Merge branch 'master' into PBRisComing
This commit is contained in:
commit
f70151f2c7
jme3-android-native
jme3-bullet-native-android
jme3-bullet/src/main/java/com/jme3/bullet
jme3-core/src
plugins/java/com/jme3/material/plugins
test
@ -85,7 +85,9 @@ task copyPreCompiledLibs(type: Copy) {
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into outputDir
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}
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if (rootProject.ndkExists && rootProject.buildNativeProjects) {
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// ndkExists is a boolean from the build.gradle in the root project
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// buildNativeProjects is a string set to "true"
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if (ndkExists && buildNativeProjects == "true") {
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// build native libs and update stored pre-compiled libs to commit
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compileJava.dependsOn { updatePreCompiledLibs }
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} else {
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@ -111,7 +111,9 @@ task copyPreCompiledOpenAlSoftLibs(type: Copy) {
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into outputDir
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}
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if (rootProject.ndkExists && rootProject.buildNativeProjects) {
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// ndkExists is a boolean from the build.gradle in the root project
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// buildNativeProjects is a string set to "true"
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if (ndkExists && buildNativeProjects == "true") {
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// build native libs and update stored pre-compiled libs to commit
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compileJava.dependsOn { updatePreCompiledOpenAlSoftLibs }
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} else {
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@ -186,7 +186,9 @@ task copyPreCompiledBulletLibs(type: Copy) {
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into outputDir
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}
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if (rootProject.ndkExists) {
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// ndkExists is a boolean from the build.gradle in the root project
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// buildNativeProjects is a string set to "true"
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if (ndkExists && buildNativeProjects == "true") {
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// build native libs and update stored pre-compiled libs to commit
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compileJava.dependsOn { updatePreCompiledBulletLibs }
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} else {
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@ -995,7 +995,7 @@ public class PhysicsSpace {
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return solverNumIterations;
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}
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private static native void setSolverNumIterations(long physicsSpaceId, int numIterations);
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private native void setSolverNumIterations(long physicsSpaceId, int numIterations);
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public static native void initNativePhysics();
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@ -633,9 +633,7 @@ public class J3MLoader implements AssetLoader {
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// Not sure if this is needed anymore, since shader caching
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// is now done by TechniqueDef.
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technique.setShaderFile(technique.hashCode() + "", technique.hashCode() + "", "GLSL100", "GLSL100");
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}
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if (shaderNames.containsKey(Shader.ShaderType.Vertex) && shaderNames.containsKey(Shader.ShaderType.Fragment)) {
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}else if (shaderNames.containsKey(Shader.ShaderType.Vertex) && shaderNames.containsKey(Shader.ShaderType.Fragment)) {
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technique.setShaderFile(shaderNames, shaderLanguages);
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} else {
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technique = null;
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@ -0,0 +1,100 @@
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/*
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* Copyright (c) 2009-2016 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.material.plugins;
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import com.jme3.asset.AssetManager;
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import com.jme3.material.*;
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import com.jme3.renderer.*;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.shape.Box;
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import com.jme3.shader.Shader;
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import com.jme3.system.*;
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import org.junit.Test;
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import org.junit.runner.RunWith;
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import org.mockito.runners.MockitoJUnitRunner;
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import java.util.*;
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import static org.junit.Assert.assertEquals;
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@RunWith(MockitoJUnitRunner.class)
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public class LoadJ3mdTest {
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private Material material;
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private final Geometry geometry = new Geometry("Geometry", new Box(1, 1, 1));
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private final EnumSet<Caps> myCaps = EnumSet.noneOf(Caps.class);
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private final RenderManager renderManager = new RenderManager(new NullRenderer() {
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@Override
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public EnumSet<Caps> getCaps() {
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return LoadJ3mdTest.this.myCaps;
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}
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});
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@Test
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public void testShaderNodesMaterialDefLoading() {
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supportGlsl(100);
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material("testMatDef.j3md");
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material.selectTechnique("Default", renderManager);
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assertEquals(material.getActiveTechnique().getDef().getShaderNodes().size(), 2);
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Shader s = material.getActiveTechnique().getDef().getShader(TestUtil.createAssetManager(), myCaps, material.getActiveTechnique().getDynamicDefines());
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assertEquals(s.getSources().size(), 2);
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}
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private void supportGlsl(int version) {
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switch (version) {
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case 150:
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myCaps.add(Caps.GLSL150);
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case 140:
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myCaps.add(Caps.GLSL140);
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case 130:
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myCaps.add(Caps.GLSL130);
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case 120:
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myCaps.add(Caps.GLSL120);
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case 110:
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myCaps.add(Caps.GLSL110);
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case 100:
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myCaps.add(Caps.GLSL100);
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break;
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}
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}
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private void caps(Caps... caps) {
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myCaps.addAll(Arrays.asList(caps));
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}
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private void material(String path) {
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AssetManager assetManager = TestUtil.createAssetManager();
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material = new Material(assetManager, path);
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geometry.setMaterial(material);
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}
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}
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34
jme3-core/src/test/resources/testMatDef.j3md
Normal file
34
jme3-core/src/test/resources/testMatDef.j3md
Normal file
@ -0,0 +1,34 @@
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MaterialDef Simple {
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MaterialParameters {
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Color Color
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}
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Technique {
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WorldParameters {
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WorldViewProjectionMatrix
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}
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VertexShaderNodes {
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ShaderNode CommonVert {
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Definition : CommonVert : Common/MatDefs/ShaderNodes/Common/CommonVert.j3sn
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InputMappings {
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worldViewProjectionMatrix = WorldParam.WorldViewProjectionMatrix
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modelPosition = Global.position.xyz
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}
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OutputMappings {
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Global.position = projPosition
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}
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}
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}
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FragmentShaderNodes {
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ShaderNode ColorMult {
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Definition : ColorMult : Common/MatDefs/ShaderNodes/Basic/ColorMult.j3sn
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InputMappings {
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color1 = MatParam.Color
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color2 = Global.color
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}
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OutputMappings {
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Global.color = outColor
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}
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}
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}
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}
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}
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