本文整理了Java中com.jme3.material.RenderState.setDepthWrite
方法的一些代码示例,展示了RenderState.setDepthWrite
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。RenderState.setDepthWrite
方法的具体详情如下:
包路径:com.jme3.material.RenderState
类名称:RenderState
方法名:setDepthWrite
[英]Enable depth writing.
After passing the RenderState#setDepthTest(boolean), a pixel's depth value will be written into the depth buffer if depth writing is enabled.
[中]启用深度书写。
通过RenderState#setDepthTest(布尔)后,如果启用了深度写入,则像素的深度值将写入深度缓冲区。
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
protected void initForcedRenderState() {
forcedRenderState.setFaceCullMode(RenderState.FaceCullMode.Front);
forcedRenderState.setColorWrite(false);
forcedRenderState.setDepthWrite(true);
forcedRenderState.setDepthTest(true);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
protected void initForcedRenderState() {
forcedRenderState.setFaceCullMode(RenderState.FaceCullMode.Front);
forcedRenderState.setColorWrite(false);
forcedRenderState.setDepthWrite(true);
forcedRenderState.setDepthTest(true);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
renderState.setFaceCullMode(FaceCullMode.valueOf(split[1]));
}else if (split[0].equals("DepthWrite")){
renderState.setDepthWrite(parseBoolean(split[1]));
}else if (split[0].equals("DepthTest")){
renderState.setDepthTest(parseBoolean(split[1]));
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public PreDepthProcessor(AssetManager assetManager){
this.assetManager = assetManager;
preDepth = new Material(assetManager, "Common/MatDefs/Shadow/PreShadow.j3md");
preDepth.getAdditionalRenderState().setPolyOffset(0, 0);
preDepth.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Back);
forcedRS = new RenderState();
forcedRS.setDepthTest(true);
forcedRS.setDepthWrite(false);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public RenderDeviceJme(NiftyJmeDisplay display) {
this.display = display;
quadColor = new VertexBuffer(Type.Color);
quadColor.setNormalized(true);
ByteBuffer bb = BufferUtils.createByteBuffer(4 * 4);
quadColor.setupData(Usage.Stream, 4, Format.UnsignedByte, bb);
quad.setBuffer(quadColor);
quadModTC.setUsage(Usage.Stream);
// Load the 3 material types separately to avoid
// reloading the shader when the defines change.
// Material with a single color (no texture or vertex color)
colorMaterial = new Material(display.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
// Material with a texture and a color (no vertex color)
textureColorMaterial = new Material(display.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
// Material with vertex color, used for gradients (no texture)
vertexColorMaterial = new Material(display.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
vertexColorMaterial.setBoolean("VertexColor", true);
// Shared render state for all materials
renderState.setDepthTest(false);
renderState.setDepthWrite(false);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
mouseImage.setWidth(tex.getImage().getWidth());
mouseImage.getMaterial().getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
mouseImage.getMaterial().getAdditionalRenderState().setDepthWrite(false);
} else {
Texture tex = environment.getApplication().getAssetManager().loadTexture(texture);
mouseImage.setWidth(tex.getImage().getWidth());
mouseImage.getMaterial().getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
mouseImage.getMaterial().getAdditionalRenderState().setDepthWrite(false);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
if (mat.getAdditionalRenderState().isDepthWrite()) {
mat.getAdditionalRenderState().setDepthTest(false);
mat.getAdditionalRenderState().setDepthWrite(false);
mat.getAdditionalRenderState().setDepthWrite(true);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
mat.getAdditionalRenderState().setDepthTest(!overdraw);
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
mat.getAdditionalRenderState().setDepthWrite(false);
mat.setTexture("ColorMap", guiTexture);
guiQuad.setQueueBucket(Bucket.Translucent);
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
public Batch() {
// setup mesh
vertexPos.setupData(Usage.Stream, 2, VertexBuffer.Format.Float, BufferUtils.createFloatBuffer(BATCH_MAX_VERTICES * 2));
vertexPosBuffer = (FloatBuffer) vertexPos.getData();
mesh.setBuffer(vertexPos);
vertexTexCoord.setupData(Usage.Stream, 2, VertexBuffer.Format.Float, BufferUtils.createFloatBuffer(BATCH_MAX_VERTICES * 2));
vertexTexCoordBuffer = (FloatBuffer) vertexTexCoord.getData();
mesh.setBuffer(vertexTexCoord);
vertexColor.setupData(Usage.Stream, 4, VertexBuffer.Format.Float, BufferUtils.createFloatBuffer(BATCH_MAX_VERTICES * 4));
vertexColorBuffer = (FloatBuffer) vertexColor.getData();
mesh.setBuffer(vertexColor);
indexBuffer.setupData(Usage.Stream, 3, VertexBuffer.Format.UnsignedShort, BufferUtils.createShortBuffer(BATCH_MAX_QUADS * 2 * 3));
indexBufferBuffer = (ShortBuffer) indexBuffer.getData();
mesh.setBuffer(indexBuffer);
material = new Material(display.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
material.setBoolean("VertexColor", true);
renderState.setDepthTest(false);
renderState.setDepthWrite(false);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
mat.getAdditionalRenderState().setDepthWrite(false);
mat.getAdditionalRenderState().setDepthTest(false);
mat.getAdditionalRenderState().setLineWidth(5);
代码示例来源:origin: org.jmonkeyengine/jme3-core
protected void initForcedRenderState() {
forcedRenderState.setFaceCullMode(RenderState.FaceCullMode.Front);
forcedRenderState.setColorWrite(false);
forcedRenderState.setDepthWrite(true);
forcedRenderState.setDepthTest(true);
}
代码示例来源:origin: info.projectkyoto/mms-engine
private void readRenderStateStatement(String statement) throws IOException{
String[] split = statement.split(whitespacePattern);
if (split[0].equals("Wireframe")){
renderState.setWireframe(parseBoolean(split[1]));
}else if (split[0].equals("FaceCull")){
renderState.setFaceCullMode(FaceCullMode.valueOf(split[1]));
}else if (split[0].equals("DepthWrite")){
renderState.setDepthWrite(parseBoolean(split[1]));
}else if (split[0].equals("DepthTest")){
renderState.setDepthTest(parseBoolean(split[1]));
}else if (split[0].equals("Blend")){
renderState.setBlendMode(BlendMode.valueOf(split[1]));
}else if (split[0].equals("AlphaTestFalloff")){
renderState.setAlphaTest(true);
renderState.setAlphaFallOff(Float.parseFloat(split[1]));
}else if (split[0].equals("PolyOffset")){
float factor = Float.parseFloat(split[1]);
float units = Float.parseFloat(split[2]);
renderState.setPolyOffset(factor, units);
}else if (split[0].equals("ColorWrite")){
renderState.setColorWrite(parseBoolean(split[1]));
}else if (split[0].equals("PointSprite")){
renderState.setPointSprite(parseBoolean(split[1]));
}else{
throwIfNequal(null, split[0]);
}
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
renderState.setFaceCullMode(FaceCullMode.valueOf(split[1]));
}else if (split[0].equals("DepthWrite")){
renderState.setDepthWrite(parseBoolean(split[1]));
}else if (split[0].equals("DepthTest")){
renderState.setDepthTest(parseBoolean(split[1]));
代码示例来源:origin: info.projectkyoto/mms-engine
public PreDepthProcessor(AssetManager assetManager){
this.assetManager = assetManager;
preDepth = new Material(assetManager, "Common/MatDefs/Shadow/PreShadow.j3md");
preDepth.getAdditionalRenderState().setPolyOffset(0, 0);
preDepth.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Back);
forcedRS = new RenderState();
forcedRS.setDepthTest(true);
forcedRS.setDepthWrite(false);
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
public PreDepthProcessor(AssetManager assetManager){
this.assetManager = assetManager;
preDepth = new Material(assetManager, "Common/MatDefs/Shadow/PreShadow.j3md");
preDepth.getAdditionalRenderState().setPolyOffset(0, 0);
preDepth.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Back);
forcedRS = new RenderState();
forcedRS.setDepthTest(true);
forcedRS.setDepthWrite(false);
}
代码示例来源:origin: info.projectkyoto/mms-engine
public void setSkeletonWireVisible(boolean skeletonWireVisible) {
if (skeletonWireVisible) {
if (skeletonWireGeom == null) {
SkeletonWire skeletonWire = new SkeletonWire(skeleton);
skeletonWireGeom = new Geometry("skeletonWire", skeletonWire);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", ColorRGBA.Green);
mat.getAdditionalRenderState().setDepthTest(false);
mat.getAdditionalRenderState().setDepthWrite(false);
skeletonWireGeom.setMaterial(mat);
skeletonWireGeom.setQueueBucket(Bucket.Transparent);
attachChild(skeletonWireGeom);
skeletonWire.updateGeometry();
}
} else {
if (skeletonWireGeom != null) {
skeletonWireGeom.removeFromParent();
skeletonWireGeom = null;
}
}
this.skeletonWireVisible = skeletonWireVisible;
}
代码示例来源:origin: org.jmonkeyengine/jme3-core
if (mat.getAdditionalRenderState().isDepthWrite()) {
mat.getAdditionalRenderState().setDepthTest(false);
mat.getAdditionalRenderState().setDepthWrite(false);
mat.getAdditionalRenderState().setDepthWrite(true);
代码示例来源:origin: info.projectkyoto/mms-engine
/**
* renders a filter on a fullscreen quad
* @param r
* @param buff
* @param mat
*/
private void renderProcessing(Renderer r, FrameBuffer buff, Material mat) {
if (buff == outputBuffer) {
fsQuad.setWidth(width);
fsQuad.setHeight(height);
filterCam.resize(originalWidth, originalHeight, true);
fsQuad.setPosition(left * originalWidth, bottom * originalHeight);
} else {
fsQuad.setWidth(buff.getWidth());
fsQuad.setHeight(buff.getHeight());
filterCam.resize(buff.getWidth(), buff.getHeight(), true);
fsQuad.setPosition(0, 0);
}
if (mat.getAdditionalRenderState().isDepthWrite()) {
mat.getAdditionalRenderState().setDepthTest(false);
mat.getAdditionalRenderState().setDepthWrite(false);
}
fsQuad.setMaterial(mat);
fsQuad.updateGeometricState();
renderManager.setCamera(filterCam, true);
r.setFrameBuffer(buff);
r.clearBuffers(clearColor, true, true);
renderManager.renderGeometry(fsQuad);
}
代码示例来源:origin: us.ihmc/ihmc-jmonkey-engine-toolkit
mat.getAdditionalRenderState().setBlendMode(BlendMode.Off);
mat.getAdditionalRenderState().setDepthWrite(true);
mat.getAdditionalRenderState().setDepthTest(true);
mat.setBoolean("PointSprite", true);
代码示例来源:origin: us.ihmc/IHMCJMonkeyEngineToolkit
mat.getAdditionalRenderState().setBlendMode(BlendMode.Off);
mat.getAdditionalRenderState().setDepthWrite(true);
mat.getAdditionalRenderState().setDepthTest(true);
mat.setBoolean("PointSprite", true);
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