(); if (matDef.getTechniqueDefs(forcedTechnique) != null) { Technique activeTechnique = material.getActiveTechnique(); String previousTechniqueName = activeTechnique != null ? activeTechnique.getDef().getName() : TechniqueDef.DEFAULT_TECHNIQUE_NAME; geom.getMaterial().selectTechnique(forcedTechnique, this); //saving forcedRenderState for future calls RenderState tmpRs = forcedRenderState; if (geom.getMaterial().getActiveTechnique().getDef().getForcedRenderState() != null) { //forcing forced technique renderState forcedRenderState = geom.getMaterial().getActiveTechnique().getDef().getForcedRenderState(); } // use geometry's material material.render(geom, lightList, this); material.selectTechnique(previousTechniqueName, this); //restoring forcedRenderState forcedRenderState = tmpRs; //Reverted this part from revision 6197 //If forcedTechnique does not exists, and forcedMaterial is not set, the geom MUST NOT be rendered } else if (forcedMaterial != null) { // use forced material forcedMaterial.render(geom, lightList, this); } } else if (forcedMaterial != null) { // use forced material forcedMaterial.render(geom, lightList, this); } else { material.render(geom, lightList, this); } }