Better handling of default values for shader nodes input

monkanim
Nehon 7 years ago
parent 3ab8466075
commit 514e809326
  1. 60
      jme3-core/src/main/java/com/jme3/shader/Glsl100ShaderGenerator.java
  2. 6
      jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/ColorMix.j3sn
  3. 4
      jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Basic/ColorMult.j3sn
  4. 4
      jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Math/Mult.j3sn
  5. 4
      jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Math/MultVec2.j3sn
  6. 4
      jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Math/MultVec3.j3sn

@ -228,6 +228,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
*
* 4. mapping outputs to global output if needed<br>
*
*
*<br>
* All of this is embed in a #if conditional statement if needed
*/
@ -241,11 +242,35 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
final List<String> declaredInputs = new ArrayList<>();
// Decalring variables with default values first
final ShaderNodeDefinition definition = shaderNode.getDefinition();
for (final ShaderNodeVariable var : definition.getInputs()) {
if (var.getType().startsWith("sampler")) {
continue;
}
final String fullName = shaderNode.getName() + "_" + var.getName();
final ShaderNodeVariable variable = new ShaderNodeVariable(var.getType(), shaderNode.getName(),
var.getName(), var.getMultiplicity());
if (!isVarying(info, variable)) {
declareVariable(source, variable, var.getDefaultValue(), true, null);
}
nodeSource = replaceVariableName(nodeSource, variable);
declaredInputs.add(fullName);
}
for (VariableMapping mapping : shaderNode.getInputMapping()) {
final ShaderNodeVariable rightVariable = mapping.getRightVariable();
final ShaderNodeVariable leftVariable = mapping.getLeftVariable();
String newName = shaderNode.getName() + "_" + leftVariable.getName();
boolean isDeclared = declaredInputs.contains(newName);
//Variables fed with a sampler matparam or world param are replaced by the matparam itself
//It avoids issue with samplers that have to be uniforms.
if (rightVariable != null && isWorldOrMaterialParam(rightVariable) && rightVariable.getType().startsWith("sampler")) {
@ -255,41 +280,16 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
if (leftVariable.getType().startsWith("sampler")) {
throw new IllegalArgumentException("a Sampler must be a uniform");
}
map(mapping, source);
map(mapping, source, !isDeclared);
}
String newName = shaderNode.getName() + "_" + leftVariable.getName();
if (!declaredInputs.contains(newName)) {
if (!isDeclared) {
nodeSource = replace(nodeSource, leftVariable, newName);
declaredInputs.add(newName);
}
}
final ShaderNodeDefinition definition = shaderNode.getDefinition();
for (final ShaderNodeVariable var : definition.getInputs()) {
if (var.getDefaultValue() == null) {
continue;
}
final String fullName = shaderNode.getName() + "_" + var.getName();
if (declaredInputs.contains(fullName)) {
continue;
}
final ShaderNodeVariable variable = new ShaderNodeVariable(var.getType(), shaderNode.getName(),
var.getName(), var.getMultiplicity());
if (!isVarying(info, variable)) {
declareVariable(source, variable, var.getDefaultValue(), true, null);
}
nodeSource = replaceVariableName(nodeSource, variable);
declaredInputs.add(fullName);
}
for (ShaderNodeVariable var : definition.getOutputs()) {
ShaderNodeVariable v = new ShaderNodeVariable(var.getType(), shaderNode.getName(), var.getName(), var.getMultiplicity());
@ -304,7 +304,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
source.append(nodeSource);
for (VariableMapping mapping : shaderNode.getOutputMapping()) {
map(mapping, source);
map(mapping, source, true);
}
endCondition(shaderNode.getCondition(), source);
comment(source, shaderNode, "End");
@ -423,7 +423,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
* @param mapping the VariableMapping to append
* @param source the StringBuilder to use
*/
protected void map(VariableMapping mapping, StringBuilder source) {
protected void map(VariableMapping mapping, StringBuilder source, boolean declare) {
final ShaderNodeVariable leftVariable = mapping.getLeftVariable();
final ShaderNodeVariable rightVariable = mapping.getRightVariable();
@ -431,7 +431,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
startCondition(mapping.getCondition(), source);
appendIndent(source);
if (!leftVariable.isShaderOutput()) {
if (!leftVariable.isShaderOutput() && declare) {
source.append(leftVariable.getType());
source.append(" ");
}

@ -10,9 +10,9 @@ ShaderNodeDefinitions{
@output outColor the mixed color
}
Input {
vec4 color1
vec4 color2
float factor
vec4 color1 vec4(1.0)
vec4 color2 vec4(1.0)
float factor 0.5
}
Output {
vec4 outColor

@ -9,8 +9,8 @@ ShaderNodeDefinitions{
@output outColor the resulting color
}
Input {
vec4 color1
vec4 color2
vec4 color1 vec4(1.0)
vec4 color2 vec4(1.0)
}
Output {
vec4 outColor

@ -9,8 +9,8 @@ ShaderNodeDefinitions{
@output outFloat the resulting coord
}
Input {
float float1
float float2
float float1 1.0
float float2 1.0
}
Output {
float outFloat

@ -9,8 +9,8 @@ ShaderNodeDefinitions{
@output outCoord the resulting coord
}
Input {
vec2 coord1
vec2 coord2
vec2 coord1 vec2(1.0)
vec2 coord2 vec2(1.0)
}
Output {
vec2 outCoord

@ -9,8 +9,8 @@ ShaderNodeDefinitions{
@output outPos the resulting position
}
Input {
vec2 pos1
vec2 pos2
vec3 pos1 vec3(1.0)
vec3 pos2 vec3(1.0)
}
Output {
vec2 outPos

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