use of com.jme3.shader.Shader in project jmonkeyengine by jMonkeyEngine.
the class J3MLoader method readTechnique.
private void readTechnique(Statement techStat) throws IOException {
isUseNodes = false;
String[] split = techStat.getLine().split(whitespacePattern);
Cloner cloner = new Cloner();
String name;
if (split.length == 1) {
name = TechniqueDef.DEFAULT_TECHNIQUE_NAME;
} else if (split.length == 2) {
name = split[1];
} else {
throw new IOException("Technique statement syntax incorrect");
}
String techniqueUniqueName = materialDef.getAssetName() + "@" + name;
technique = new TechniqueDef(name, techniqueUniqueName.hashCode());
for (Statement statement : techStat.getContents()) {
readTechniqueStatement(statement);
}
technique.setShaderPrologue(createShaderPrologue(presetDefines));
switch(technique.getLightMode()) {
case Disable:
technique.setLogic(new DefaultTechniqueDefLogic(technique));
break;
case MultiPass:
technique.setLogic(new MultiPassLightingLogic(technique));
break;
case SinglePass:
technique.setLogic(new SinglePassLightingLogic(technique));
break;
case StaticPass:
technique.setLogic(new StaticPassLightingLogic(technique));
break;
case SinglePassAndImageBased:
technique.setLogic(new SinglePassAndImageBasedLightingLogic(technique));
break;
default:
throw new UnsupportedOperationException();
}
List<TechniqueDef> techniqueDefs = new ArrayList<>();
if (isUseNodes) {
nodesLoaderDelegate.computeConditions();
//used for caching later, the shader here is not a file.
// KIRILL 9/19/2015
// Not sure if this is needed anymore, since shader caching
// is now done by TechniqueDef.
technique.setShaderFile(technique.hashCode() + "", technique.hashCode() + "", "GLSL100", "GLSL100");
techniqueDefs.add(technique);
} else if (shaderNames.containsKey(Shader.ShaderType.Vertex) && shaderNames.containsKey(Shader.ShaderType.Fragment)) {
if (shaderLanguages.size() > 1) {
for (int i = 1; i < shaderLanguages.size(); i++) {
cloner.clearIndex();
TechniqueDef td = cloner.clone(technique);
td.setShaderFile(shaderNames, shaderLanguages.get(i));
techniqueDefs.add(td);
}
}
technique.setShaderFile(shaderNames, shaderLanguages.get(0));
techniqueDefs.add(technique);
} else {
technique = null;
shaderLanguages.clear();
shaderNames.clear();
presetDefines.clear();
langSize = 0;
logger.log(Level.WARNING, "Fixed function technique was ignored");
logger.log(Level.WARNING, "Fixed function technique ''{0}'' was ignored for material {1}", new Object[] { name, key });
return;
}
for (TechniqueDef techniqueDef : techniqueDefs) {
materialDef.addTechniqueDef(techniqueDef);
}
technique = null;
langSize = 0;
shaderLanguages.clear();
shaderNames.clear();
presetDefines.clear();
}
use of com.jme3.shader.Shader in project jmonkeyengine by jMonkeyEngine.
the class ShaderNodeDefinitionLoader method load.
@Override
public Object load(AssetInfo assetInfo) throws IOException {
AssetKey k = assetInfo.getKey();
if (!(k instanceof ShaderNodeDefinitionKey)) {
throw new IOException("ShaderNodeDefinition file must be loaded via ShaderNodeDefinitionKey");
}
ShaderNodeDefinitionKey key = (ShaderNodeDefinitionKey) k;
loaderDelegate = new ShaderNodeLoaderDelegate();
InputStream in = assetInfo.openStream();
List<Statement> roots = BlockLanguageParser.parse(in);
if (roots.size() == 2) {
Statement exception = roots.get(0);
String line = exception.getLine();
if (line.startsWith("Exception")) {
throw new AssetLoadException(line.substring("Exception ".length()));
} else {
throw new MatParseException("In multiroot shader node definition, expected first statement to be 'Exception'", exception);
}
} else if (roots.size() != 1) {
throw new MatParseException("Too many roots in J3SN file", roots.get(0));
}
return loaderDelegate.readNodesDefinitions(roots.get(0).getContents(), key);
}
use of com.jme3.shader.Shader in project jmonkeyengine by jMonkeyEngine.
the class MaterialDebugAppState method reloadMaterial.
public Material reloadMaterial(Material mat) {
//clear the entire cache, there might be more clever things to do, like clearing only the matdef, and the associated shaders.
assetManager.clearCache();
//creating a dummy mat with the mat def of the mat to reload
Material dummy = new Material(mat.getMaterialDef());
for (MatParam matParam : mat.getParams()) {
dummy.setParam(matParam.getName(), matParam.getVarType(), matParam.getValue());
}
dummy.getAdditionalRenderState().set(mat.getAdditionalRenderState());
//creating a dummy geom and assigning the dummy material to it
Geometry dummyGeom = new Geometry("dummyGeom", new Box(1f, 1f, 1f));
dummyGeom.setMaterial(dummy);
try {
//preloading the dummyGeom, this call will compile the shader again
renderManager.preloadScene(dummyGeom);
} catch (RendererException e) {
//compilation error, the shader code will be output to the console
//the following code will output the error
//System.err.println(e.getMessage());
Logger.getLogger(MaterialDebugAppState.class.getName()).log(Level.SEVERE, e.getMessage());
return null;
}
Logger.getLogger(MaterialDebugAppState.class.getName()).log(Level.INFO, "Material succesfully reloaded");
//System.out.println("Material succesfully reloaded");
return dummy;
}
use of com.jme3.shader.Shader in project jmonkeyengine by jMonkeyEngine.
the class Material method setTexture.
/**
* Pass a texture to the material shader.
*
* @param name the name of the texture defined in the material definition
* (j3md) (for example Texture for Lighting.j3md)
* @param value the Texture object previously loaded by the asset manager
*/
public void setTexture(String name, Texture value) {
if (value == null) {
// clear it
clearParam(name);
return;
}
VarType paramType = null;
switch(value.getType()) {
case TwoDimensional:
paramType = VarType.Texture2D;
break;
case TwoDimensionalArray:
paramType = VarType.TextureArray;
break;
case ThreeDimensional:
paramType = VarType.Texture3D;
break;
case CubeMap:
paramType = VarType.TextureCubeMap;
break;
default:
throw new UnsupportedOperationException("Unknown texture type: " + value.getType());
}
setTextureParam(name, paramType, value);
}
use of com.jme3.shader.Shader in project jmonkeyengine by jMonkeyEngine.
the class ShaderGenerator method generateShader.
/**
* Generate vertex and fragment shaders for the given technique
*
* @return a Shader program
*/
public Shader generateShader(String definesSourceCode) {
if (techniqueDef == null) {
throw new UnsupportedOperationException("The shaderGenerator was not " + "properly initialized, call " + "initialize(TechniqueDef) before any generation");
}
String techniqueName = techniqueDef.getName();
ShaderGenerationInfo info = techniqueDef.getShaderGenerationInfo();
Shader shader = new Shader();
for (ShaderType type : ShaderType.values()) {
String extension = type.getExtension();
String language = getLanguageAndVersion(type);
String shaderSourceCode = buildShader(techniqueDef.getShaderNodes(), info, type);
if (shaderSourceCode != null) {
String shaderSourceAssetName = techniqueName + "." + extension;
shader.addSource(type, shaderSourceAssetName, shaderSourceCode, definesSourceCode, language);
}
}
techniqueDef = null;
return shader;
}
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