Made a MaterialDebugAppState that allows hot reload of materials at runtime. Pretty convenient for shader development and debugging
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jme3-core/src/main/java/com/jme3/util/MaterialDebugAppState.java
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jme3-core/src/main/java/com/jme3/util/MaterialDebugAppState.java
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/*
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* Copyright (c) 2009-2014 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.jme3.util;
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import com.jme3.app.Application;
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import com.jme3.app.state.AbstractAppState;
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import com.jme3.app.state.AppStateManager;
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import com.jme3.asset.AssetInfo;
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import com.jme3.asset.AssetKey;
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import com.jme3.asset.DesktopAssetManager;
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import com.jme3.asset.plugins.UrlAssetInfo;
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import com.jme3.input.InputManager;
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import com.jme3.input.controls.ActionListener;
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import com.jme3.input.controls.Trigger;
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import com.jme3.material.MatParam;
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import com.jme3.material.Material;
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import com.jme3.post.Filter;
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import com.jme3.post.Filter.Pass;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.RendererException;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.shape.Box;
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import com.jme3.shader.Shader;
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import java.io.File;
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import java.lang.reflect.Field;
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import java.net.URL;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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/**
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* This appState is for debug purpose only, and was made to provide an easy way
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* to test shaders, with a live update capability.
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*
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* This calss provides and easy way to reload a material and catches compilation
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* errors when needed and displays the error in the console.
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*
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* If no error accur on compilation, the material is reloaded in the scene.
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*
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* You can either trigger the reload when pressing a key (or whatever input is
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* supported by Triggers you can attach to the input manager), or trigger it
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* when a specific file (the shader source) has been changed on the hard drive.
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*
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* Usage :
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*
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* MaterialDebugAppState matDebug = new MaterialDebugAppState();
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* stateManager.attach(matDebug);
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* matDebug.registerBinding(new KeyTrigger(KeyInput.KEY_R), whateverGeometry);
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*
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* this will reload the material of whateverGeometry when pressing the R key.
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*
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* matDebug.registerBinding("Shaders/distort.frag", whateverGeometry);
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*
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* this will reload the material of whateverGeometry when the given file is
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* changed on the hard drive.
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*
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* you can also register bindings to the appState with a post process Filter
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*
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* @author Nehon
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*/
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public class MaterialDebugAppState extends AbstractAppState {
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private RenderManager renderManager;
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private DesktopAssetManager assetManager;
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private InputManager inputManager;
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private List<Binding> bindings = new ArrayList<Binding>();
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private Map<Trigger,List<Binding>> fileTriggers = new HashMap<Trigger,List<Binding>> ();
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@Override
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public void initialize(AppStateManager stateManager, Application app) {
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renderManager = app.getRenderManager();
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assetManager = (DesktopAssetManager) app.getAssetManager();
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inputManager = app.getInputManager();
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for (Binding binding : bindings) {
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bind(binding);
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}
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super.initialize(stateManager, app);
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}
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/**
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* Will reload the spatial's materials whenever the trigger is fired
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* @param trigger the trigger
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* @param spat the spatial to reload
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*/
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public void registerBinding(Trigger trigger, final Spatial spat) {
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if(spat instanceof Geometry){
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GeometryBinding binding = new GeometryBinding(trigger, (Geometry)spat);
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bindings.add(binding);
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if (isInitialized()) {
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bind(binding);
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}
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}else if (spat instanceof Node){
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for (Spatial child : ((Node)spat).getChildren()) {
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registerBinding(trigger, child);
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}
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}
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}
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/**
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* Will reload the filter's materials whenever the trigger is fired.
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* @param trigger the trigger
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* @param filter the filter to reload
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*/
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public void registerBinding(Trigger trigger, final Filter filter) {
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FilterBinding binding = new FilterBinding(trigger, filter);
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bindings.add(binding);
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if (isInitialized()) {
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bind(binding);
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}
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}
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/**
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* Will reload the filter's materials whenever the shader file is changed
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* on the hard drive
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* @param shaderName the shader name (relative path to the asset folder or
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* to a registered asset path)
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* @param filter the filter to reload
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*/
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public void registerBinding(String shaderName, final Filter filter) {
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registerBinding(new FileChangedTrigger(shaderName), filter);
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}
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/**
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* Will reload the spatials's materials whenever the shader file is changed
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* on the hard drive
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* @param shaderName the shader name (relative path to the asset folder or
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* to a registered asset path)
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* @param spat the spatial to reload
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*/
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public void registerBinding(String shaderName, final Spatial spat) {
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registerBinding(new FileChangedTrigger(shaderName), spat);
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}
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private void bind(final Binding binding) {
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if (binding.getTrigger() instanceof FileChangedTrigger) {
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FileChangedTrigger t = (FileChangedTrigger) binding.getTrigger();
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List<Binding> b = fileTriggers.get(t);
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if(b == null){
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t.init();
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b = new ArrayList<Binding>();
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fileTriggers.put(t, b);
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}
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b.add(binding);
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} else {
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final String actionName = binding.getActionName();
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inputManager.addListener(new ActionListener() {
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public void onAction(String name, boolean isPressed, float tpf) {
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if (actionName.equals(name) && isPressed) {
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//reloading the material
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binding.reload();
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}
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}
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}, actionName);
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inputManager.addMapping(actionName, binding.getTrigger());
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}
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}
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private Material reloadMaterial(Material mat) {
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//clear the entire cache, there might be more clever things to do, like clearing only the matdef, and the associated shaders.
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((DesktopAssetManager) assetManager).clearCache();
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//creating a dummy mat with the mat def of the mat to reload
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Material dummy = new Material(mat.getMaterialDef());
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for (MatParam matParam : mat.getParams()) {
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dummy.setParam(matParam.getName(), matParam.getVarType(), matParam.getValue());
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}
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//creating a dummy geom and assigning the dummy material to it
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Geometry dummyGeom = new Geometry("dummyGeom", new Box(1f, 1f, 1f));
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dummyGeom.setMaterial(dummy);
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try {
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//preloading the dummyGeom, this call will compile the shader again
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renderManager.preloadScene(dummyGeom);
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} catch (RendererException e) {
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//compilation error, the shader code will be output to the console
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//the following code will output the error
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//System.err.println(e.getMessage());
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Logger.getLogger(MaterialDebugAppState.class.getName()).log(Level.SEVERE, e.getMessage());
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return null;
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}
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Logger.getLogger(MaterialDebugAppState.class.getName()).log(Level.INFO, "Material succesfully reloaded");
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//System.out.println("Material succesfully reloaded");
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return dummy;
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}
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@Override
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public void update(float tpf) {
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super.update(tpf); //To change body of generated methods, choose Tools | Templates.
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for (Trigger trigger : fileTriggers.keySet()) {
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if (trigger instanceof FileChangedTrigger) {
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FileChangedTrigger t = (FileChangedTrigger) trigger;
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if (t.shouldFire()) {
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List<Binding> b = fileTriggers.get(t);
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for (Binding binding : b) {
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binding.reload();
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}
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}
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}
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}
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}
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private interface Binding {
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public String getActionName();
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public void reload();
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public Trigger getTrigger();
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}
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private class GeometryBinding implements Binding {
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Trigger trigger;
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Geometry geom;
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public GeometryBinding(Trigger trigger, Geometry geom) {
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this.trigger = trigger;
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this.geom = geom;
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}
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public void reload() {
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Material reloadedMat = reloadMaterial(geom.getMaterial());
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//if the reload is successful, we re setupt the material with its params and reassign it to the box
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if (reloadedMat != null) {
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// setupMaterial(reloadedMat);
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geom.setMaterial(reloadedMat);
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}
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}
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public String getActionName() {
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return geom.getName() + "Reload";
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}
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public Trigger getTrigger() {
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return trigger;
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}
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}
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private class FilterBinding implements Binding {
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Trigger trigger;
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Filter filter;
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public FilterBinding(Trigger trigger, Filter filter) {
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this.trigger = trigger;
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this.filter = filter;
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}
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public void reload() {
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Field[] fields1 = filter.getClass().getDeclaredFields();
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Field[] fields2 = filter.getClass().getSuperclass().getDeclaredFields();
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List<Field> fields = new ArrayList<Field>();
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fields.addAll(Arrays.asList(fields1));
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fields.addAll(Arrays.asList(fields2));
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Material m = new Material();
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Filter.Pass p = filter.new Pass();
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try {
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for (Field field : fields) {
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if (field.getType().isInstance(m)) {
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field.setAccessible(true);
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Material mat = reloadMaterial((Material) field.get(filter));
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if (mat == null) {
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return;
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} else {
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field.set(filter, mat);
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}
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}
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if (field.getType().isInstance(p)) {
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field.setAccessible(true);
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p = (Filter.Pass) field.get(filter);
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if (p.getPassMaterial() != null) {
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Material mat = reloadMaterial(p.getPassMaterial());
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if (mat == null) {
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return;
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} else {
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p.setPassMaterial(mat);
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}
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}
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}
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if (field.getName().equals("postRenderPasses")) {
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field.setAccessible(true);
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List<Pass> passes = new ArrayList<Pass>();
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passes = (List<Pass>) field.get(filter);
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if (passes != null) {
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for (Pass pass : passes) {
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Material mat = reloadMaterial(pass.getPassMaterial());
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if (mat == null) {
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return;
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} else {
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pass.setPassMaterial(mat);
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}
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}
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}
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}
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}
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} catch (IllegalArgumentException ex) {
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Logger.getLogger(MaterialDebugAppState.class.getName()).log(Level.SEVERE, null, ex);
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} catch (IllegalAccessException ex) {
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Logger.getLogger(MaterialDebugAppState.class.getName()).log(Level.SEVERE, null, ex);
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}
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}
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public String getActionName() {
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return filter.getName() + "Reload";
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}
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public Trigger getTrigger() {
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return trigger;
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}
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}
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private class FileChangedTrigger implements Trigger {
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String fileName;
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File file;
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Long fileLastM;
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public FileChangedTrigger(String fileName) {
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this.fileName = fileName;
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}
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public void init() {
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AssetInfo info = assetManager.locateAsset(new AssetKey<Shader>(fileName));
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if (info != null && info instanceof UrlAssetInfo) {
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try {
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Field f = info.getClass().getDeclaredField("url");
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f.setAccessible(true);
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URL url = (URL) f.get(info);
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file = new File(url.getFile());
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fileLastM = file.lastModified();
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} catch (NoSuchFieldException ex) {
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Logger.getLogger(MaterialDebugAppState.class.getName()).log(Level.SEVERE, null, ex);
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} catch (SecurityException ex) {
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Logger.getLogger(MaterialDebugAppState.class.getName()).log(Level.SEVERE, null, ex);
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} catch (IllegalArgumentException ex) {
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Logger.getLogger(MaterialDebugAppState.class.getName()).log(Level.SEVERE, null, ex);
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} catch (IllegalAccessException ex) {
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Logger.getLogger(MaterialDebugAppState.class.getName()).log(Level.SEVERE, null, ex);
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}
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}
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}
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public boolean shouldFire() {
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if (file.lastModified() != fileLastM) {
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fileLastM = file.lastModified();
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return true;
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}
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return false;
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}
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public String getName() {
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return fileName;
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}
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public int triggerHashCode() {
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return 0;
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}
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}
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}
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