use of com.jme3.util.ListMap in project jmonkeyengine by jMonkeyEngine.
the class GLRenderer method resetUniformLocations.
protected void resetUniformLocations(Shader shader) {
ListMap<String, Uniform> uniforms = shader.getUniformMap();
for (int i = 0; i < uniforms.size(); i++) {
Uniform uniform = uniforms.getValue(i);
// e.g check location again
uniform.reset();
}
}
use of com.jme3.util.ListMap in project jmonkeyengine by jMonkeyEngine.
the class Material method read.
public void read(JmeImporter im) throws IOException {
InputCapsule ic = im.getCapsule(this);
name = ic.readString("name", null);
additionalState = (RenderState) ic.readSavable("render_state", null);
transparent = ic.readBoolean("is_transparent", false);
// Load the material def
String defName = ic.readString("material_def", null);
HashMap<String, MatParam> params = (HashMap<String, MatParam>) ic.readStringSavableMap("parameters", null);
boolean enableVcolor = false;
boolean separateTexCoord = false;
boolean applyDefaultValues = false;
boolean guessRenderStateApply = false;
int ver = ic.getSavableVersion(Material.class);
if (ver < 1) {
applyDefaultValues = true;
}
if (ver < 2) {
guessRenderStateApply = true;
}
if (im.getFormatVersion() == 0) {
// Enable compatibility with old models
if (defName.equalsIgnoreCase("Common/MatDefs/Misc/VertexColor.j3md")) {
// Using VertexColor, switch to Unshaded and set VertexColor=true
enableVcolor = true;
defName = "Common/MatDefs/Misc/Unshaded.j3md";
} else if (defName.equalsIgnoreCase("Common/MatDefs/Misc/SimpleTextured.j3md") || defName.equalsIgnoreCase("Common/MatDefs/Misc/SolidColor.j3md")) {
// Using SimpleTextured/SolidColor, just switch to Unshaded
defName = "Common/MatDefs/Misc/Unshaded.j3md";
} else if (defName.equalsIgnoreCase("Common/MatDefs/Misc/WireColor.j3md")) {
// Using WireColor, set wireframe renderstate = true and use Unshaded
getAdditionalRenderState().setWireframe(true);
defName = "Common/MatDefs/Misc/Unshaded.j3md";
} else if (defName.equalsIgnoreCase("Common/MatDefs/Misc/Unshaded.j3md")) {
// Uses unshaded, ensure that the proper param is set
MatParam value = params.get("SeperateTexCoord");
if (value != null && ((Boolean) value.getValue()) == true) {
params.remove("SeperateTexCoord");
separateTexCoord = true;
}
}
assert applyDefaultValues && guessRenderStateApply;
}
def = (MaterialDef) im.getAssetManager().loadAsset(new AssetKey(defName));
paramValues = new ListMap<String, MatParam>();
// load the textures and update nextTexUnit
for (Map.Entry<String, MatParam> entry : params.entrySet()) {
MatParam param = entry.getValue();
if (param instanceof MatParamTexture) {
MatParamTexture texVal = (MatParamTexture) param;
// do not add to param values
if (texVal.getTextureValue() == null || texVal.getTextureValue().getImage() == null) {
continue;
}
}
if (im.getFormatVersion() == 0 && param.getName().startsWith("m_")) {
// Ancient version of jME3 ...
param.setName(param.getName().substring(2));
}
if (def.getMaterialParam(param.getName()) == null) {
logger.log(Level.WARNING, "The material parameter is not defined: {0}. Ignoring..", param.getName());
} else {
checkSetParam(param.getVarType(), param.getName());
paramValues.put(param.getName(), param);
}
}
if (applyDefaultValues) {
// not available
for (MatParam param : def.getMaterialParams()) {
if (param.getValue() != null && paramValues.get(param.getName()) == null) {
setParam(param.getName(), param.getVarType(), param.getValue());
}
}
}
if (guessRenderStateApply && additionalState != null) {
// Try to guess values of "apply" render state based on defaults
// if value != default then set apply to true
additionalState.applyPolyOffset = additionalState.offsetEnabled;
additionalState.applyBlendMode = additionalState.blendMode != BlendMode.Off;
additionalState.applyColorWrite = !additionalState.colorWrite;
additionalState.applyCullMode = additionalState.cullMode != FaceCullMode.Back;
additionalState.applyDepthTest = !additionalState.depthTest;
additionalState.applyDepthWrite = !additionalState.depthWrite;
additionalState.applyStencilTest = additionalState.stencilTest;
additionalState.applyWireFrame = additionalState.wireframe;
}
if (enableVcolor) {
setBoolean("VertexColor", true);
}
if (separateTexCoord) {
setBoolean("SeparateTexCoord", true);
}
}
use of com.jme3.util.ListMap in project jmonkeyengine by jMonkeyEngine.
the class Material method resetUniformsNotSetByCurrent.
private void resetUniformsNotSetByCurrent(Shader shader) {
ListMap<String, Uniform> uniforms = shader.getUniformMap();
int size = uniforms.size();
for (int i = 0; i < size; i++) {
Uniform u = uniforms.getValue(i);
if (!u.isSetByCurrentMaterial()) {
if (u.getName().charAt(0) != 'g') {
// Don't reset world globals!
// The benefits gained from this are very minimal
// and cause lots of matrix -> FloatBuffer conversions.
u.clearValue();
}
}
}
}
use of com.jme3.util.ListMap in project jmonkeyengine by jMonkeyEngine.
the class Material method clearUniformsSetByCurrent.
private void clearUniformsSetByCurrent(Shader shader) {
ListMap<String, Uniform> uniforms = shader.getUniformMap();
int size = uniforms.size();
for (int i = 0; i < size; i++) {
Uniform u = uniforms.getValue(i);
u.clearSetByCurrentMaterial();
}
}