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概要: 入れ子 | フィールド | コンストラクタ | メソッド | 詳細: フィールド | コンストラクタ | メソッド |
java.lang.Objectcom.jme3.system.NullRenderer
public class NullRenderer
コンストラクタの概要 | |
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NullRenderer()
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メソッドの概要 | |
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void |
applyRenderState(RenderState state)
Applies the given RenderState , making the necessary
GL calls so that the state is applied. |
void |
cleanup()
Deletes all previously used GLObject s on this Renderer, and
then resets the GLObjects. |
void |
clearBuffers(boolean color,
boolean depth,
boolean stencil)
Clears certain channels of the currently bound framebuffer. |
void |
clearClipRect()
Clears the clipping rectangle set with Renderer.setClipRect(int, int, int, int) . |
void |
copyFrameBuffer(FrameBuffer src,
FrameBuffer dst)
Copies contents from src to dst, scaling if necessary. |
void |
copyFrameBuffer(FrameBuffer src,
FrameBuffer dst,
boolean copyDepth)
Copies contents from src to dst, scaling if necessary. |
void |
deleteBuffer(VertexBuffer vb)
Deletes a vertex buffer from the GPU. |
void |
deleteFrameBuffer(FrameBuffer fb)
Deletes a framebuffer and all attached renderbuffers |
void |
deleteImage(Image image)
Deletes a texture from the GPU. |
void |
deleteShader(Shader shader)
Deletes a shader. |
void |
deleteShaderSource(Shader.ShaderSource source)
Deletes the provided shader source. |
java.util.EnumSet<Caps> |
getCaps()
Get the capabilities of the renderer. |
Statistics |
getStatistics()
The statistics allow tracking of how data per frame, such as number of objects rendered, number of triangles, etc. |
void |
invalidateState()
Invalidates the current rendering state. |
void |
onFrame()
Called when a new frame has been rendered. |
void |
readFrameBuffer(FrameBuffer fb,
java.nio.ByteBuffer byteBuf)
Reads the pixels currently stored in the specified framebuffer into the given ByteBuffer object. |
void |
renderMesh(Mesh mesh,
int lod,
int count)
Renders count meshes, with the geometry data supplied. |
void |
resetGLObjects()
Resets all previously used GLObject s on this Renderer. |
void |
setAlphaToCoverage(boolean value)
Sets the alpha to coverage state. |
void |
setBackgroundColor(ColorRGBA color)
Sets the background (aka clear) color. |
void |
setClipRect(int x,
int y,
int width,
int height)
Specifies a clipping rectangle. |
void |
setDepthRange(float start,
float end)
Set the range of the depth values for objects. |
void |
setFrameBuffer(FrameBuffer fb)
Sets the framebuffer that will be drawn to. |
void |
setLighting(LightList lights)
Set lighting state. |
void |
setShader(Shader shader)
Sets the shader to use for rendering. |
void |
setTexture(int unit,
Texture tex)
Sets the texture to use for the given texture unit. |
void |
setViewPort(int x,
int y,
int width,
int height)
Set the viewport location and resolution on the screen. |
void |
setViewProjectionMatrices(Matrix4f viewMatrix,
Matrix4f projMatrix)
Sets the view and projection matrices to use. |
void |
setWorldMatrix(Matrix4f worldMatrix)
Set the world matrix to use. |
void |
updateBufferData(VertexBuffer vb)
Uploads a vertex buffer to the GPU. |
クラス java.lang.Object から継承されたメソッド |
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equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
コンストラクタの詳細 |
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public NullRenderer()
メソッドの詳細 |
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public java.util.EnumSet<Caps> getCaps()
Renderer
の記述:
Renderer
内の getCaps
public Statistics getStatistics()
Renderer
の記述:Statistics.clearFrame()
at the appropriate time
to get accurate info per frame.
Renderer
内の getStatistics
public void invalidateState()
Renderer
の記述:
Renderer
内の invalidateState
public void clearBuffers(boolean color, boolean depth, boolean stencil)
Renderer
の記述:
Renderer
内の clearBuffers
color
- True if to clear colors (RGBA)depth
- True if to clear depth/zstencil
- True if to clear stencil buffer (if available, otherwise
ignored)public void setBackgroundColor(ColorRGBA color)
Renderer
の記述:
Renderer
内の setBackgroundColor
color
- The background color to setpublic void applyRenderState(RenderState state)
Renderer
の記述:RenderState
, making the necessary
GL calls so that the state is applied.
Renderer
内の applyRenderState
public void setDepthRange(float start, float end)
Renderer
の記述:
Renderer
内の setDepthRange
start
- The range startend
- The range endpublic void onFrame()
Renderer
の記述:
Renderer
内の onFrame
public void setWorldMatrix(Matrix4f worldMatrix)
Renderer
の記述:
Renderer
内の setWorldMatrix
worldMatrix
- World matrix to use.public void setViewProjectionMatrices(Matrix4f viewMatrix, Matrix4f projMatrix)
Renderer
の記述:
Renderer
内の setViewProjectionMatrices
viewMatrix
- The view matrix to use.projMatrix
- The projection matrix to use.public void setViewPort(int x, int y, int width, int height)
Renderer
の記述:
Renderer
内の setViewPort
x
- The x coordinate of the viewporty
- The y coordinate of the viewportwidth
- Width of the viewportheight
- Height of the viewportpublic void setClipRect(int x, int y, int width, int height)
Renderer
の記述:
Renderer
内の setClipRect
x
- The x coordinate of the clip recty
- The y coordinate of the clip rectwidth
- Width of the clip rectheight
- Height of the clip rectpublic void clearClipRect()
Renderer
の記述:Renderer.setClipRect(int, int, int, int)
.
Renderer
内の clearClipRect
public void setLighting(LightList lights)
Renderer
の記述:null
to disable lighting.
Renderer
内の setLighting
lights
- The light list to set.public void setShader(Shader shader)
Renderer
の記述:
Renderer
内の setShader
shader
- The shader to use for rendering.public void deleteShader(Shader shader)
Renderer
の記述:
Renderer
内の deleteShader
shader
- Shader to delete.public void deleteShaderSource(Shader.ShaderSource source)
Renderer
の記述:
Renderer
内の deleteShaderSource
source
- The ShaderSource to delete.public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst)
Renderer
の記述:
Renderer
内の copyFrameBuffer
public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyDepth)
Renderer
の記述:
Renderer
内の copyFrameBuffer
public void setFrameBuffer(FrameBuffer fb)
Renderer
の記述:
Renderer
内の setFrameBuffer
public void readFrameBuffer(FrameBuffer fb, java.nio.ByteBuffer byteBuf)
Renderer
の記述:
Renderer
内の readFrameBuffer
fb
- The framebuffer to read frombyteBuf
- The bytebuffer to transfer color data topublic void deleteFrameBuffer(FrameBuffer fb)
Renderer
の記述:
Renderer
内の deleteFrameBuffer
public void setTexture(int unit, Texture tex)
Renderer
の記述:
Renderer
内の setTexture
public void updateBufferData(VertexBuffer vb)
Renderer
の記述:
Renderer
内の updateBufferData
vb
- The vertex buffer to uploadpublic void deleteBuffer(VertexBuffer vb)
Renderer
の記述:
Renderer
内の deleteBuffer
vb
- The vertex buffer to deletepublic void renderMesh(Mesh mesh, int lod, int count)
Renderer
の記述:count
meshes, with the geometry data supplied.
The shader which is currently set with setShader
is
responsible for transforming the input verticies into clip space
and shading it based on the given vertex attributes.
The int variable gl_InstanceID can be used to access the current
instance of the mesh being rendered inside the vertex shader.
Renderer
内の renderMesh
mesh
- The mesh to renderlod
- The LOD level to use, see Mesh.setLodLevels(com.jme3.scene.VertexBuffer[])
.count
- Number of mesh instances to renderpublic void resetGLObjects()
Renderer
の記述:GLObject
s on this Renderer.
The state of the GLObjects is reset in such way, that using
them again will cause the renderer to reupload them.
Call this method when you know the GL context is going to shutdown.
Renderer
内の resetGLObjects
GLObject.resetObject()
public void cleanup()
Renderer
の記述:GLObject
s on this Renderer, and
then resets the GLObjects.
Renderer
内の cleanup
Renderer.resetGLObjects()
,
GLObject.deleteObject(com.jme3.renderer.Renderer)
public void deleteImage(Image image)
Renderer
の記述:
Renderer
内の deleteImage
public void setAlphaToCoverage(boolean value)
Renderer
の記述:When alpha coverage and multi-sampling is enabled, each pixel will contain alpha coverage in all of its subsamples, which is then combined when other future alpha-blended objects are rendered.
Alpha-to-coverage is useful for rendering transparent objects without having to worry about sorting them.
Renderer
内の setAlphaToCoverage
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前のクラス 次のクラス | フレームあり フレームなし | |||||||||
概要: 入れ子 | フィールド | コンストラクタ | メソッド | 詳細: フィールド | コンストラクタ | メソッド |