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
3.0
dan..om 13 years ago
parent 99c6a41de3
commit 87435a37d3
  1. 112
      engine/src/core/com/jme3/material/Material.java

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

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