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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 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.AssetManager;
import com.jme3.light.LightList;
import com.jme3.material.TechniqueDef.LightMode;
import com.jme3.material.logic.TechniqueDefLogic;
import com.jme3.renderer.Caps;
import com.jme3.renderer.RenderManager;
import com.jme3.scene.Geometry;
import com.jme3.shader.DefineList;
import com.jme3.shader.Shader;
import com.jme3.shader.VarType;
import com.jme3.util.ListMap;
import com.jme3.util.SafeArrayList;
import java.util.EnumSet;
/**
* Represents a technique instance.
*/
public final class Technique {
private final TechniqueDef def;
private final Material owner;
private final DefineList paramDefines;
private final DefineList dynamicDefines;
/**
* Creates a new technique instance that implements the given
* technique definition.
*
* @param owner The material that will own this technique
* @param def The technique definition being implemented.
*/
public Technique(Material owner, TechniqueDef def) {
this.owner = owner;
this.def = def;
this.paramDefines = def.createDefineList();
this.dynamicDefines = def.createDefineList();
}
/**
* Returns the technique definition that is implemented by this technique
* instance.
*
* @return the technique definition that is implemented by this technique
* instance.
*/
public TechniqueDef getDef() {
return def;
}
/**
* Called by the material to tell the technique a parameter was modified.
* Specify null
for value if the param is to be cleared.
*/
final void notifyParamChanged(String paramName, VarType type, Object value) {
Integer defineId = def.getShaderParamDefineId(paramName);
if (defineId == null) {
return;
}
paramDefines.set(defineId, type, value);
}
/**
* Called by the material to tell the technique that it has been made
* current.
* The technique updates dynamic defines based on the
* currently set material parameters.
*/
final void notifyTechniqueSwitched() {
ListMap paramMap = owner.getParamsMap();
paramDefines.clear();
for (int i = 0; i < paramMap.size(); i++) {
MatParam param = paramMap.getValue(i);
notifyParamChanged(param.getName(), param.getVarType(), param.getValue());
}
}
private void applyOverrides(DefineList defineList, SafeArrayList overrides) {
for (MatParamOverride override : overrides.getArray()) {
if (!override.isEnabled()) {
continue;
}
Integer defineId = def.getShaderParamDefineId(override.name);
if (defineId != null) {
if (def.getDefineIdType(defineId) == override.type) {
defineList.set(defineId, override.type, override.value);
}
}
}
}
/**
* Called by the material to determine which shader to use for rendering.
*
* The {@link TechniqueDefLogic} is used to determine the shader to use
* based on the {@link LightMode}.
*
* @param renderManager The render manager for which the shader is to be selected.
* @param rendererCaps The renderer capabilities which the shader should support.
* @return A compatible shader.
*/
Shader makeCurrent(RenderManager renderManager, SafeArrayList worldOverrides,
SafeArrayList forcedOverrides,
LightList lights, EnumSet rendererCaps) {
TechniqueDefLogic logic = def.getLogic();
AssetManager assetManager = owner.getMaterialDef().getAssetManager();
dynamicDefines.clear();
dynamicDefines.setAll(paramDefines);
if (worldOverrides != null) {
applyOverrides(dynamicDefines, worldOverrides);
}
if (forcedOverrides != null) {
applyOverrides(dynamicDefines, forcedOverrides);
}
return logic.makeCurrent(assetManager, renderManager, rendererCaps, lights, dynamicDefines);
}
/**
* Render the technique according to its {@link TechniqueDefLogic}.
*
* @param renderManager The render manager to perform the rendering against.
* @param shader The shader that was selected in
* {@link #makeCurrent(RenderManager, SafeArrayList, SafeArrayList, LightList, EnumSet)}.
* @param geometry The geometry to render
* @param lights Lights which influence the geometry.
* @param lastTexUnit the index of the most recently used texture unit
*/
void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, int lastTexUnit) {
TechniqueDefLogic logic = def.getLogic();
logic.render(renderManager, shader, geometry, lights, lastTexUnit);
}
/**
* Get the {@link DefineList} for dynamic defines.
*
* Dynamic defines are used to implement material parameter -- define
* bindings as well as {@link TechniqueDefLogic} specific functionality.
*
* @return all dynamic defines.
*/
public DefineList getDynamicDefines() {
return dynamicDefines;
}
/**
* @return nothing.
*
* @deprecated Preset defines are precompiled into
* {@link TechniqueDef#getShaderPrologue()}, whereas dynamic defines are
* available via {@link #getDynamicDefines()}.
*/
@Deprecated
public DefineList getAllDefines() {
throw new UnsupportedOperationException();
}
/**
* Compute the sort ID. Similar to {@link Object#hashCode()} but used
* for sorting geometries for rendering.
*
* @return the sort ID for this technique instance.
*/
public int getSortId() {
int hash = 17;
hash = hash * 23 + def.getSortId();
hash = hash * 23 + paramDefines.hashCode();
return hash;
}
}
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