Examples of Texture2D


Examples of com.jme3.texture.Texture2D

     * iterate through the filter list and renders filters
     * @param r
     * @param sceneFb
     */
    private void renderFilterChain(Renderer r, FrameBuffer sceneFb) {
        Texture2D tex = filterTexture;
        FrameBuffer buff = sceneFb;
        boolean msDepth = depthTexture != null && depthTexture.getImage().getMultiSamples() > 1;
        for (int i = 0; i < filters.size(); i++) {
            Filter filter = filters.get(i);
            if (filter.isEnabled()) {
                if (filter.getPostRenderPasses() != null) {
                    for (Iterator<Filter.Pass> it1 = filter.getPostRenderPasses().iterator(); it1.hasNext();) {
                        Filter.Pass pass = it1.next();
                        pass.beforeRender();
                        if (pass.requiresSceneAsTexture()) {
                            pass.getPassMaterial().setTexture("Texture", tex);
                            if (tex.getImage().getMultiSamples() > 1) {
                                pass.getPassMaterial().setInt("NumSamples", tex.getImage().getMultiSamples());
                            } else {
                                pass.getPassMaterial().clearParam("NumSamples");

                            }
                        }
                        if (pass.requiresDepthAsTexture()) {
                            pass.getPassMaterial().setTexture("DepthTexture", depthTexture);
                            if (msDepth) {
                                pass.getPassMaterial().setInt("NumSamplesDepth", depthTexture.getImage().getMultiSamples());
                            } else {
                                pass.getPassMaterial().clearParam("NumSamplesDepth");
                            }
                        }
                        renderProcessing(r, pass.getRenderFrameBuffer(), pass.getPassMaterial());
                    }
                }

                filter.postFrame(renderManager, viewPort, buff, sceneFb);

                Material mat = filter.getMaterial();
                if (msDepth && filter.isRequiresDepthTexture()) {
                    mat.setInt("NumSamplesDepth", depthTexture.getImage().getMultiSamples());
                }

                if (filter.isRequiresSceneTexture()) {
                    mat.setTexture("Texture", tex);
                    if (tex.getImage().getMultiSamples() > 1) {
                        mat.setInt("NumSamples", tex.getImage().getMultiSamples());
                    } else {
                        mat.clearParam("NumSamples");
                    }
                }

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Examples of com.jme3.texture.Texture2D

        //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);
        }

        for (Iterator<Filter> it = filters.iterator(); it.hasNext();) {
            Filter filter = it.next();
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Examples of com.jme3.texture.Texture2D

         */
        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);
                }
            }

            renderFrameBuffer.setColorTexture(renderedTexture);
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Examples of com.jme3.texture.Texture2D

        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);
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Examples of com.jme3.texture.Texture2D

        // 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");
        tone.setFloat("A", 0.18f);
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Examples of com.jme3.texture.Texture2D

    protected void initFilter(AssetManager manager, RenderManager rm, ViewPort vp, int w, int h) {
        this.renderManager = rm;
        this.viewPort = vp;
        material = new Material(manager, "Common/MatDefs/Post/Overlay.j3md");
        material.setColor("Color", ColorRGBA.White);
        Texture2D tex = processor.getFilterTexture();
        material.setTexture("Texture", tex);
        if (tex.getImage().getMultiSamples() > 1) {
            material.setInt("NumSamples", tex.getImage().getMultiSamples());
        } else {
            material.clearParam("NumSamples");
        }
        renderManager.setHandleTranslucentBucket(false);
        if (enabledSoftParticles && depthTexture != null) {
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Examples of com.jme3.texture.Texture2D

     * @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)
        dummyTex = new Texture2D(size, size, Format.RGBA8);       
        shadowFB.setColorTexture(dummyTex);
        shadowMapSize = (float)size;
        preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
        postshadowMat = new Material(manager, "Common/MatDefs/Shadow/BasicPostShadow.j3md");
        postshadowMat.setTexture("ShadowMap", shadowMap);
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Examples of com.jme3.texture.Texture2D

        lightViewProjectionsMatrices = new Matrix4f[nbSplits];
        splits = new ColorRGBA();
        splitsArray = new float[nbSplits + 1];

        //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
        dummyTex = new Texture2D(size, size, Format.RGBA8);

        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)
            shadowFB[i].setColorTexture(dummyTex);
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Examples of com.jme3.texture.Texture2D

        lightViewProjectionsMatrices = new Matrix4f[nbShadowMaps];
        shadowMapStringCache = new String[nbShadowMaps];
        lightViewStringCache = new String[nbShadowMaps];

        //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
        dummyTex = new Texture2D(shadowMapSize, shadowMapSize, Format.RGBA8);

        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)
            shadowFB[i].setColorTexture(dummyTex);
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Examples of com.jme3.texture.Texture2D

     * objects behind it to appear through. If false, the transparent
     * portions will be the image's color at that pixel.
     */
    public void setImage(AssetManager assetManager, String imgName, boolean useAlpha){
        TextureKey key = new TextureKey(imgName, true);
        Texture2D tex = (Texture2D) assetManager.loadTexture(key);
        setTexture(assetManager, tex, useAlpha);
    }
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