add TechniqueDef.noRender
This commit is contained in:
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9226299a87
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@ -69,7 +69,7 @@ import java.util.logging.Logger;
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* Setting the parameters can modify the behavior of a
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* shader.
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* <p/>
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*
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*
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* @author Kirill Vainer
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*/
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public class Material implements CloneableSmartAsset, Cloneable, Savable {
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@ -146,7 +146,7 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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public String getName() {
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return name;
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}
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/**
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* This method sets the name of the material.
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* The name is not the same as the asset name.
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@ -222,11 +222,11 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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}
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/**
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* Compares two materials and returns true if they are equal.
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* Compares two materials and returns true if they are equal.
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* This methods compare definition, parameters, additional render states.
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* Since materials are mutable objects, implementing equals() properly is not possible,
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* Since materials are mutable objects, implementing equals() properly is not possible,
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* hence the name contentEquals().
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*
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*
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* @param otherObj the material to compare to this material
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* @return true if the materials are equal.
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*/
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@ -234,15 +234,15 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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if (!(otherObj instanceof Material)) {
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return false;
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}
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Material other = (Material) otherObj;
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// Early exit if the material are the same object
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if (this == other) {
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return true;
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}
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// Check material definition
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// Check material definition
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if (this.getMaterialDef() != other.getMaterialDef()) {
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return false;
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}
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@ -251,12 +251,12 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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if (this.paramValues.size() != other.paramValues.size()) {
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return false;
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}
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// Checking technique
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if (this.technique != null || other.technique != null) {
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// Techniques are considered equal if their names are the same
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// E.g. if user chose custom technique for one material but
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// uses default technique for other material, the materials
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// E.g. if user chose custom technique for one material but
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// uses default technique for other material, the materials
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// are not equal.
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String thisDefName = this.technique != null ? this.technique.getDef().getName() : "Default";
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String otherDefName = other.technique != null ? other.technique.getDef().getName() : "Default";
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@ -290,7 +290,7 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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return false;
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}
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}
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return true;
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}
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@ -305,7 +305,7 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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hash = 29 * hash + (this.additionalState != null ? this.additionalState.contentHashCode() : 0);
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return hash;
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}
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/**
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* Returns the currently active technique.
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* <p>
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@ -436,7 +436,7 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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public Collection<MatParam> getParams() {
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return paramValues.values();
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}
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/**
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* Returns the ListMap of all parameters set on this material.
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*
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@ -473,7 +473,7 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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*/
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public void setParam(String name, VarType type, Object value) {
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checkSetParam(type, name);
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if (type.isTextureType()) {
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setTextureParam(name, type, (Texture)value);
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} else {
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@ -501,7 +501,7 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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if (matParam == null) {
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return;
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}
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paramValues.remove(name);
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if (matParam instanceof MatParamTexture) {
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int texUnit = ((MatParamTexture) matParam).getUnit();
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@ -728,7 +728,7 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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renderer.renderMesh(mesh, lodLevel, 1, null);
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}
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}
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/**
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* Uploads the lights in the light list as two uniform arrays.<br/><br/> *
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* <p>
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@ -747,30 +747,30 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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return 0;
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}
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Uniform lightData = shader.getUniform("g_LightData");
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lightData.setVector4Length(numLights * 3);//8 lights * max 3
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Uniform lightData = shader.getUniform("g_LightData");
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lightData.setVector4Length(numLights * 3);//8 lights * max 3
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Uniform ambientColor = shader.getUniform("g_AmbientLightColor");
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if (startIndex != 0) {
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if (startIndex != 0) {
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// apply additive blending for 2nd and future passes
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rm.getRenderer().applyRenderState(additiveLight);
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ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
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ambientColor.setValue(VarType.Vector4, ColorRGBA.Black);
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}else{
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ambientColor.setValue(VarType.Vector4, getAmbientColor(lightList,true));
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}
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int lightDataIndex = 0;
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TempVars vars = TempVars.get();
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Vector4f tmpVec = vars.vect4f1;
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int curIndex;
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int endIndex = numLights + startIndex;
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for (curIndex = startIndex; curIndex < endIndex && curIndex < lightList.size(); curIndex++) {
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Light l = lightList.get(curIndex);
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Light l = lightList.get(curIndex);
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if(l.getType() == Light.Type.Ambient){
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endIndex++;
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endIndex++;
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continue;
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}
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ColorRGBA color = l.getColor();
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@ -781,14 +781,14 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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l.getType().getId(),
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lightDataIndex);
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lightDataIndex++;
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switch (l.getType()) {
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case Directional:
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DirectionalLight dl = (DirectionalLight) l;
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Vector3f dir = dl.getDirection();
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Vector3f dir = dl.getDirection();
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//Data directly sent in view space to avoid a matrix mult for each pixel
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tmpVec.set(dir.getX(), dir.getY(), dir.getZ(), 0.0f);
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rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
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rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
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// tmpVec.divideLocal(tmpVec.w);
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// tmpVec.normalizeLocal();
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lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), -1, lightDataIndex);
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@ -802,7 +802,7 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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Vector3f pos = pl.getPosition();
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float invRadius = pl.getInvRadius();
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tmpVec.set(pos.getX(), pos.getY(), pos.getZ(), 1.0f);
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rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
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rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
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//tmpVec.divideLocal(tmpVec.w);
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lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRadius, lightDataIndex);
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lightDataIndex++;
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@ -810,37 +810,37 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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lightData.setVector4InArray(0,0,0,0, lightDataIndex);
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lightDataIndex++;
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break;
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case Spot:
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case Spot:
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SpotLight sl = (SpotLight) l;
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Vector3f pos2 = sl.getPosition();
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Vector3f dir2 = sl.getDirection();
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float invRange = sl.getInvSpotRange();
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float spotAngleCos = sl.getPackedAngleCos();
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tmpVec.set(pos2.getX(), pos2.getY(), pos2.getZ(), 1.0f);
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rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
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rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
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// tmpVec.divideLocal(tmpVec.w);
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lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), invRange, lightDataIndex);
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lightDataIndex++;
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//We transform the spot direction in view space here to save 5 varying later in the lighting shader
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//one vec4 less and a vec4 that becomes a vec3
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//the downside is that spotAngleCos decoding happens now in the frag shader.
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tmpVec.set(dir2.getX(), dir2.getY(), dir2.getZ(), 0.0f);
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rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
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rm.getCurrentCamera().getViewMatrix().mult(tmpVec, tmpVec);
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tmpVec.normalizeLocal();
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lightData.setVector4InArray(tmpVec.getX(), tmpVec.getY(), tmpVec.getZ(), spotAngleCos, lightDataIndex);
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lightDataIndex++;
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break;
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break;
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default:
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throw new UnsupportedOperationException("Unknown type of light: " + l.getType());
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}
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}
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vars.release();
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vars.release();
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//Padding of unsued buffer space
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while(lightDataIndex < numLights * 3) {
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lightData.setVector4InArray(0f, 0f, 0f, 0f, lightDataIndex);
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lightDataIndex++;
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}
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lightDataIndex++;
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}
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return curIndex;
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}
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@ -887,10 +887,10 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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case Directional:
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DirectionalLight dl = (DirectionalLight) l;
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Vector3f dir = dl.getDirection();
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//FIXME : there is an inconstency here due to backward
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//FIXME : there is an inconstency here due to backward
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//compatibility of the lighting shader.
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//The directional light direction is passed in the
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//LightPosition uniform. The lighting shader needs to be
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//The directional light direction is passed in the
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//LightPosition uniform. The lighting shader needs to be
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//reworked though in order to fix this.
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tmpLightPosition.set(dir.getX(), dir.getY(), dir.getZ(), -1);
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lightPos.setValue(VarType.Vector4, tmpLightPosition);
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@ -987,11 +987,11 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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for (TechniqueDef techDef : techDefs) {
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if (rendererCaps.containsAll(techDef.getRequiredCaps())) {
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// use the first one that supports all the caps
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tech = new Technique(this, techDef);
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tech = new Technique(this, techDef);
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techniques.put(name, tech);
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if(tech.getDef().getLightMode() == renderManager.getPreferredLightMode() ||
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tech.getDef().getLightMode() == LightMode.Disable){
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break;
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break;
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}
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}
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lastTech = techDef;
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@ -1078,7 +1078,7 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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Uniform u = uniforms.getValue(i);
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if (!u.isSetByCurrentMaterial()) {
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if (u.getName().charAt(0) != 'g') {
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// Don't reset world globals!
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// Don't reset world globals!
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// The benefits gained from this are very minimal
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// and cause lots of matrix -> FloatBuffer conversions.
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u.clearValue();
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@ -1093,21 +1093,21 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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* <p>
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* The material is rendered as follows:
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* <ul>
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* <li>Determine which technique to use to render the material -
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* either what the user selected via
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* {@link #selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
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* Material.selectTechnique()},
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* or the first default technique that the renderer supports
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* <li>Determine which technique to use to render the material -
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* either what the user selected via
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* {@link #selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
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* Material.selectTechnique()},
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* or the first default technique that the renderer supports
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* (based on the technique's {@link TechniqueDef#getRequiredCaps() requested rendering capabilities})<ul>
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* <li>If the technique has been changed since the last frame, then it is notified via
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* {@link Technique#makeCurrent(com.jme3.asset.AssetManager, boolean, java.util.EnumSet)
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* Technique.makeCurrent()}.
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* If the technique wants to use a shader to render the model, it should load it at this part -
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* the shader should have all the proper defines as declared in the technique definition,
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* including those that are bound to material parameters.
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* The technique can re-use the shader from the last frame if
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* <li>If the technique has been changed since the last frame, then it is notified via
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* {@link Technique#makeCurrent(com.jme3.asset.AssetManager, boolean, java.util.EnumSet)
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* Technique.makeCurrent()}.
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* If the technique wants to use a shader to render the model, it should load it at this part -
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* the shader should have all the proper defines as declared in the technique definition,
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* including those that are bound to material parameters.
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* The technique can re-use the shader from the last frame if
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* no changes to the defines occurred.</li></ul>
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* <li>Set the {@link RenderState} to use for rendering. The render states are
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* <li>Set the {@link RenderState} to use for rendering. The render states are
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* applied in this order (later RenderStates override earlier RenderStates):<ol>
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* <li>{@link TechniqueDef#getRenderState() Technique Definition's RenderState}
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* - i.e. specific renderstate that is required for the shader.</li>
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@ -1120,22 +1120,22 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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* <li>Uniforms bound to material parameters are updated based on the current material parameter values.</li>
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* <li>Uniforms bound to world parameters are updated from the RenderManager.
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* Internally {@link UniformBindingManager} is used for this task.</li>
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* <li>Uniforms bound to textures will cause the texture to be uploaded as necessary.
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* <li>Uniforms bound to textures will cause the texture to be uploaded as necessary.
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* The uniform is set to the texture unit where the texture is bound.</li></ul>
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* <li>If the technique uses a shader, the model is then rendered according
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* <li>If the technique uses a shader, the model is then rendered according
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* to the lighting mode specified on the technique definition.<ul>
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* <li>{@link LightMode#SinglePass single pass light mode} fills the shader's light uniform arrays
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* <li>{@link LightMode#SinglePass single pass light mode} fills the shader's light uniform arrays
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* with the first 4 lights and renders the model once.</li>
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* <li>{@link LightMode#MultiPass multi pass light mode} light mode renders the model multiple times,
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* for the first light it is rendered opaque, on subsequent lights it is
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* <li>{@link LightMode#MultiPass multi pass light mode} light mode renders the model multiple times,
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* for the first light it is rendered opaque, on subsequent lights it is
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* rendered with {@link BlendMode#AlphaAdditive alpha-additive} blending and depth writing disabled.</li>
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* </ul>
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* <li>For techniques that do not use shaders,
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* <li>For techniques that do not use shaders,
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* fixed function OpenGL is used to render the model (see {@link GL1Renderer} interface):<ul>
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* <li>OpenGL state ({@link FixedFuncBinding}) that is bound to material parameters is updated. </li>
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* <li>The texture set on the material is uploaded and bound.
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* <li>The texture set on the material is uploaded and bound.
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* Currently only 1 texture is supported for fixed function techniques.</li>
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* <li>If the technique uses lighting, then OpenGL lighting state is updated
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* <li>If the technique uses lighting, then OpenGL lighting state is updated
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* based on the light list on the geometry, otherwise OpenGL lighting is disabled.</li>
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* <li>The mesh is uploaded and rendered.</li>
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* </ul>
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@ -1147,11 +1147,12 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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*/
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public void render(Geometry geom, LightList lights, RenderManager rm) {
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autoSelectTechnique(rm);
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TechniqueDef techDef = technique.getDef();
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if (techDef.isNoRender()) return;
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Renderer r = rm.getRenderer();
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TechniqueDef techDef = technique.getDef();
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if (rm.getForcedRenderState() != null) {
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r.applyRenderState(rm.getForcedRenderState());
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} else {
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@ -1169,7 +1170,7 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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// reset unchanged uniform flag
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clearUniformsSetByCurrent(technique.getShader());
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rm.updateUniformBindings(technique.getWorldBindUniforms());
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// setup textures and uniforms
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for (int i = 0; i < paramValues.size(); i++) {
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@ -1212,24 +1213,24 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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// any unset uniforms will be set to 0
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resetUniformsNotSetByCurrent(shader);
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r.setShader(shader);
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renderMeshFromGeometry(r, geom);
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}
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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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* Note that this version of the render method
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* does not perform light filtering.
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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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public void render(Geometry geom, RenderManager rm) {
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render(geom, geom.getWorldLightList(), rm);
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}
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public void write(JmeExporter ex) throws IOException {
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OutputCapsule oc = ex.getCapsule(this);
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oc.write(def.getAssetName(), "material_def", null);
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@ -1304,14 +1305,14 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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continue;
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}
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}
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if (im.getFormatVersion() == 0 && param.getName().startsWith("m_")) {
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// Ancient version of jME3 ...
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param.setName(param.getName().substring(2));
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}
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if (def.getMaterialParam(param.getName()) == null) {
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logger.log(Level.WARNING, "The material parameter is not defined: {0}. Ignoring..",
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logger.log(Level.WARNING, "The material parameter is not defined: {0}. Ignoring..",
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param.getName());
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} else {
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checkSetParam(param.getVarType(), param.getName());
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@ -40,7 +40,7 @@ import java.util.*;
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/**
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* Describes a technique definition.
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*
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*
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* @author Kirill Vainer
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*/
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public class TechniqueDef implements Savable {
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@ -49,7 +49,7 @@ public class TechniqueDef implements Savable {
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* Version #1: Separate shader language for each shader source.
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*/
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public static final int SAVABLE_VERSION = 1;
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/**
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* Describes light rendering mode.
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*/
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@ -58,15 +58,15 @@ public class TechniqueDef implements Savable {
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* Disable light-based rendering
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*/
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Disable,
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||||
|
||||
/**
|
||||
* Enable light rendering by using a single pass.
|
||||
* Enable light rendering by using a single pass.
|
||||
* <p>
|
||||
* An array of light positions and light colors is passed to the shader
|
||||
* containing the world light list for the geometry being rendered.
|
||||
*/
|
||||
SinglePass,
|
||||
|
||||
|
||||
/**
|
||||
* Enable light rendering by using multi-pass rendering.
|
||||
* <p>
|
||||
@ -77,7 +77,7 @@ public class TechniqueDef implements Savable {
|
||||
* passes have it set to black.
|
||||
*/
|
||||
MultiPass,
|
||||
|
||||
|
||||
/**
|
||||
* @deprecated OpenGL1 is not supported anymore
|
||||
*/
|
||||
@ -96,15 +96,16 @@ public class TechniqueDef implements Savable {
|
||||
|
||||
private EnumMap<Shader.ShaderType,String> shaderLanguages;
|
||||
private EnumMap<Shader.ShaderType,String> shaderNames;
|
||||
|
||||
|
||||
private DefineList presetDefines;
|
||||
private boolean usesNodes = false;
|
||||
private List<ShaderNode> shaderNodes;
|
||||
private ShaderGenerationInfo shaderGenerationInfo;
|
||||
|
||||
private boolean noRender = false;
|
||||
private RenderState renderState;
|
||||
private RenderState forcedRenderState;
|
||||
|
||||
|
||||
private LightMode lightMode = LightMode.Disable;
|
||||
private ShadowMode shadowMode = ShadowMode.Disable;
|
||||
|
||||
@ -115,7 +116,7 @@ public class TechniqueDef implements Savable {
|
||||
* Creates a new technique definition.
|
||||
* <p>
|
||||
* Used internally by the J3M/J3MD loader.
|
||||
*
|
||||
*
|
||||
* @param name The name of the technique, should be set to <code>null</code>
|
||||
* for default techniques.
|
||||
*/
|
||||
@ -135,7 +136,7 @@ public class TechniqueDef implements Savable {
|
||||
/**
|
||||
* Returns the name of this technique as specified in the J3MD file.
|
||||
* Default techniques have the name "Default".
|
||||
*
|
||||
*
|
||||
* @return the name of this technique
|
||||
*/
|
||||
public String getName(){
|
||||
@ -153,9 +154,9 @@ public class TechniqueDef implements Savable {
|
||||
|
||||
/**
|
||||
* Set the light mode
|
||||
*
|
||||
*
|
||||
* @param lightMode the light mode
|
||||
*
|
||||
*
|
||||
* @see LightMode
|
||||
*/
|
||||
public void setLightMode(LightMode lightMode) {
|
||||
@ -172,9 +173,9 @@ public class TechniqueDef implements Savable {
|
||||
|
||||
/**
|
||||
* Set the shadow mode.
|
||||
*
|
||||
*
|
||||
* @param shadowMode the shadow mode.
|
||||
*
|
||||
*
|
||||
* @see ShadowMode
|
||||
*/
|
||||
public void setShadowMode(ShadowMode shadowMode) {
|
||||
@ -184,7 +185,7 @@ public class TechniqueDef implements Savable {
|
||||
/**
|
||||
* Returns the render state that this technique is using
|
||||
* @return the render state that this technique is using
|
||||
* @see #setRenderState(com.jme3.material.RenderState)
|
||||
* @see #setRenderState(com.jme3.material.RenderState)
|
||||
*/
|
||||
public RenderState getRenderState() {
|
||||
return renderState;
|
||||
@ -192,15 +193,37 @@ public class TechniqueDef implements Savable {
|
||||
|
||||
/**
|
||||
* Sets the render state that this technique is using.
|
||||
*
|
||||
*
|
||||
* @param renderState the render state that this technique is using.
|
||||
*
|
||||
*
|
||||
* @see RenderState
|
||||
*/
|
||||
public void setRenderState(RenderState renderState) {
|
||||
this.renderState = renderState;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets if this technique should not be used to render.
|
||||
*
|
||||
* @param noRender not render or render ?
|
||||
*
|
||||
* @see NoRender
|
||||
*/
|
||||
public void setNoRender(boolean noRender) {
|
||||
this.noRender = noRender;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true if this technique should not be used to render.
|
||||
* (eg. to not render a material with default technique)
|
||||
*
|
||||
* @return true if this technique should not be rendered, false otherwise.
|
||||
*
|
||||
*/
|
||||
public boolean isNoRender(){
|
||||
return noRender;
|
||||
}
|
||||
|
||||
/**
|
||||
* @deprecated jME3 always requires shaders now
|
||||
*/
|
||||
@ -208,12 +231,12 @@ public class TechniqueDef implements Savable {
|
||||
public boolean isUsingShaders(){
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Returns true if this technique uses Shader Nodes, false otherwise.
|
||||
*
|
||||
*
|
||||
* @return true if this technique uses Shader Nodes, false otherwise.
|
||||
*
|
||||
*
|
||||
*/
|
||||
public boolean isUsingShaderNodes(){
|
||||
return usesNodes;
|
||||
@ -222,7 +245,7 @@ public class TechniqueDef implements Savable {
|
||||
/**
|
||||
* Gets the {@link Caps renderer capabilities} that are required
|
||||
* by this technique.
|
||||
*
|
||||
*
|
||||
* @return the required renderer capabilities
|
||||
*/
|
||||
public EnumSet<Caps> getRequiredCaps() {
|
||||
@ -231,7 +254,7 @@ public class TechniqueDef implements Savable {
|
||||
|
||||
/**
|
||||
* Sets the shaders that this technique definition will use.
|
||||
*
|
||||
*
|
||||
* @param vertexShader The name of the vertex shader
|
||||
* @param fragmentShader The name of the fragment shader
|
||||
* @param vertLanguage The vertex shader language
|
||||
@ -242,7 +265,7 @@ public class TechniqueDef implements Savable {
|
||||
this.shaderNames.put(Shader.ShaderType.Vertex, vertexShader);
|
||||
this.shaderLanguages.put(Shader.ShaderType.Fragment, fragLanguage);
|
||||
this.shaderNames.put(Shader.ShaderType.Fragment, fragmentShader);
|
||||
|
||||
|
||||
requiredCaps.clear();
|
||||
Caps vertCap = Caps.valueOf(vertLanguage);
|
||||
requiredCaps.add(vertCap);
|
||||
@ -259,17 +282,17 @@ public class TechniqueDef implements Savable {
|
||||
*/
|
||||
public void setShaderFile(EnumMap<Shader.ShaderType, String> shaderNames, EnumMap<Shader.ShaderType, String> shaderLanguages) {
|
||||
requiredCaps.clear();
|
||||
|
||||
|
||||
for (Shader.ShaderType shaderType : shaderNames.keySet()) {
|
||||
String language = shaderLanguages.get(shaderType);
|
||||
String shaderFile = shaderNames.get(shaderType);
|
||||
|
||||
|
||||
this.shaderLanguages.put(shaderType, language);
|
||||
this.shaderNames.put(shaderType, shaderFile);
|
||||
|
||||
|
||||
Caps vertCap = Caps.valueOf(language);
|
||||
requiredCaps.add(vertCap);
|
||||
|
||||
|
||||
if (shaderType.equals(Shader.ShaderType.Geometry)) {
|
||||
requiredCaps.add(Caps.GeometryShader);
|
||||
} else if (shaderType.equals(Shader.ShaderType.TessellationControl)) {
|
||||
@ -280,11 +303,11 @@ public class TechniqueDef implements Savable {
|
||||
|
||||
/**
|
||||
* Returns the define name which the given material parameter influences.
|
||||
*
|
||||
*
|
||||
* @param paramName The parameter name to look up
|
||||
* @return The define name
|
||||
*
|
||||
* @see #addShaderParamDefine(java.lang.String, java.lang.String)
|
||||
*
|
||||
* @see #addShaderParamDefine(java.lang.String, java.lang.String)
|
||||
*/
|
||||
public String getShaderParamDefine(String paramName){
|
||||
if (defineParams == null) {
|
||||
@ -297,11 +320,11 @@ public class TechniqueDef implements Savable {
|
||||
* Adds a define linked to a material parameter.
|
||||
* <p>
|
||||
* Any time the material parameter on the parent material is altered,
|
||||
* the appropriate define on the technique will be modified as well.
|
||||
* See the method
|
||||
* the appropriate define on the technique will be modified as well.
|
||||
* See the method
|
||||
* {@link DefineList#set(java.lang.String, com.jme3.shader.VarType, java.lang.Object) }
|
||||
* on the exact details of how the material parameter changes the define.
|
||||
*
|
||||
*
|
||||
* @param paramName The name of the material parameter to link to.
|
||||
* @param defineName The name of the define parameter, e.g. USE_LIGHTING
|
||||
*/
|
||||
@ -314,26 +337,26 @@ public class TechniqueDef implements Savable {
|
||||
|
||||
/**
|
||||
* Returns the {@link DefineList} for the preset defines.
|
||||
*
|
||||
*
|
||||
* @return the {@link DefineList} for the preset defines.
|
||||
*
|
||||
* @see #addShaderPresetDefine(java.lang.String, com.jme3.shader.VarType, java.lang.Object)
|
||||
*
|
||||
* @see #addShaderPresetDefine(java.lang.String, com.jme3.shader.VarType, java.lang.Object)
|
||||
*/
|
||||
public DefineList getShaderPresetDefines() {
|
||||
return presetDefines;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Adds a preset define.
|
||||
* Adds a preset define.
|
||||
* <p>
|
||||
* Preset defines do not depend upon any parameters to be activated,
|
||||
* they are always passed to the shader as long as this technique is used.
|
||||
*
|
||||
*
|
||||
* @param defineName The name of the define parameter, e.g. USE_LIGHTING
|
||||
* @param type The type of the define. See
|
||||
* @param type The type of the define. See
|
||||
* {@link DefineList#set(java.lang.String, com.jme3.shader.VarType, java.lang.Object) }
|
||||
* to see why it matters.
|
||||
*
|
||||
*
|
||||
* @param value The value of the define
|
||||
*/
|
||||
public void addShaderPresetDefine(String defineName, VarType type, Object value){
|
||||
@ -346,18 +369,18 @@ public class TechniqueDef implements Savable {
|
||||
/**
|
||||
* Returns the name of the fragment shader used by the technique, or null
|
||||
* if no fragment shader is specified.
|
||||
*
|
||||
*
|
||||
* @return the name of the fragment shader to be used.
|
||||
*/
|
||||
public String getFragmentShaderName() {
|
||||
return shaderNames.get(Shader.ShaderType.Fragment);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Returns the name of the vertex shader used by the technique, or null
|
||||
* if no vertex shader is specified.
|
||||
*
|
||||
*
|
||||
* @return the name of the vertex shader to be used.
|
||||
*/
|
||||
public String getVertexShaderName() {
|
||||
@ -370,7 +393,7 @@ public class TechniqueDef implements Savable {
|
||||
public String getFragmentShaderLanguage() {
|
||||
return shaderLanguages.get(Shader.ShaderType.Fragment);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Returns the language of the vertex shader used in this technique.
|
||||
*/
|
||||
@ -390,10 +413,10 @@ public class TechniqueDef implements Savable {
|
||||
public String getShaderProgramName(Shader.ShaderType shaderType){
|
||||
return shaderNames.get(shaderType);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Adds a new world parameter by the given name.
|
||||
*
|
||||
*
|
||||
* @param name The world parameter to add.
|
||||
* @return True if the world parameter name was found and added
|
||||
* to the list of world parameters, false otherwise.
|
||||
@ -402,7 +425,7 @@ public class TechniqueDef implements Savable {
|
||||
if (worldBinds == null){
|
||||
worldBinds = new ArrayList<UniformBinding>();
|
||||
}
|
||||
|
||||
|
||||
try {
|
||||
worldBinds.add( UniformBinding.valueOf(name) );
|
||||
return true;
|
||||
@ -418,11 +441,11 @@ public class TechniqueDef implements Savable {
|
||||
public void setForcedRenderState(RenderState forcedRenderState) {
|
||||
this.forcedRenderState = forcedRenderState;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Returns a list of world parameters that are used by this
|
||||
* technique definition.
|
||||
*
|
||||
*
|
||||
* @return The list of world parameters
|
||||
*/
|
||||
public List<UniformBinding> getWorldBindings() {
|
||||
@ -448,10 +471,11 @@ public class TechniqueDef implements Savable {
|
||||
oc.write(lightMode, "lightMode", LightMode.Disable);
|
||||
oc.write(shadowMode, "shadowMode", ShadowMode.Disable);
|
||||
oc.write(renderState, "renderState", null);
|
||||
oc.write(noRender, "noRender", false);
|
||||
oc.write(usesNodes, "usesNodes", false);
|
||||
oc.writeSavableArrayList((ArrayList)shaderNodes,"shaderNodes", null);
|
||||
oc.write(shaderGenerationInfo, "shaderGenerationInfo", null);
|
||||
|
||||
|
||||
// TODO: Finish this when Map<String, String> export is available
|
||||
// oc.write(defineParams, "defineParams", null);
|
||||
// TODO: Finish this when List<Enum> export is available
|
||||
@ -470,7 +494,8 @@ public class TechniqueDef implements Savable {
|
||||
lightMode = ic.readEnum("lightMode", LightMode.class, LightMode.Disable);
|
||||
shadowMode = ic.readEnum("shadowMode", ShadowMode.class, ShadowMode.Disable);
|
||||
renderState = (RenderState) ic.readSavable("renderState", null);
|
||||
|
||||
noRender = ic.readBoolean("noRender", false);
|
||||
|
||||
if (ic.getSavableVersion(TechniqueDef.class) == 0) {
|
||||
// Old version
|
||||
shaderLanguages.put(Shader.ShaderType.Vertex,ic.readString("shaderLang", null));
|
||||
@ -483,7 +508,7 @@ public class TechniqueDef implements Savable {
|
||||
shaderLanguages.put(Shader.ShaderType.TessellationControl,ic.readString("tsctrlLanguage", null));
|
||||
shaderLanguages.put(Shader.ShaderType.TessellationEvaluation,ic.readString("tsevalLanguage", null));
|
||||
}
|
||||
|
||||
|
||||
usesNodes = ic.readBoolean("usesNodes", false);
|
||||
shaderNodes = ic.readSavableArrayList("shaderNodes", null);
|
||||
shaderGenerationInfo = (ShaderGenerationInfo) ic.readSavable("shaderGenerationInfo", null);
|
||||
@ -525,6 +550,6 @@ public class TechniqueDef implements Savable {
|
||||
//todo: make toString return something usefull
|
||||
@Override
|
||||
public String toString() {
|
||||
return "TechniqueDef{" + "requiredCaps=" + requiredCaps + ", name=" + name /*+ ", vertName=" + vertName + ", fragName=" + fragName + ", vertLanguage=" + vertLanguage + ", fragLanguage=" + fragLanguage */+ ", presetDefines=" + presetDefines + ", usesNodes=" + usesNodes + ", shaderNodes=" + shaderNodes + ", shaderGenerationInfo=" + shaderGenerationInfo + ", renderState=" + renderState + ", forcedRenderState=" + forcedRenderState + ", lightMode=" + lightMode + ", shadowMode=" + shadowMode + ", defineParams=" + defineParams + ", worldBinds=" + worldBinds + '}';
|
||||
}
|
||||
return "TechniqueDef{" + "requiredCaps=" + requiredCaps + ", name=" + name /*+ ", vertName=" + vertName + ", fragName=" + fragName + ", vertLanguage=" + vertLanguage + ", fragLanguage=" + fragLanguage */+ ", presetDefines=" + presetDefines + ", usesNodes=" + usesNodes + ", shaderNodes=" + shaderNodes + ", shaderGenerationInfo=" + shaderGenerationInfo + ", renderState=" + renderState + ", forcedRenderState=" + forcedRenderState + ", lightMode=" + lightMode + ", shadowMode=" + shadowMode + ", defineParams=" + defineParams + ", worldBinds=" + worldBinds + ", noRender=" + noRender + '}';
|
||||
}
|
||||
}
|
||||
|
@ -63,7 +63,7 @@ public class J3MLoader implements AssetLoader {
|
||||
// private ErrorLogger errors;
|
||||
private ShaderNodeLoaderDelegate nodesLoaderDelegate;
|
||||
boolean isUseNodes = false;
|
||||
|
||||
|
||||
private AssetManager assetManager;
|
||||
private AssetKey key;
|
||||
|
||||
@ -168,7 +168,7 @@ public class J3MLoader implements AssetLoader {
|
||||
if (tex != null){
|
||||
if (repeat){
|
||||
tex.setWrap(WrapMode.Repeat);
|
||||
}
|
||||
}
|
||||
}else{
|
||||
tex = new Texture2D(PlaceholderAssets.getPlaceholderImage(assetManager));
|
||||
if (repeat){
|
||||
@ -176,7 +176,7 @@ public class J3MLoader implements AssetLoader {
|
||||
}
|
||||
tex.setKey(texKey);
|
||||
tex.setName(texKey.getName());
|
||||
}
|
||||
}
|
||||
return tex;
|
||||
}else{
|
||||
String[] split = value.trim().split(whitespacePattern);
|
||||
@ -222,15 +222,15 @@ public class J3MLoader implements AssetLoader {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// <TYPE> <NAME> [ "(" <FFBINDING> ")" ] [-LINEAR] [ ":" <DEFAULTVAL> ]
|
||||
|
||||
// <TYPE> <NAME> [ "(" <FFBINDING> ")" ] [-LINEAR] [ ":" <DEFAULTVAL> ]
|
||||
private void readParam(String statement) throws IOException{
|
||||
String name;
|
||||
String defaultVal = null;
|
||||
ColorSpace colorSpace = null;
|
||||
|
||||
|
||||
String[] split = statement.split(":");
|
||||
|
||||
|
||||
// Parse default val
|
||||
if (split.length == 1){
|
||||
// Doesn't contain default value
|
||||
@ -239,14 +239,14 @@ public class J3MLoader implements AssetLoader {
|
||||
throw new IOException("Parameter statement syntax incorrect");
|
||||
}
|
||||
statement = split[0].trim();
|
||||
defaultVal = split[1].trim();
|
||||
defaultVal = split[1].trim();
|
||||
}
|
||||
|
||||
|
||||
if (statement.endsWith("-LINEAR")) {
|
||||
colorSpace = ColorSpace.Linear;
|
||||
statement = statement.substring(0, statement.length() - "-LINEAR".length());
|
||||
}
|
||||
|
||||
|
||||
// Parse ffbinding
|
||||
int startParen = statement.indexOf("(");
|
||||
if (startParen != -1){
|
||||
@ -256,32 +256,32 @@ public class J3MLoader implements AssetLoader {
|
||||
// don't care about bindingStr
|
||||
statement = statement.substring(0, startParen);
|
||||
}
|
||||
|
||||
|
||||
// Parse type + name
|
||||
split = statement.split(whitespacePattern);
|
||||
if (split.length != 2){
|
||||
throw new IOException("Parameter statement syntax incorrect");
|
||||
}
|
||||
|
||||
|
||||
VarType type;
|
||||
if (split[0].equals("Color")){
|
||||
type = VarType.Vector4;
|
||||
}else{
|
||||
type = VarType.valueOf(split[0]);
|
||||
}
|
||||
|
||||
|
||||
name = split[1];
|
||||
|
||||
|
||||
Object defaultValObj = null;
|
||||
if (defaultVal != null){
|
||||
if (defaultVal != null){
|
||||
defaultValObj = readValue(type, defaultVal);
|
||||
}
|
||||
if(type.isTextureType()){
|
||||
materialDef.addMaterialParamTexture(type, name, colorSpace);
|
||||
materialDef.addMaterialParamTexture(type, name, colorSpace);
|
||||
}else{
|
||||
materialDef.addMaterialParam(type, name, defaultValObj);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void readValueParam(String statement) throws IOException{
|
||||
@ -376,7 +376,7 @@ public class J3MLoader implements AssetLoader {
|
||||
technique.setRenderState(renderState);
|
||||
renderState = null;
|
||||
}
|
||||
|
||||
|
||||
private void readForcedRenderState(List<Statement> renderStates) throws IOException{
|
||||
renderState = new RenderState();
|
||||
for (Statement statement : renderStates){
|
||||
@ -385,7 +385,7 @@ public class J3MLoader implements AssetLoader {
|
||||
technique.setForcedRenderState(renderState);
|
||||
renderState = null;
|
||||
}
|
||||
|
||||
|
||||
// <DEFINENAME> [ ":" <PARAMNAME> ]
|
||||
private void readDefine(String statement) throws IOException{
|
||||
String[] split = statement.split(":");
|
||||
@ -405,9 +405,9 @@ public class J3MLoader implements AssetLoader {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
private void readTechniqueStatement(Statement statement) throws IOException{
|
||||
String[] split = statement.getLine().split("[ \\{]");
|
||||
String[] split = statement.getLine().split("[ \\{]");
|
||||
if (split[0].equals("VertexShader") ||
|
||||
split[0].equals("FragmentShader") ||
|
||||
split[0].equals("GeometryShader") ||
|
||||
@ -420,12 +420,12 @@ public class J3MLoader implements AssetLoader {
|
||||
readShadowMode(statement.getLine());
|
||||
}else if (split[0].equals("WorldParameters")){
|
||||
readWorldParams(statement.getContents());
|
||||
}else if (split[0].equals("RenderState")){
|
||||
}else if (split[0].equals("RenderState")){
|
||||
readRenderState(statement.getContents());
|
||||
}else if (split[0].equals("ForcedRenderState")){
|
||||
}else if (split[0].equals("ForcedRenderState")){
|
||||
readForcedRenderState(statement.getContents());
|
||||
}else if (split[0].equals("Defines")){
|
||||
readDefines(statement.getContents());
|
||||
}else if (split[0].equals("Defines")){
|
||||
readDefines(statement.getContents());
|
||||
} else if (split[0].equals("ShaderNodesDefinitions")) {
|
||||
initNodesLoader();
|
||||
if (isUseNodes) {
|
||||
@ -438,14 +438,16 @@ public class J3MLoader implements AssetLoader {
|
||||
}
|
||||
} else if (split[0].equals("FragmentShaderNodes")) {
|
||||
initNodesLoader();
|
||||
if (isUseNodes) {
|
||||
if (isUseNodes) {
|
||||
nodesLoaderDelegate.readFragmentShaderNodes(statement.getContents());
|
||||
}
|
||||
} else if (split[0].equals("NoRender")) {
|
||||
technique.setNoRender(true);
|
||||
} else {
|
||||
throw new MatParseException(null, split[0], statement);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void readTransparentStatement(String statement) throws IOException{
|
||||
String[] split = statement.split(whitespacePattern);
|
||||
if (split.length != 2){
|
||||
@ -465,11 +467,11 @@ public class J3MLoader implements AssetLoader {
|
||||
} else {
|
||||
throw new IOException("Technique statement syntax incorrect");
|
||||
}
|
||||
|
||||
|
||||
for (Statement statement : techStat.getContents()){
|
||||
readTechniqueStatement(statement);
|
||||
}
|
||||
|
||||
|
||||
if(isUseNodes){
|
||||
nodesLoaderDelegate.computeConditions();
|
||||
//used for caching later, the shader here is not a file.
|
||||
@ -479,14 +481,14 @@ public class J3MLoader implements AssetLoader {
|
||||
if (shaderName.containsKey(Shader.ShaderType.Vertex) && shaderName.containsKey(Shader.ShaderType.Fragment)) {
|
||||
technique.setShaderFile(shaderName, shaderLanguage);
|
||||
}
|
||||
|
||||
|
||||
materialDef.addTechniqueDef(technique);
|
||||
technique = null;
|
||||
shaderLanguage.clear();
|
||||
shaderName.clear();
|
||||
}
|
||||
|
||||
private void loadFromRoot(List<Statement> roots) throws IOException{
|
||||
private void loadFromRoot(List<Statement> roots) throws IOException{
|
||||
if (roots.size() == 2){
|
||||
Statement exception = roots.get(0);
|
||||
String line = exception.getLine();
|
||||
@ -498,7 +500,7 @@ public class J3MLoader implements AssetLoader {
|
||||
}else if (roots.size() != 1){
|
||||
throw new IOException("Too many roots in J3M/J3MD file");
|
||||
}
|
||||
|
||||
|
||||
boolean extending = false;
|
||||
Statement materialStat = roots.get(0);
|
||||
String materialName = materialStat.getLine();
|
||||
@ -511,16 +513,16 @@ public class J3MLoader implements AssetLoader {
|
||||
}else{
|
||||
throw new IOException("Specified file is not a Material file");
|
||||
}
|
||||
|
||||
|
||||
String[] split = materialName.split(":", 2);
|
||||
|
||||
|
||||
if (materialName.equals("")){
|
||||
throw new MatParseException("Material name cannot be empty", materialStat);
|
||||
throw new MatParseException("Material name cannot be empty", materialStat);
|
||||
}
|
||||
|
||||
if (split.length == 2){
|
||||
if (!extending){
|
||||
throw new MatParseException("Must use 'Material' when extending.", materialStat);
|
||||
throw new MatParseException("Must use 'Material' when extending.", materialStat);
|
||||
}
|
||||
|
||||
String extendedMat = split[1].trim();
|
||||
@ -535,15 +537,15 @@ public class J3MLoader implements AssetLoader {
|
||||
// material.setAssetName(fileName);
|
||||
}else if (split.length == 1){
|
||||
if (extending){
|
||||
throw new MatParseException("Expected ':', got '{'", materialStat);
|
||||
throw new MatParseException("Expected ':', got '{'", materialStat);
|
||||
}
|
||||
materialDef = new MaterialDef(assetManager, materialName);
|
||||
// NOTE: pass file name for defs so they can be loaded later
|
||||
materialDef.setAssetName(key.getName());
|
||||
}else{
|
||||
throw new MatParseException("Cannot use colon in material name/path", materialStat);
|
||||
throw new MatParseException("Cannot use colon in material name/path", materialStat);
|
||||
}
|
||||
|
||||
|
||||
for (Statement statement : materialStat.getContents()){
|
||||
split = statement.getLine().split("[ \\{]");
|
||||
String statType = split[0];
|
||||
@ -561,16 +563,16 @@ public class J3MLoader implements AssetLoader {
|
||||
}else if (statType.equals("MaterialParameters")){
|
||||
readMaterialParams(statement.getContents());
|
||||
}else{
|
||||
throw new MatParseException("Expected material statement, got '"+statType+"'", statement);
|
||||
throw new MatParseException("Expected material statement, got '"+statType+"'", statement);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Object load(AssetInfo info) throws IOException {
|
||||
public Object load(AssetInfo info) throws IOException {
|
||||
this.assetManager = info.getManager();
|
||||
|
||||
InputStream in = info.openStream();
|
||||
|
||||
InputStream in = info.openStream();
|
||||
try {
|
||||
key = info.getKey();
|
||||
if (key.getExtension().equals("j3m") && !(key instanceof MaterialKey)) {
|
||||
@ -584,7 +586,7 @@ public class J3MLoader implements AssetLoader {
|
||||
in.close();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (material != null){
|
||||
// material implementation
|
||||
return material;
|
||||
@ -593,7 +595,7 @@ public class J3MLoader implements AssetLoader {
|
||||
return materialDef;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public MaterialDef loadMaterialDef(List<Statement> roots, AssetManager manager, AssetKey key) throws IOException {
|
||||
this.key = key;
|
||||
this.assetManager = manager;
|
||||
@ -615,6 +617,6 @@ public class J3MLoader implements AssetLoader {
|
||||
nodesLoaderDelegate.setAssetManager(assetManager);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user