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@@ -31,12 +31,9 @@
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*/
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package com.jme3.shader.plugins;
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-import com.jme3.asset.AssetInfo;
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-import com.jme3.asset.AssetKey;
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-import com.jme3.asset.AssetLoadException;
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-import com.jme3.asset.AssetLoader;
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-import com.jme3.asset.AssetManager;
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+import com.jme3.asset.*;
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import com.jme3.asset.cache.AssetCache;
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+
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import java.io.BufferedReader;
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import java.io.IOException;
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import java.io.InputStreamReader;
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@@ -49,7 +46,7 @@ import java.util.*;
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public class GLSLLoader implements AssetLoader {
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private AssetManager assetManager;
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- private Map<String, ShaderDependencyNode> dependCache = new HashMap<String, ShaderDependencyNode>();
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+ private Map<String, ShaderDependencyNode> dependCache = new HashMap<>();
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/**
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* Used to load {@link ShaderDependencyNode}s.
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@@ -70,25 +67,27 @@ public class GLSLLoader implements AssetLoader {
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/**
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* Creates a {@link ShaderDependencyNode} from a stream representing shader code.
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- *
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- * @param in The input stream containing shader code
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- * @param nodeName
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- * @return
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- * @throws IOException
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+ *
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+ * @param reader the reader with shader code
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+ * @param nodeName the node name.
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+ * @return the shader dependency node
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+ * @throws AssetLoadException if we failed to load the shader code.
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*/
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private ShaderDependencyNode loadNode(Reader reader, String nodeName) {
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- ShaderDependencyNode node = new ShaderDependencyNode(nodeName);
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+ ShaderDependencyNode node = new ShaderDependencyNode(nodeName);
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StringBuilder sb = new StringBuilder();
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StringBuilder sbExt = new StringBuilder();
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- BufferedReader bufReader = null;
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- try {
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- bufReader = new BufferedReader(reader);
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+
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+ try (final BufferedReader bufferedReader = new BufferedReader(reader)) {
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+
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String ln;
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+
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if (!nodeName.equals("[main]")) {
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sb.append("// -- begin import ").append(nodeName).append(" --\n");
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}
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- while ((ln = bufReader.readLine()) != null) {
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+
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+ while ((ln = bufferedReader.readLine()) != null) {
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if (ln.trim().startsWith("#import ")) {
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ln = ln.trim().substring(8).trim();
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if (ln.startsWith("\"") && ln.endsWith("\"") && ln.length() > 3) {
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@@ -118,13 +117,7 @@ public class GLSLLoader implements AssetLoader {
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if (!nodeName.equals("[main]")) {
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sb.append("// -- end import ").append(nodeName).append(" --\n");
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}
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- } catch (IOException ex) {
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- if (bufReader != null) {
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- try {
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- bufReader.close();
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- } catch (IOException ex1) {
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- }
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- }
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+ } catch (final IOException ex) {
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throw new AssetLoadException("Failed to load shader node: " + nodeName, ex);
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}
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@@ -137,7 +130,7 @@ public class GLSLLoader implements AssetLoader {
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private ShaderDependencyNode nextIndependentNode() throws IOException {
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Collection<ShaderDependencyNode> allNodes = dependCache.values();
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- if (allNodes == null || allNodes.isEmpty()) {
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+ if (allNodes.isEmpty()) {
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return null;
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}
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@@ -168,7 +161,7 @@ public class GLSLLoader implements AssetLoader {
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return node.getSource();
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} else {
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StringBuilder sb = new StringBuilder(node.getSource());
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- List<String> resolvedShaderNodes = new ArrayList<String>();
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+ List<String> resolvedShaderNodes = new ArrayList<>();
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for (ShaderDependencyNode dependencyNode : node.getDependencies()) {
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resolvedShaderNodes.add(resolveDependencies(dependencyNode, alreadyInjectedSet, extensions));
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@@ -182,8 +175,9 @@ public class GLSLLoader implements AssetLoader {
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}
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}
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+ @Override
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public Object load(AssetInfo info) throws IOException {
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- // The input stream provided is for the vertex shader,
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+ // The input stream provided is for the vertex shader,
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// to retrieve the fragment shader, use the content manager
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this.assetManager = info.getManager();
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Reader reader = new InputStreamReader(info.openStream());
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