private void readTechnique(Statement techStat) throws IOException { isUseNodes = false; String[] split = techStat.getLine().split(whitespacePattern); if (split.length == 1) { technique = new TechniqueDef(null); } else if (split.length == 2) { String techName = split[1]; technique = new TechniqueDef(techName); } 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. technique.setShaderFile( technique.hashCode() + "", technique.hashCode() + "", "GLSL100", "GLSL100"); } 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 readTechnique(Statement techStat) throws IOException { isUseNodes = false; String[] split = techStat.getLine().split(whitespacePattern); String name; if (split.length == 1) { name = TechniqueDef.DEFAULT_TECHNIQUE_NAME; } else if (split.length == 2) { name = split[1]; } else { throw new IOException("Technique statement syntax incorrect"); } String techniqueUniqueName = materialDef.getAssetName() + "@" + name; technique = new TechniqueDef(name, techniqueUniqueName.hashCode()); for (Statement statement : techStat.getContents()) { readTechniqueStatement(statement); } technique.setShaderPrologue(createShaderPrologue(presetDefines)); switch (technique.getLightMode()) { case Disable: technique.setLogic(new DefaultTechniqueDefLogic(technique)); break; case MultiPass: technique.setLogic(new MultiPassLightingLogic(technique)); break; case SinglePass: technique.setLogic(new SinglePassLightingLogic(technique)); break; case StaticPass: technique.setLogic(new StaticPassLightingLogic(technique)); break; case SinglePassAndImageBased: technique.setLogic(new SinglePassAndImageBasedLightingLogic(technique)); break; default: throw new UnsupportedOperationException(); } List<TechniqueDef> techniqueDefs = new ArrayList<>(); if (isUseNodes) { nodesLoaderDelegate.computeConditions(); // used for caching later, the shader here is not a file. // KIRILL 9/19/2015 // Not sure if this is needed anymore, since shader caching // is now done by TechniqueDef. technique.setShaderFile( technique.hashCode() + "", technique.hashCode() + "", "GLSL100", "GLSL100"); techniqueDefs.add(technique); } else if (shaderNames.containsKey(Shader.ShaderType.Vertex) && shaderNames.containsKey(Shader.ShaderType.Fragment)) { if (shaderLanguages.size() > 1) { for (int i = 1; i < shaderLanguages.size(); i++) { TechniqueDef td = null; try { td = (TechniqueDef) technique.clone(); } catch (CloneNotSupportedException e) { e.printStackTrace(); } td.setShaderFile(shaderNames, shaderLanguages.get(i)); techniqueDefs.add(td); } } technique.setShaderFile(shaderNames, shaderLanguages.get(0)); techniqueDefs.add(technique); } else { technique = null; shaderLanguages.clear(); shaderNames.clear(); presetDefines.clear(); langSize = 0; logger.log(Level.WARNING, "Fixed function technique was ignored"); logger.log( Level.WARNING, "Fixed function technique ''{0}'' was ignored for material {1}", new Object[] {name, key}); return; } for (TechniqueDef techniqueDef : techniqueDefs) { materialDef.addTechniqueDef(techniqueDef); } technique = null; langSize = 0; shaderLanguages.clear(); shaderNames.clear(); presetDefines.clear(); }