TechniqueDef: fix caps loading for shader language versions

experimental
shadowislord 10 years ago
parent 03819b17d1
commit 36493353c9
  1. 108
      jme3-core/src/main/java/com/jme3/material/TechniqueDef.java

@ -94,8 +94,8 @@ public class TechniqueDef implements Savable {
private EnumSet<Caps> requiredCaps = EnumSet.noneOf(Caps.class);
private String name;
private EnumMap<Shader.ShaderType,String> shaderLanguage;
private EnumMap<Shader.ShaderType,String> shaderName;
private EnumMap<Shader.ShaderType,String> shaderLanguages;
private EnumMap<Shader.ShaderType,String> shaderNames;
private DefineList presetDefines;
private boolean usesNodes = false;
@ -128,8 +128,8 @@ public class TechniqueDef implements Savable {
* Serialization only. Do not use.
*/
public TechniqueDef(){
shaderLanguage=new EnumMap<Shader.ShaderType, String>(Shader.ShaderType.class);
shaderName=new EnumMap<Shader.ShaderType, String>(Shader.ShaderType.class);
shaderLanguages=new EnumMap<Shader.ShaderType, String>(Shader.ShaderType.class);
shaderNames=new EnumMap<Shader.ShaderType, String>(Shader.ShaderType.class);
}
/**
@ -238,28 +238,38 @@ public class TechniqueDef implements Savable {
* @param fragLanguage The fragment shader language
*/
public void setShaderFile(String vertexShader, String fragmentShader, String vertLanguage, String fragLanguage) {
this.shaderLanguage.put(Shader.ShaderType.Vertex, vertLanguage);
this.shaderName.put(Shader.ShaderType.Vertex, vertexShader);
this.shaderLanguage.put(Shader.ShaderType.Fragment, fragLanguage);
this.shaderName.put(Shader.ShaderType.Fragment, fragmentShader);
this.shaderLanguages.put(Shader.ShaderType.Vertex, vertLanguage);
this.shaderNames.put(Shader.ShaderType.Vertex, vertexShader);
this.shaderLanguages.put(Shader.ShaderType.Fragment, fragLanguage);
this.shaderNames.put(Shader.ShaderType.Fragment, fragmentShader);
requiredCaps.clear();
Caps vertCap = Caps.valueOf(vertLanguage);
requiredCaps.add(vertCap);
Caps fragCap = Caps.valueOf(fragLanguage);
requiredCaps.add(fragCap);
}
/**
* Sets the shaders that this technique definition will use.
*
* @param shaderName EnumMap containing all shader names for this stage
* @param shaderLanguage EnumMap containing all shader languages for this stage
* @param shaderNames EnumMap containing all shader names for this stage
* @param shaderLanguages EnumMap containing all shader languages for this stage
*/
public void setShaderFile(EnumMap<Shader.ShaderType, String> shaderName, EnumMap<Shader.ShaderType, String> shaderLanguage) {
for (Shader.ShaderType shaderType : shaderName.keySet()) {
this.shaderLanguage.put(shaderType,shaderLanguage.get(shaderType));
this.shaderName.put(shaderType,shaderName.get(shaderType));
public void setShaderFile(EnumMap<Shader.ShaderType, String> shaderNames, EnumMap<Shader.ShaderType, String> shaderLanguages) {
requiredCaps.clear();
for (Shader.ShaderType shaderType : shaderNames.keySet()) {
String language = shaderLanguages.get(shaderType);
String shaderFile = shaderNames.get(shaderType);
this.shaderLanguages.put(shaderType, language);
this.shaderNames.put(shaderType, shaderFile);
Caps vertCap = Caps.valueOf(language);
requiredCaps.add(vertCap);
if (shaderType.equals(Shader.ShaderType.Geometry)) {
requiredCaps.add(Caps.GeometryShader);
} else if (shaderType.equals(Shader.ShaderType.TessellationControl)) {
@ -340,7 +350,7 @@ public class TechniqueDef implements Savable {
* @return the name of the fragment shader to be used.
*/
public String getFragmentShaderName() {
return shaderName.get(Shader.ShaderType.Fragment);
return shaderNames.get(Shader.ShaderType.Fragment);
}
@ -351,42 +361,34 @@ public class TechniqueDef implements Savable {
* @return the name of the vertex shader to be used.
*/
public String getVertexShaderName() {
return shaderName.get(Shader.ShaderType.Vertex);
}
/**
* @deprecated Use {@link #getVertexShaderLanguage() } instead.
*/
@Deprecated
public String getShaderLanguage() {
return shaderLanguage.get(Shader.ShaderType.Vertex);
return shaderNames.get(Shader.ShaderType.Vertex);
}
/**
* Returns the language of the fragment shader used in this technique.
*/
public String getFragmentShaderLanguage() {
return shaderLanguage.get(Shader.ShaderType.Fragment);
return shaderLanguages.get(Shader.ShaderType.Fragment);
}
/**
* Returns the language of the vertex shader used in this technique.
*/
public String getVertexShaderLanguage() {
return shaderLanguage.get(Shader.ShaderType.Vertex);
return shaderLanguages.get(Shader.ShaderType.Vertex);
}
/**Returns the language for each shader program
* @param shaderType
*/
public String getShaderProgramLanguage(Shader.ShaderType shaderType){
return shaderLanguage.get(shaderType);
return shaderLanguages.get(shaderType);
}
/**Returns the name for each shader program
* @param shaderType
*/
public String getShaderProgramName(Shader.ShaderType shaderType){
return shaderName.get(shaderType);
return shaderNames.get(shaderType);
}
/**
@ -431,16 +433,16 @@ public class TechniqueDef implements Savable {
OutputCapsule oc = ex.getCapsule(this);
oc.write(name, "name", null);
oc.write(shaderName.get(Shader.ShaderType.Vertex), "vertName", null);
oc.write(shaderName.get(Shader.ShaderType.Fragment), "fragName", null);
oc.write(shaderName.get(Shader.ShaderType.Geometry), "geomName", null);
oc.write(shaderName.get(Shader.ShaderType.TessellationControl), "tsctrlName", null);
oc.write(shaderName.get(Shader.ShaderType.TessellationEvaluation), "tsevalName", null);
oc.write(shaderLanguage.get(Shader.ShaderType.Vertex), "vertLanguage", null);
oc.write(shaderLanguage.get(Shader.ShaderType.Fragment), "fragLanguage", null);
oc.write(shaderLanguage.get(Shader.ShaderType.Geometry), "geomLanguage", null);
oc.write(shaderLanguage.get(Shader.ShaderType.TessellationControl), "tsctrlLanguage", null);
oc.write(shaderLanguage.get(Shader.ShaderType.TessellationEvaluation), "tsevalLanguage", null);
oc.write(shaderNames.get(Shader.ShaderType.Vertex), "vertName", null);
oc.write(shaderNames.get(Shader.ShaderType.Fragment), "fragName", null);
oc.write(shaderNames.get(Shader.ShaderType.Geometry), "geomName", null);
oc.write(shaderNames.get(Shader.ShaderType.TessellationControl), "tsctrlName", null);
oc.write(shaderNames.get(Shader.ShaderType.TessellationEvaluation), "tsevalName", null);
oc.write(shaderLanguages.get(Shader.ShaderType.Vertex), "vertLanguage", null);
oc.write(shaderLanguages.get(Shader.ShaderType.Fragment), "fragLanguage", null);
oc.write(shaderLanguages.get(Shader.ShaderType.Geometry), "geomLanguage", null);
oc.write(shaderLanguages.get(Shader.ShaderType.TessellationControl), "tsctrlLanguage", null);
oc.write(shaderLanguages.get(Shader.ShaderType.TessellationEvaluation), "tsevalLanguage", null);
oc.write(presetDefines, "presetDefines", null);
oc.write(lightMode, "lightMode", LightMode.Disable);
@ -459,11 +461,11 @@ public class TechniqueDef implements Savable {
public void read(JmeImporter im) throws IOException{
InputCapsule ic = im.getCapsule(this);
name = ic.readString("name", null);
shaderName.put(Shader.ShaderType.Vertex,ic.readString("vertName", null));
shaderName.put(Shader.ShaderType.Fragment,ic.readString("fragName", null));
shaderName.put(Shader.ShaderType.Geometry,ic.readString("geomName", null));
shaderName.put(Shader.ShaderType.TessellationControl,ic.readString("tsctrlName", null));
shaderName.put(Shader.ShaderType.TessellationEvaluation,ic.readString("tsevalName", null));
shaderNames.put(Shader.ShaderType.Vertex,ic.readString("vertName", null));
shaderNames.put(Shader.ShaderType.Fragment,ic.readString("fragName", null));
shaderNames.put(Shader.ShaderType.Geometry,ic.readString("geomName", null));
shaderNames.put(Shader.ShaderType.TessellationControl,ic.readString("tsctrlName", null));
shaderNames.put(Shader.ShaderType.TessellationEvaluation,ic.readString("tsevalName", null));
presetDefines = (DefineList) ic.readSavable("presetDefines", null);
lightMode = ic.readEnum("lightMode", LightMode.class, LightMode.Disable);
shadowMode = ic.readEnum("shadowMode", ShadowMode.class, ShadowMode.Disable);
@ -471,15 +473,15 @@ public class TechniqueDef implements Savable {
if (ic.getSavableVersion(TechniqueDef.class) == 0) {
// Old version
shaderLanguage.put(Shader.ShaderType.Vertex,ic.readString("shaderLang", null));
shaderLanguage.put(Shader.ShaderType.Fragment,shaderLanguage.get(Shader.ShaderType.Vertex));
shaderLanguages.put(Shader.ShaderType.Vertex,ic.readString("shaderLang", null));
shaderLanguages.put(Shader.ShaderType.Fragment,shaderLanguages.get(Shader.ShaderType.Vertex));
} else {
// New version
shaderLanguage.put(Shader.ShaderType.Vertex,ic.readString("vertLanguage", null));
shaderLanguage.put(Shader.ShaderType.Fragment,ic.readString("fragLanguage", null));
shaderLanguage.put(Shader.ShaderType.Geometry,ic.readString("geomLanguage", null));
shaderLanguage.put(Shader.ShaderType.TessellationControl,ic.readString("tsctrlLanguage", null));
shaderLanguage.put(Shader.ShaderType.TessellationEvaluation,ic.readString("tsevalLanguage", null));
shaderLanguages.put(Shader.ShaderType.Vertex,ic.readString("vertLanguage", null));
shaderLanguages.put(Shader.ShaderType.Fragment,ic.readString("fragLanguage", null));
shaderLanguages.put(Shader.ShaderType.Geometry,ic.readString("geomLanguage", null));
shaderLanguages.put(Shader.ShaderType.TessellationControl,ic.readString("tsctrlLanguage", null));
shaderLanguages.put(Shader.ShaderType.TessellationEvaluation,ic.readString("tsevalLanguage", null));
}
usesNodes = ic.readBoolean("usesNodes", false);
@ -501,7 +503,7 @@ public class TechniqueDef implements Savable {
* @return
*/
public EnumMap<Shader.ShaderType, String> getShaderProgramNames() {
return shaderName;
return shaderNames;
}
/**
@ -509,7 +511,7 @@ public class TechniqueDef implements Savable {
* @return
*/
public EnumMap<Shader.ShaderType, String> getShaderProgramLanguages() {
return shaderLanguage;
return shaderLanguages;
}
public ShaderGenerationInfo getShaderGenerationInfo() {

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