Package com.jme3.texture

Examples of com.jme3.texture.FrameBuffer$RenderBuffer


        Collection<Caps> caps = renderer.getCaps();

        //antialiasing on filters only supported in opengl 3 due to depth read problem
        if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample)) {
            renderFrameBufferMS = new FrameBuffer(width, height, numSamples);
            if (caps.contains(Caps.OpenGL31)) {
                Texture2D msColor = new Texture2D(width, height, numSamples, Format.RGBA8);
                Texture2D msDepth = new Texture2D(width, height, numSamples, Format.Depth);
                renderFrameBufferMS.setDepthTexture(msDepth);
                renderFrameBufferMS.setColorTexture(msColor);
                filterTexture = msColor;
                depthTexture = msDepth;
            } else {
                renderFrameBufferMS.setDepthBuffer(Format.Depth);
                renderFrameBufferMS.setColorBuffer(Format.RGBA8);
            }
        }

        if (numSamples <= 1 || !caps.contains(Caps.OpenGL31)) {
            renderFrameBuffer = new FrameBuffer(width, height, 1);
            renderFrameBuffer.setDepthBuffer(Format.Depth);
            filterTexture = new Texture2D(width, height, Format.RGBA8);
            renderFrameBuffer.setColorTexture(filterTexture);
        }
View Full Code Here


         * @param numSamples
         */
        public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples, boolean renderDepth) {
            Collection<Caps> caps = renderer.getCaps();
            if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample) && caps.contains(Caps.OpenGL31)) {
                renderFrameBuffer = new FrameBuffer(width, height, numSamples);               
                renderedTexture = new Texture2D(width, height, numSamples, textureFormat);
                renderFrameBuffer.setDepthBuffer(depthBufferFormat);
                if (renderDepth) {
                    depthTexture = new Texture2D(width, height, numSamples, depthBufferFormat);
                    renderFrameBuffer.setDepthTexture(depthTexture);
                }
            } else {
                renderFrameBuffer = new FrameBuffer(width, height, 1);
                renderedTexture = new Texture2D(width, height, textureFormat);
                renderFrameBuffer.setDepthBuffer(depthBufferFormat);
                if (renderDepth) {
                    depthTexture = new Texture2D(width, height, depthBufferFormat);
                    renderFrameBuffer.setDepthTexture(depthTexture);
View Full Code Here

    private void reshapeInThread(int width, int height) {
        byteBuf = BufferUtils.ensureLargeEnough(byteBuf, width * height * 4);
        intBuf = byteBuf.asIntBuffer();
       
        fb = new FrameBuffer(width, height, 1);
        fb.setDepthBuffer(Format.Depth);
        fb.setColorBuffer(Format.RGB8);
       
        if (attachAsMain){
            rm.getRenderer().setMainFrameBufferOverride(fb);
View Full Code Here

    public void reshape(ViewPort vp, int w, int h){
        if (mainSceneFB != null){
            renderer.deleteFrameBuffer(mainSceneFB);
        }

        mainSceneFB = new FrameBuffer(w, h, 1);
        mainScene = new Texture2D(w, h, bufFormat);
        mainSceneFB.setDepthBuffer(Format.Depth);
        mainSceneFB.setColorTexture(mainScene);
        mainScene.setMagFilter(fbMagFilter);
        mainScene.setMinFilter(fbMinFilter);

        if (msFB != null){
            renderer.deleteFrameBuffer(msFB);
        }

        tone.setTexture("Texture", mainScene);
       
        Collection<Caps> caps = renderer.getCaps();
        if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample)){
            msFB = new FrameBuffer(w, h, numSamples);
            msFB.setDepthBuffer(Format.Depth);
            msFB.setColorBuffer(bufFormat);
            vp.setOutputFrameBuffer(msFB);
        }else{
            if (numSamples > 1)
View Full Code Here

        // loadInitial()
        fsQuad = new Picture("HDR Fullscreen Quad");

        Format lumFmt = Format.RGB8;
        scene64FB = new FrameBuffer(64, 64, 1);
        scene64 = new Texture2D(64, 64, lumFmt);
        scene64FB.setColorTexture(scene64);
        scene64.setMagFilter(fbMagFilter);
        scene64.setMinFilter(fbMinFilter);

        scene8FB = new FrameBuffer(8, 8, 1);
        scene8 = new Texture2D(8, 8, lumFmt);
        scene8FB.setColorTexture(scene8);
        scene8.setMagFilter(fbMagFilter);
        scene8.setMinFilter(fbMinFilter);

        scene1FB[0] = new FrameBuffer(1, 1, 1);
        scene1[0] = new Texture2D(1, 1, lumFmt);
        scene1FB[0].setColorTexture(scene1[0]);

        scene1FB[1] = new FrameBuffer(1, 1, 1);
        scene1[1] = new Texture2D(1, 1, lumFmt);
        scene1FB[1].setColorTexture(scene1[1]);

        // prepare tonemap shader
        tone = new Material(manager, "Common/MatDefs/Hdr/ToneMap.j3md");
View Full Code Here

     * Creates a BasicShadowRenderer
     * @param manager the asset manager
     * @param size the size of the shadow map (the map is square)
     */
    public BasicShadowRenderer(AssetManager manager, int size) {
        shadowFB = new FrameBuffer(size, size, 1);
        shadowMap = new Texture2D(size, size, Format.Depth);
        shadowFB.setDepthTexture(shadowMap);
        shadowCam = new Camera(size, size);
       
         //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
View Full Code Here

        preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
        postshadowMat.setFloat("ShadowMapSize", size);

        for (int i = 0; i < nbSplits; i++) {
            lightViewProjectionsMatrices[i] = new Matrix4f();
            shadowFB[i] = new FrameBuffer(size, size, 1);
            shadowMaps[i] = new Texture2D(size, size, Format.Depth);

            shadowFB[i].setDepthTexture(shadowMaps[i]);

            //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
View Full Code Here

        preshadowMat = new Material(assetManager, "Common/MatDefs/Shadow/PreShadow.j3md");
        postshadowMat.setFloat("ShadowMapSize", shadowMapSize);

        for (int i = 0; i < nbShadowMaps; i++) {
            lightViewProjectionsMatrices[i] = new Matrix4f();
            shadowFB[i] = new FrameBuffer(shadowMapSize, shadowMapSize, 1);
            shadowMaps[i] = new Texture2D(shadowMapSize, shadowMapSize, Format.Depth);

            shadowFB[i].setDepthTexture(shadowMaps[i]);

            //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
View Full Code Here

    */
    Geometry g = new Geometry("Bubble", b);
    g.rotate(FastMath.HALF_PI, 0, FastMath.HALF_PI);
    //g.scale(1, 1, -1);
    Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    Texture tex = assetManager.loadTexture("Textures/test3.png");
    mat.setTexture("ColorMap", tex);
    //mat.setColor("Color", ColorRGBA.Blue);
    //mat.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Off);
    g.setMaterial(mat);
   
View Full Code Here

  public void initialize(AppStateManager stateManager, Application app){
    super.initialize(stateManager, app);
    assetManager = app.getAssetManager();
    settings = app.getContext().getSettings();
   
    Picture pic = new Picture("HUD Picture");
    pic.setImage(assetManager, "Hud/InfoBox2.png", true);
    pic.setHeight(settings.getHeight());
    pic.setWidth(settings.getHeight()/2);
    pic.setPosition(settings.getWidth()-settings.getHeight()/2, 0);
    menuNode.attachChild(pic);
   
   
    /*Quad q = new Quad(6, 3);
        Geometry g = new Geometry("quad", q);
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