com.jme3.material.RenderState.setDepthWrite()方法的使用及代码示例

x33g5p2x  于2022-01-29 转载在 其他  
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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

RenderState.setDepthWrite介绍

[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

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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