com.jme3.texture.FrameBuffer.setDepthTexture()方法的使用及代码示例

x33g5p2x  于2022-01-19 转载在 其他  
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本文整理了Java中com.jme3.texture.FrameBuffer.setDepthTexture()方法的一些代码示例,展示了FrameBuffer.setDepthTexture()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。FrameBuffer.setDepthTexture()方法的具体详情如下:
包路径:com.jme3.texture.FrameBuffer
类名称:FrameBuffer
方法名:setDepthTexture

FrameBuffer.setDepthTexture介绍

[英]Set the depth texture to use for this framebuffer.
[中]设置用于此帧缓冲区的深度纹理。

代码示例

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

/**
 * init the pass called internally
 * @param renderer
 * @param width
 * @param height
 * @param textureFormat
 * @param depthBufferFormat
 * @param numSamples
 */
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);
}

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

/**
 * init the given filter
 * @param filter
 * @param vp 
 */
private void initFilter(Filter filter, ViewPort vp) {
  filter.setProcessor(this);
  if (filter.isRequiresDepthTexture()) {
    if (!computeDepth && renderFrameBuffer != null) {
      depthTexture = new Texture2D(width, height, depthFormat);
      renderFrameBuffer.setDepthTexture(depthTexture);
    }
    computeDepth = true;
    filter.init(assetManager, renderManager, vp, width, height);
    filter.setDepthTexture(depthTexture);
  } else {
    filter.init(assetManager, renderManager, vp, width, height);
  }
}

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

Texture2D msColor = new Texture2D(width, height, numSamples, fbFormat);
Texture2D msDepth = new Texture2D(width, height, numSamples, depthFormat);
renderFrameBufferMS.setDepthTexture(msDepth);
renderFrameBufferMS.setColorTexture(msColor);
filterTexture = msColor;

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

/**
 * Creates a BasicShadowRenderer
 * @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);
  dispPic.setTexture(manager, shadowMap, false);
  for (int i = 0; i < points.length; i++) {
    points[i] = new Vector3f();
  }
}

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

shadowMaps[i] = new Texture2D(size, size, Format.Depth);
shadowFB[i].setDepthTexture(shadowMaps[i]);

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

shadowMaps[i] = new Texture2D(shadowMapSize, shadowMapSize, Format.Depth);
shadowFB[i].setDepthTexture(shadowMaps[i]);

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

shadowMaps[i] = new Texture2D(shadowMapSize, shadowMapSize, Format.Depth);
shadowFB[i].setDepthTexture(shadowMaps[i]);

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

fb.setDepthTexture(depthTex);

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

refractionBuffer.setDepthTexture(depthTexture);

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

fb.setDepthTexture(depthData);
fb.addColorTexture(diffuseData);
fb.addColorTexture(normalData);

代码示例来源:origin: org.jmonkeyengine/jme3-core

/**
 * init the pass called internally
 * @param renderer
 * @param width
 * @param height
 * @param textureFormat
 * @param depthBufferFormat
 * @param numSamples
 */
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);
}

代码示例来源:origin: info.projectkyoto/mms-engine

/**
 * init the pass called internally
 * @param renderer
 * @param width
 * @param height
 * @param textureFormat
 * @param depthBufferFormat
 * @param numSamples
 */
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);
}

代码示例来源:origin: info.projectkyoto/mms-engine

/**
 * init the given filter
 * @param filter
 * @param vp 
 */
private void initFilter(Filter filter, ViewPort vp) {
  filter.setProcessor(this);
  if (filter.isRequiresDepthTexture()) {
    if (!computeDepth && renderFrameBuffer != null) {
      depthTexture = new Texture2D(width, height, Format.Depth24);
      renderFrameBuffer.setDepthTexture(depthTexture);
    }
    computeDepth = true;
    filter.init(assetManager, renderManager, vp, width, height);
    filter.setDepthTexture(depthTexture);
  } else {
    filter.init(assetManager, renderManager, vp, width, height);
  }
}

代码示例来源:origin: org.jmonkeyengine/jme3-core

/**
 * init the given filter
 * @param filter
 * @param vp 
 */
private void initFilter(Filter filter, ViewPort vp) {
  filter.setProcessor(this);
  if (filter.isRequiresDepthTexture()) {
    if (!computeDepth && renderFrameBuffer != null) {
      depthTexture = new Texture2D(width, height, depthFormat);
      renderFrameBuffer.setDepthTexture(depthTexture);
    }
    computeDepth = true;
    filter.init(assetManager, renderManager, vp, width, height);
    filter.setDepthTexture(depthTexture);
  } else {
    filter.init(assetManager, renderManager, vp, width, height);
  }
}

代码示例来源:origin: info.projectkyoto/mms-engine

/**
 * Creates a BasicShadowRenderer
 * @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);
  preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
  postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadow.j3md");
  postshadowMat.setTexture("ShadowMap", shadowMap);
  dispPic.setTexture(manager, shadowMap, false);
  for (int i = 0; i < points.length; i++) {
    points[i] = new Vector3f();
  }
}

代码示例来源:origin: org.jmonkeyengine/jme3-core

/**
 * Creates a BasicShadowRenderer
 * @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);
  dispPic.setTexture(manager, shadowMap, false);
  for (int i = 0; i < points.length; i++) {
    points[i] = new Vector3f();
  }
}

代码示例来源:origin: org.jmonkeyengine/jme3-core

shadowMaps[i] = new Texture2D(shadowMapSize, shadowMapSize, Format.Depth);
shadowFB[i].setDepthTexture(shadowMaps[i]);

代码示例来源:origin: org.jmonkeyengine/jme3-effects

refractionBuffer.setDepthTexture(depthTexture);

代码示例来源:origin: info.projectkyoto/mms-engine

refractionBuffer.setDepthTexture(depthTexture);

代码示例来源:origin: us.ihmc.thirdparty.jme/jme3-effects

refractionBuffer.setDepthTexture(depthTexture);

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