Fixed output param to Logger's warning.
Added"name" parameter when exception is thrown so it's easier to know what the name is. git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8153 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This commit is contained in:
parent
99c6a41de3
commit
87435a37d3
@ -3,7 +3,7 @@
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* <p/>
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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 met:
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*
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* <p/>
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@ -70,8 +70,8 @@ import java.util.logging.Level;
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import java.util.logging.Logger;
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/**
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* <code>Material</code> describes the rendering style for a given
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* {@link Geometry}.
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* <code>Material</code> describes the rendering style for a given
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* {@link Geometry}.
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* <p>A material is essentially a list of {
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* @link MatParam parameters}, those parameters map to uniforms which are
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* defined in a shader. Setting the parameters can modify the behavior of a
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@ -113,7 +113,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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throw new NullPointerException("Material definition cannot be null");
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}
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this.def = def;
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// Load default values from definition (if any)
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for (MatParam param : def.getMaterialParams()){
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if (param.getValue() != null){
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@ -134,11 +134,11 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Returns the asset key name of the asset from which this material was loaded.
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*
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*
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* <p>This value will be <code>null</code> unless this material was loaded
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* from a .j3m file.
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*
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* @return Asset key name of the j3m file
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*
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* @return Asset key name of the j3m file
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*/
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public String getAssetName() {
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return key != null ? key.getName() : null;
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@ -153,12 +153,12 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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}
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/**
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* Returns the sorting ID or sorting index for this material.
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*
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* Returns the sorting ID or sorting index for this material.
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*
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* <p>The sorting ID is used internally by the system to sort rendering
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* of geometries. It sorted to reduce shader switches, if the shaders
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* are equal, then it is sorted by textures.
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*
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*
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* @return The sorting ID used for sorting geometries for rendering.
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*/
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public int getSortId() {
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@ -184,11 +184,11 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Uses the sorting ID for each material to compare them.
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*
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*
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* @param m The other material to compare to.
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*
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*
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* @return zero if the materials are equal, returns a negative value
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* if <code>this</code> has a lower sorting ID than <code>m</code>,
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* if <code>this</code> has a lower sorting ID than <code>m</code>,
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* otherwise returns a positive value.
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*/
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public int compareTo(Material m) {
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@ -226,12 +226,12 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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* <p>
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* The technique is selected automatically by the {@link RenderManager}
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* based on system capabilities. Users may select their own
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* technique by using
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* technique by using
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* {@link #selectTechnique(java.lang.String, com.jme3.renderer.RenderManager) }.
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*
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*
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* @return the currently active technique.
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*
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* @see #selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
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*
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* @see #selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
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*/
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public Technique getActiveTechnique() {
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return technique;
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@ -240,7 +240,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Check if the transparent value marker is set on this material.
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* @return True if the transparent value marker is set on this material.
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* @see #setTransparent(boolean)
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* @see #setTransparent(boolean)
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*/
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public boolean isTransparent() {
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return transparent;
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@ -248,13 +248,13 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Set the transparent value marker.
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*
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*
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* <p>This value is merely a marker, by itself it does nothing.
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* Generally model loaders will use this marker to indicate further
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* up that the material is transparent and therefore any geometries
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* using it should be put into the {@link Bucket#Transparent transparent
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* bucket}.
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*
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*
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* @param transparent the transparent value marker.
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*/
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public void setTransparent(boolean transparent) {
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@ -263,10 +263,10 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Check if the material should receive shadows or not.
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*
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*
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* @return True if the material should receive shadows.
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*
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* @see Material#setReceivesShadows(boolean)
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*
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* @see Material#setReceivesShadows(boolean)
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*/
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public boolean isReceivesShadows() {
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return receivesShadows;
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@ -274,13 +274,13 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Set if the material should receive shadows or not.
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*
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*
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* <p>This value is merely a marker, by itself it does nothing.
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* Generally model loaders will use this marker to indicate
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* the material should receive shadows and therefore any
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* geometries using it should have the {@link ShadowMode#Receive} set
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* on them.
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*
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*
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* @param receivesShadows if the material should receive shadows or not.
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*/
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public void setReceivesShadows(boolean receivesShadows) {
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@ -289,13 +289,13 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Acquire the additional {@link RenderState render state} to apply
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* for this material.
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*
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* for this material.
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*
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* <p>The first call to this method will create an additional render
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* state which can be modified by the user to apply any render
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* states in addition to the ones used by the renderer. Only render
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* states which are modified in the additional render state will be applied.
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*
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*
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* @return The additional render state.
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*/
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public RenderState getAdditionalRenderState() {
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@ -308,7 +308,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Get the material definition (j3md file info) that <code>this</code>
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* material is implementing.
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*
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*
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* @return the material definition this material implements.
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*/
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public MaterialDef getMaterialDef() {
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@ -318,7 +318,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Returns the parameter set on this material with the given name,
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* returns <code>null</code> if the parameter is not set.
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*
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*
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* @param name The parameter name to look up.
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* @return The MatParam if set, or null if not set.
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*/
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@ -333,7 +333,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Returns the texture parameter set on this material with the given name,
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* returns <code>null</code> if the parameter is not set.
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*
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*
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* @param name The parameter name to look up.
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* @return The MatParamTexture if set, or null if not set.
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*/
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@ -347,10 +347,10 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Returns a collection of all parameters set on this material.
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*
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*
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* @return a collection of all parameters set on this material.
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*
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* @see #setParam(java.lang.String, com.jme3.shader.VarType, java.lang.Object)
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*
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* @see #setParam(java.lang.String, com.jme3.shader.VarType, java.lang.Object)
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*/
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public Collection<MatParam> getParams() {
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return paramValues.values();
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@ -374,7 +374,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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if (type != null && paramDef.getVarType() != type) {
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logger.log(Level.WARNING, "Material parameter being set: {0} with "
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+ "type {1} doesn't match definition type {2}", new Object[]{name, type.name(), paramDef.getVarType()} );
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+ "type {1} doesn''t match definition types {2}", new Object[]{name, type.name(), paramDef.getVarType()} );
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}
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return newName;
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@ -382,7 +382,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Pass a parameter to the material shader.
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*
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*
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* @param name the name of the parameter defined in the material definition (j3md)
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* @param type the type of the parameter {@link VarType}
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* @param value the value of the parameter
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@ -439,7 +439,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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MatParamTexture val = getTextureParam(name);
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if (val == null) {
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throw new IllegalArgumentException("The given texture parameter is not set.");
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throw new IllegalArgumentException("The given texture for parameter \"" + name + "\" is null.");
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}
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int texUnit = val.getUnit();
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@ -459,11 +459,11 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Set a texture parameter.
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*
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*
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* @param name The name of the parameter
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* @param type The variable type {@link VarType}
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* @param value The texture value of the parameter.
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*
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*
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* @throws IllegalArgumentException is value is null
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*/
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public void setTextureParam(String name, VarType type, Texture value) {
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@ -489,8 +489,8 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Pass a texture to the material shader.
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*
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* @param name the name of the texture defined in the material definition
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*
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* @param name the name of the texture defined in the material definition
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* (j3md) (for example Texture for Lighting.j3md)
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* @param value the Texture object previously loaded by the asset manager
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*/
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@ -501,7 +501,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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return;
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}
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VarType paramType = null;
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VarType paramType = null;
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switch (value.getType()) {
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case TwoDimensional:
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paramType = VarType.Texture2D;
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@ -524,7 +524,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Pass a Matrix4f to the material shader.
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*
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*
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* @param name the name of the matrix defined in the material definition (j3md)
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* @param value the Matrix4f object
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*/
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@ -534,7 +534,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Pass a boolean to the material shader.
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*
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*
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* @param name the name of the boolean defined in the material definition (j3md)
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* @param value the boolean value
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*/
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@ -544,7 +544,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Pass a float to the material shader.
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*
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*
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* @param name the name of the float defined in the material definition (j3md)
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* @param value the float value
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*/
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@ -554,7 +554,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Pass an int to the material shader.
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*
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*
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* @param name the name of the int defined in the material definition (j3md)
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* @param value the int value
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*/
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@ -564,7 +564,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Pass a Color to the material shader.
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*
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*
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* @param name the name of the color defined in the material definition (j3md)
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* @param value the ColorRGBA value
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*/
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@ -574,7 +574,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Pass a Vector2f to the material shader.
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*
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*
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* @param name the name of the Vector2f defined in the material definition (j3md)
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* @param value the Vector2f value
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*/
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@ -584,7 +584,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Pass a Vector3f to the material shader.
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*
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*
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* @param name the name of the Vector3f defined in the material definition (j3md)
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* @param value the Vector3f value
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*/
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@ -594,7 +594,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Pass a Vector4f to the material shader.
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*
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*
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* @param name the name of the Vector4f defined in the material definition (j3md)
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* @param value the Vector4f value
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*/
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@ -802,7 +802,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Select the technique to use for rendering this material.
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* <p>
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* If <code>name</code> is "Default", then one of the
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* If <code>name</code> is "Default", then one of the
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* {@link MaterialDef#getDefaultTechniques() default techniques}
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* on the material will be selected. Otherwise, the named technique
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* will be found in the material definition.
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@ -810,13 +810,13 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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* Any candidate technique for selection (either default or named)
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* must be verified to be compatible with the system, for that, the
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* <code>renderManager</code> is queried for capabilities.
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*
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*
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* @param name The name of the technique to select, pass "Default" to
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* select one of the default techniques.
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* @param renderManager The {@link RenderManager render manager}
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* to query for capabilities.
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*
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* @throws IllegalArgumentException If "Default" is passed and no default
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*
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* @throws IllegalArgumentException If "Default" is passed and no default
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* techniques are available on the material definition, or if a name
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* is passed but there's no technique by that name.
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* @throws UnsupportedOperationException If no candidate technique supports
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@ -902,7 +902,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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* Preloading the material can ensure that when the material is first
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* used for rendering, there won't be any delay since the material has
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* been already been setup for rendering.
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*
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*
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* @param rm The render manager to preload for
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*/
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public void preload(RenderManager rm) {
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@ -954,7 +954,7 @@ public class Material implements Asset, Cloneable, Savable, Comparable<Material>
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/**
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* Called by {@link RenderManager} to render the geometry by
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* using this material.
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*
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*
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* @param geom The geometry to render
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* @param rm The render manager requesting the rendering
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*/
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|
Loading…
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Reference in New Issue
Block a user