SDK: fix build error

experimental
Kirill Vainer 9 years ago
parent 15465a020f
commit 85feb305ef
  1. 8
      jme3-core/src/main/java/com/jme3/shader/ShaderGenerator.java
  2. 8
      sdk/jme3-materialeditor/src/com/jme3/gde/materialdefinition/EditableMatDefFile.java

@ -77,6 +77,8 @@ public abstract class ShaderGenerator {
/** /**
* Generate vertex and fragment shaders for the given technique * Generate vertex and fragment shaders for the given technique
* *
* @param definesSourceCode Defines to include alongside the shader. May be
* null.
* @return a Shader program * @return a Shader program
*/ */
public Shader generateShader(String definesSourceCode) { public Shader generateShader(String definesSourceCode) {
@ -114,9 +116,9 @@ public abstract class ShaderGenerator {
* @return the code of the generated vertex shader * @return the code of the generated vertex shader
*/ */
protected String buildShader(List<ShaderNode> shaderNodes, ShaderGenerationInfo info, ShaderType type) { protected String buildShader(List<ShaderNode> shaderNodes, ShaderGenerationInfo info, ShaderType type) {
if (type == ShaderType.TessellationControl || if (type == ShaderType.TessellationControl
type == ShaderType.TessellationEvaluation || || type == ShaderType.TessellationEvaluation
type == ShaderType.Geometry) { || type == ShaderType.Geometry) {
// TODO: Those are not supported. // TODO: Those are not supported.
// Too much code assumes that type is either Vertex or Fragment // Too much code assumes that type is either Vertex or Fragment
return null; return null;

@ -172,11 +172,11 @@ public class EditableMatDefFile {
material.selectTechnique(currentTechnique.getName(), SceneApplication.getApplication().getRenderManager()); material.selectTechnique(currentTechnique.getName(), SceneApplication.getApplication().getRenderManager());
Shader s; Shader s;
if (version.equals(GLSL100)) { if (version.equals(GLSL100)) {
glsl100.initialize(material.getActiveTechnique()); glsl100.initialize(material.getActiveTechnique().getDef());
s = glsl100.generateShader(); s = glsl100.generateShader(null);
} else { } else {
glsl150.initialize(material.getActiveTechnique()); glsl150.initialize(material.getActiveTechnique().getDef());
s = glsl150.generateShader(); s = glsl150.generateShader(null);
} }
for (Shader.ShaderSource source : s.getSources()) { for (Shader.ShaderSource source : s.getSources()) {
if (source.getType() == type) { if (source.getType() == type) {

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