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RendererException in PBRTerrain.frag #1785

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stephengold opened this issue Mar 18, 2022 · 15 comments · Fixed by #1901
Closed

RendererException in PBRTerrain.frag #1785

stephengold opened this issue Mar 18, 2022 · 15 comments · Fixed by #1901
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bug Something that is supposed to work, but doesn't. More severe than a "defect".
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@stephengold
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5th generation Mac Mini (Apple Silicon)
OpenJDK 64-Bit Server VM Temurin-17.0.2+8 (build 17.0.2+8, mixed mode)
JME v3.5 branch

The "HelloMav" application crashes with the message is "ERROR: '' 0:1306: : syntax error: preprocessor command must not be preceded by any other statement in that line". Googling that message led me to https://stackoverflow.com/questions/9574919/webgl-differs-from-opengl-preprocessor-on-same-graphics-stack

My conclusion: "PBRTerrain.frag" uses the ## operator in 20+ places, but that operator isn't supported in some versions of GLSL.

GitHub won't allow me to post the full console output. Here's a redacted version:

Mar 18, 2022 3:11:41 PM com.jme3.renderer.opengl.GLRenderer updateShaderSourceData
WARNING: Bad compile of:
1       #version 110
2       #define SRGB 1
3       #define FRAGMENT_SHADER 1
4       #define TRI_PLANAR_MAPPING 1
5       #define ALBEDOMAP_0 1
6       #define ALBEDOMAP_1 1
7       #define ALBEDOMAP_2 1
8       #define ALBEDOMAP_3 1
9       #define ALBEDOMAP_4 1
10      #define ALBEDOMAP_5 1
11      #define ALBEDOMAP_6 1
12      #define ALPHAMAP 1
13      #define ALPHAMAP_1 1
14      #define ALBEDOMAP_0_SCALE 0.1
15      #define ALBEDOMAP_1_SCALE 0.05
16      #define ALBEDOMAP_2_SCALE 0.1
17      #define ALBEDOMAP_3_SCALE 0.1
18      #define ALBEDOMAP_4_SCALE 0.3
19      #define ALBEDOMAP_5_SCALE 0.1
20      #define ALBEDOMAP_6_SCALE 0.5
21      #define DEBUG_VALUES_MODE 0
22      #define SINGLE_PASS_LIGHTING 1
23      #define NB_LIGHTS 3
24      #define NB_PROBES 1
25      #define USE_AMBIENT_LIGHT 1
26      #extension GL_ARB_shader_texture_lod : enable
27      // -- begin import Common/ShaderLib/GLSLCompat.glsllib --
28      #if defined GL_ES

...

1301        #ifdef ALBEDOMAP_0   
1302                        //NOTE! the old (phong) terrain shaders do not have an "_0" for the first diffuse map, it is just "DiffuseMap"
1303            #ifdef NORMALMAP_0
1304                BLEND_NORMAL(_0,  alphaBlend.r)
1305            #else
1306                BLEND(_0,  alphaBlend.r)
1307            #endif
1308            
1309        #endif
1310        #ifdef ALBEDOMAP_1
1311            #ifdef NORMALMAP_1
1312                BLEND_NORMAL(_1,  alphaBlend.g)
1313            #else
1314                BLEND(_1,  alphaBlend.g)
1315            #endif

...

1934            
1935        #endif
1936        
1937        gl_FragColor.a = albedo.a;
1938    
1939    }

Mar 18, 2022 3:11:41 PM com.jme3.app.LegacyApplication handleError
SEVERE: Uncaught exception thrown in Thread[jME3 Main,5,main]
com.jme3.renderer.RendererException: compile error in: ShaderSource[name=Common/MatDefs/Terrain/PBRTerrain.frag, defines, type=Fragment, language=GLSL100]
ERROR: 0:1306: '' : syntax error: preprocessor command must not be preceded by any other statement in that line
ERROR: 0:1306: 'premature EOF' : syntax error syntax error

        at com.jme3.renderer.opengl.GLRenderer.updateShaderSourceData(GLRenderer.java:1539)
        at com.jme3.renderer.opengl.GLRenderer.updateShaderData(GLRenderer.java:1566)
        at com.jme3.renderer.opengl.GLRenderer.setShader(GLRenderer.java:1631)
        at com.jme3.material.logic.SinglePassAndImageBasedLightingLogic.render(SinglePassAndImageBasedLightingLogic.java:276)
        at com.jme3.material.Technique.render(Technique.java:167)
        at com.jme3.material.Material.render(Material.java:1052)
        at com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:651)
        at com.jme3.renderer.queue.RenderQueue.renderGeometryList(RenderQueue.java:273)
        at com.jme3.renderer.queue.RenderQueue.renderQueue(RenderQueue.java:312)
        at com.jme3.renderer.RenderManager.renderViewPortQueues(RenderManager.java:928)
        at com.jme3.renderer.RenderManager.flushQueue(RenderManager.java:823)
        at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1184)
        at com.jme3.renderer.RenderManager.render(RenderManager.java:1248)
        at com.jme3.app.SimpleApplication.update(SimpleApplication.java:278)
        at com.jme3.system.lwjgl.LwjglWindow.runLoop(LwjglWindow.java:580)
        at com.jme3.system.lwjgl.LwjglWindow.run(LwjglWindow.java:669)
        at com.jme3.system.lwjgl.LwjglWindow.create(LwjglWindow.java:493)
        at com.jme3.app.LegacyApplication.start(LegacyApplication.java:490)
        at com.jme3.app.LegacyApplication.start(LegacyApplication.java:442)
        at com.jme3.app.SimpleApplication.start(SimpleApplication.java:126)
        at com.jayfella.jme.vehicle.simpledemo.HelloMav.main(HelloMav.java:104)

[JME ERROR] Uncaught exception thrown in Thread[jME3 Main,5,main]
RendererException: compile error in: ShaderSource[name=Common/MatDefs/Terrain/PBRTerrain.frag, defines, type=Fragment, language=GLSL100]
ERROR: 0:1306: '' : syntax error: preprocessor command must not be preceded by any other statement in that line
ERROR: 0:1306: 'premature EOF' : syntax error syntax error
@stephengold stephengold added this to the Future Release milestone Mar 18, 2022
@stephengold stephengold added the bug Something that is supposed to work, but doesn't. More severe than a "defect". label Mar 19, 2022
@yaRnMcDonuts
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yaRnMcDonuts commented Mar 19, 2022

I unfortunately don't have a mac to test anything with this on my own, although I can still do my best to help solve the issue, especially since I plan for my own project to be runnable on mac eventually as well.

I used the ## operator as a way to add ##index at the end of the textures and roughness/metallic values for each of the 12 textures slots in a few #define methods, rather than putting that some code copy/pasted 12 times. So it is possible to rewrite the shader in a less-efficient way but that would be adding another ~800 lines of copy/pasted code from the #define methods that currently use ## into all 12 if blocks for the terrain (in 4 places since the terrain has a #define method for terrains with normal maps, without normal maps, tri planar with normal maps, and tri-planar without normal maps), and then you'd need to change the ##index value for each code block to match texture slots 0-12.

And that would be even more for the advanced version of the shader since it has more code for metallic/roughness/ao map. Plus both shaders would become a lot less managable, requiring any changes that currently would be put into 1 of 4 (now invalid on mac) methods to instead be copied to ~24 places in each shader.

So refactoring to remove ## not necessarily something I'd like to do unless we've exhausted all other possible options for fixing it. Is it certain that there's no way for mac to support the use of ##?

If ## is completely off the table for mac, and the code definitely needs changed, then I think the only other realistic option would be to use the newly support for loops that @riccardobl recently added :
#1758

However I am not sure at all if that would be supported by mac or not, since it seems really strange already that mac disallows ## with no apparent excpetions.

@riccardobl
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However I am not sure at all if that would be supported by mac or not, since it seems really strange already that mac disallows ## with no apparent excpetions.

The for loop thing will be supported, since it is resolved by jme, not by the glsl preprocessor (it is a fake preprocessor directive).
Either that or we can add a custom preprocessor in front of shaders compilation, it is possible, but we have to figure out if there is a good C preprocessor in java or that can be ported to java, since implementing it from scratch would take quite some time.

@stephengold
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I found this: https://github.com/shevek/jcpp

@riccardobl
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I found this: https://github.com/shevek/jcpp

Yeah, me too, but it doesn't seem very easy to adapt to our problem

If ## is completely off the table for mac, and the code definitely needs changed, then I think the only other realistic option would be to use the newly support for loops that @riccardobl recently added :
#1758

I think this is the way to solve the issue, it will also make the code more readable.

I unfortunately don't have a mac to test anything with this on my own, although I can still do my best to help solve the issue, especially since I plan for my own project to be runnable on mac eventually as well.

@yaRnMcDonuts if you are working on this, i can send you the credentials to access a remote macos instance for testing

@yaRnMcDonuts
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Yeah I'm not actively working on this right now but plan to soon. First I will refactor the shaders to use the for loops and get familiar with using that, then once its all working good on my windows device I'll do testing on the remote mac instance to make sure its working.

It looks like your PR to add the shader loop support is merged to master but not the latest 3.5 release (if I'm seeing things correctly), so it could also be a good idea to include that in the next (3.6?) release, so then I could plan to have the updated terrain shaders ready for that release too.

@riccardobl
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Asking @stephengold since he is managing jme3.x releases

@stephengold
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I agree that if there's ever a JMonkeyEngine 3.6 release, then PR #1758 and the fix for this issue should be included.

As long as the fix for this issue is integrated into "master" branch before the 3.6 code freeze, I don't foresee any difficulty.

Currently there's no 3.6 release scheduled, so I don't know when code freeze will occur. My best guess would be summer of 2022.

@stephengold
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@yaRnMcDonuts Are you still planning to refactor the shaders to use for loops?

@yaRnMcDonuts
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Yes it's still on my to do list, but I've gotten distracted by some high priority things relating to my main JME project the past few months and haven't had time to focus on this issue.

I should be able to get started on this sometime this month though. Changing the code should be pretty fast and easy, but since this shader for-loop functionality is new and not used anywhere else in JME yet, I've been wanting to make sure I work on this issue when I'm able to spend a solid amount of time testing it to ensure it doesn't cause any unexpected behavior or lower the framerate when compared to the current version.

@zzuegg
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zzuegg commented Dec 19, 2022

May i ask why all the terrain shaders don't use texture arrays and arrays as parameters? Is there any limitation i am not aware of?
Or is it just for compability reasons?

@Ali-RS
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Ali-RS commented Dec 19, 2022

Doesn't a texture array require the textures to be the same size?

@zzuegg
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zzuegg commented Dec 19, 2022

Ah yeah. That is the case.
I will wait until this issue is fixed before converting it to deferred. this shader is a nightmare 🗡️

@yaRnMcDonuts
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There is another version of the pbr terrain shader that uses texture arrays (AdvancedPbrTerrain.j3md), but that one is also somewhat of a jumbled mess trying to support tri-planar with optional normalMaps and metallicRoughnessAoMaps, so I think that would also be a struggle to convert to deferred until its using for-loops. I will try to get to work on this issue to add for-loops to both shaders as soon as I can.

@yaRnMcDonuts
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yaRnMcDonuts commented Jan 10, 2023

I submitted a PR updating PBRTerrain.frag to use the new for-loops, so the shader no longer use any pre-processor functions with ## and should not cause any issues on mac anymore, although I did not get to test it on a mac to confirm for 100% certain.

#1901

@zzuegg This should also hopefully make it easier to make a deferred version of the terrain now. The code was reduced by nearly half and I also tried to organize and clean up a lot of the remaining code so it isn't as jumbled.
However there are still some hacky things in the terrain shader that are for features exclusive to my game that may seem strange or could cause more confusion (specifically the affliction splatting and using the red channel of the vertex color buffer as an AO map for just the directionalLight so sunlight can be dimmed or entirely blocked indoors without requiring a shadow filter), so let me know if you have any trouble and I will be glad to help however I can!

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zzuegg commented Jan 10, 2023

I will give it a look as soon i worked down the queue for my own project a bit. The light dimming will not work in a default deferred pipeline since it requires additional information at the lighting stage. The pipeline alteady supports such changes if one want to add custom features by not using the shipped materials and buffer layouts.

Might take a week or two until i have time for this. thanks

@Ali-RS Ali-RS modified the milestones: Future Release, v3.6.0 Jan 10, 2023
@stephengold stephengold linked a pull request Jan 10, 2023 that will close this issue
Ali-RS pushed a commit that referenced this issue Jan 11, 2023
Drastically reduced code by utilizing JME's new potential for define-compatible for-loops in shaders. Also cleaned up some other little things like indentations, comments, and code placement so that the code is much more organized and easier to understand.
bob0bob added a commit to bob0bob/jmonkeyengine that referenced this issue May 31, 2023
* Android: Implemented AndroidNativeBufferAllocator - Deprecated AndroidBufferAllocator (jMonkeyEngine#1821)

* [skip ci] update natives snapshot

* Add GL debug capabilities (jMonkeyEngine#1790)

* Add GL debug capabilities

* Fix: check for null names

* Add java types to VarType and type checks to MatParam (jMonkeyEngine#1797)

* SettingsDialog: Fixed LAF

* SettingsDialog: Updated jme3 copyright

* README.md:  add a link to Chatter Games website

* Update README.md to include Exotic Matter (jMonkeyEngine#1838)

Would be great to have our game Exotic Matter also mentioned as its engine is based on jME. Thanks!

* jme3-examples:  update the fallback URLs for "TerrainGridTestData.zip"

* Improved code readability: ParticlePointMesh and ParticleTriMesh (jMonkeyEngine#1831)

* jme3-core:  add tests for Transform.toString()

* Fix issue  jMonkeyEngine#1839 (Memory Leak in DefaultLightFilter)

Co-authored-by: Lukas Habring <lukas@Lukas-PC>

* Added getter & setter for FilterPostProcessor.depthFormat (jMonkeyEngine#1841)

* Added setter for FilterPostProcessor.depthFormat

* Added getter for FilterPostProcessor.depthFormat

* update the Gradle wrapper to v7.5.1

* main.yml:  GitHub Action's ubuntu-18.04 environment is deprecated

* bugfix:  mergedJavadoc task is incompatible with Gradle v7

* main.yml:  udate "actions/setup-java" to v3

* main.yml:  add JDK 17 tests

* build.gradle: update gradleVersion in case user runs the "wrapper" task

* Fix jMonkeyEngine#1843 (java.util.zip.ZipException in HttpZipLocator) (jMonkeyEngine#1842)

* HttpZipLocator:fix invalid code lengths set & invalid distance too far back ZipExceptions.

* Get file name length and extra field length from local file header to calculate file data offset.

* Make fields `byteBuf`, `charBuf`, `utf8Decoder` non-static because they are not thread-safe.

* Surround streams with try-with-resources block.

* Clean up the display modes parsing

* No need to separately test for the contains

* README.md:  SDK v3.4 has been released

* Some enhancement to new animation system (jMonkeyEngine#1845)

* Some enhancement to new animation system, including:
* Option to enable/disable animation mask propagation to child actions.
* Option to control max transition weight. For example useful for controlling smooth animation transition when an animation is removed from an upper layer.
* Added animation loop support in AnimLayer.
* AnimLayer can now also keep action name, so one can easily lookup currently playing action name in an specific layer.

* Minor Javadoc fix.

* AnimLayer: clear `currentActionName` inside `cloneFields` method.

* Added a Loop tween to Tweens factory class (jMonkeyEngine#1846)

* Added a Loop tween to Tweens factory class. Supports looping by count or duration.

* Redesigned the Loop tween to work similar to Sequence tween. Now fast forwarding the loop will also try to catch up the loops left behind making sure they always see their 'length'.

* Added the missing Override annotation.

* Added Tweens.cycle() and Tweens.invert() methods (jMonkeyEngine#1849)

Cycle is used for running delegate tween back and force and Invert is used to run delegate tween backward.

* BlendAction: resolve slow-motion side effect caused by stretching actions (jMonkeyEngine#1848)

* BlendAction: resolve slow motion side effect caused by stretching any action that doesn't have the same length. It generates speed factor for each child animation that are dynamically interpolated and applied to base speed based on the blend weight taken from blend space.

* Add missing javadoc.

* Add Copyright.

* Renamed calculateSpeedFactors() to applyDefaultSpeedFactors() and made it non static.

* Fix issue jMonkeyEngine#1850 (JmeSystem.writeImageFile() throw java.nio.BufferUnderflowException) (jMonkeyEngine#1851)

* jme3-jogg:  upgrade the j-ogg-all library to v1.0.2

* jMonkeyEngine#1569 Fix license file to be better detected by GitHub (jMonkeyEngine#1855)

* jme3-plugins:  update the "gson" library to v2.9.1

* workflows/main.yml:  update the "checkout" action to v3

* fix: broken link in README.md (jMonkeyEngine#1858)

Signed-off-by: Kasper Aaquist Johansen <kasperaaquist@gmail.com>

Signed-off-by: Kasper Aaquist Johansen <kasperaaquist@gmail.com>

* workflows/main.yml:  update wrapper-validation-action to v1.0.5

* update wrapper-validation-action to v1.0.5 (one more place)

* README.md:  SDK v3.5.2 has now been published

* Quaternion:  javadoc

* Add instance culling function in InstancedGeometry (jMonkeyEngine#1865)

* Added a workaround to prevent shadow disappearing on instanced geometries away from camera by introducing an instance culling function on InstancedGeometry. There also is a default implementation provided.

* Removed the bound-scale hack for shadow disappearing issue from DefaultInstanceCullingFunction. The “right” solution is to have it pay attention to the frustums of whatever shadow-casting lights are around… but anyway developers now can implement their own frustum culling however they like or even "unset" it to disable instance culling which should also resolve the shadow issue.

* Remove unused imports.

* Fix: make the stencil test functions usable. (jMonkeyEngine#1866)

* Fix: make the stencil test functions usable.

* Fix: formatting

* Fix: formatting

* Fix: formatting

* Fix: copyright year

* upgrade to Gradle v7.6 (for its Java 19 support)

* Read shorts properly

* More efficient logging

* Read unsigned byte properly

* Remove unnecessary byte and call the variable c as in the formulas

* move SettingsDialog and ErrorDialog to new jme3-awt-dialogs module (jMonkeyEngine#1876)

* Refactory Settings/Error dialogs in JmeDialogsFactory and jme3-awt-dialogs

* add build.gradle

* Add copyright headers

* Fix formatting and documentation

Co-authored-by: riccardobl <riccardo0blb@gmail.com>

* JmeSurfaceView: Package migration (jMonkeyEngine#1819)

* JmeSurfaceView: migration to new package (com.jme3.view.surfaceview)

* JmeSurfaceView: migration to new package (com.jme3.view.surfaceview)

* upgrade the groovy-test library to v3.0.13

* jme3-core:  correct/clarify javadoc

* Implementation of a glTF extension loader for KHR_texture_transform (jMonkeyEngine#1869)

* Implementation of a glTF extension loader for KHR_texture_transform

* Thread-safe version of the glTF extension loader for KHR_texture_transform

* Updated thread-safe version of the glTF extension loader for KHR_texture_transform

* Fix (switched indices of the translation matrix): thread-safe version of the glTF extension loader for KHR_texture_transform

* Added support for texCoord, fixed matrix comparison

* Simplified matrix comparison, removed trailing whitespaces

* Update to differentiate transformations applied to different UV sets

* Improved memory usage for transformMap

* Specified Map generic types & removed unnecessary cast

Co-authored-by: Manuel <Manuel@DESKTOP-6RJH3UF>

* jme3-core:  test the com.jme3.math.Triangle class

* bugfix:  Mesh.getTriangle() may yield an incorrect centroid

* Fix jMonkeyEngine#1867 (LightFilter gets applied even if not needed) (jMonkeyEngine#1872)

* Add NullLightFilter.java

* Add usage of null light filter when rendering shadowmaps

* Fix formatting

* Make static NullLightFilter final

* Fix formatting and author

* BlendableAction: Fix JavaDoc for setMaxTransitionWeight & replace assert with IllegalArgumentException (jMonkeyEngine#1881)

* Fix jMonkeyEngine#1412 (GltfLoader does not support AO packed in MetallicRoughnessMap) (jMonkeyEngine#1880)

* Fix jMonkeyEngine#1882 (J3MLoader always generates mips ignoring MinFilter) (jMonkeyEngine#1884)

* Get texture mips generation flag from MinFilter specified in j3m file.

* Update copyright date.

* Fix J3MLoaderTest failing.

* Fix TestMaterialWrite failing.

* Update copyright date.

* Use Trilinear if no min filter is specified in j3m file.

* Add copyright note in J3MOutputCapsule.

* Fix J3MLoaderTest failing.

* Made extension loaders non-static to avoid concurrency issues (jMonkeyEngine#1886)

Now each GltfLoader instantiated via ThreadLocal will have its own instances of extension loaders.

* Fix jMonkeyEngine#1883 (Image class wrongly setting GL mips flags inside the constructor) (jMonkeyEngine#1885)

* AreaUtils: Migrated package to `com.jme3.util` (jMonkeyEngine#1826)

* AreaUtils: Migrated package to `com.jme3.util`

* com.jme3.uitl.AreaUtils: removed code duplicates - added `final` class specifier

* com.jme3.util.AreaUtils: fixed duplication build error

* utils/AreaUtils.java: full migration to the utility package

* scene/control/AreaUtils.java: removed utility methods - delegated functionality to `jme3.utils.AreaUtils`

* scene/AreaUtils: fixed `jme3.util` package linking typo

* Renderer:  javadoc correction

* update the groovy-test library to v3.0.14

* LICENSE.md:  add 2023 to copyright years

* Fix jMonkeyEngine#1892 (TestChooser does not show classes list when run with java 8) (jMonkeyEngine#1893)

* TestChooser:fix class list not showing when run with java 8.

* Update copyright date.

* main.yml: use "temurin" openjdk. Fix jMonkeyEngine#1896 (jMonkeyEngine#1897)

* README.md:  add Demon Lord to the list of published games

* Fix jMonkeyEngine#1773 (Wrong particle position when `worldSpace` flag equals to true) (jMonkeyEngine#1889)

* Add test case for issue jMonkeyEngine#1773.

* Fix wrong particle position when using 'EmitterMeshVertexShape' or 'EmitterMeshFaceShape' and worldSpace flag equal to true. The old code was interpolating particles position toward emitter world position and this was only working fine for EmitterPointShape and in the other shapes this was causing particles not keep the shape because they were being dragged toward emitter position. The new code calculates the distance vector from emitter last location to the current emitter location and subtracts it from particles position to generate a hypothetical position that is used for interpolation.

* Add javadoc to TestIssue1773.

* Minor javadoc fix.

* jme3-niftygui: solve issue jMonkeyEngine#1891 (incorrect fullscreen layout)  (jMonkeyEngine#1895)

* jme3-lwjgl:updated to lwjgl v2.9.4 hosted by org.jmonkeyengine. Fix jMonkeyEngine#1247, jMonkeyEngine#1215, jMonkeyEngine#947 (jMonkeyEngine#1902)

* Fix jMonkeyEngine#1890 (crashes attempting to run example apps in fullscreen with LWJGL v2) (jMonkeyEngine#1898)

* jme3-lwjgl:fallback to standard 60Hz fullscreen display mode if the specified frequency in the AppSettings is not available and log a warning.

* Fallback to whatever bps or frequency is available. Added a wild-card value to let selecting any bps or frequency available by passing -1.

* Support AWT display frequency model. Looks like AWT uses mathematics round to convert float frequency values to int while lwjgl 2 uses mathematics floor. For example if frequency is 59.83, AWT will return 60 but lwjgl 2 will return 59.

* Remove redundant check.

* Added documentation for getFullscreenDisplayMode method.

* When in VR attach the debug scene to the two eye's scenes. Fix#1795  (jMonkeyEngine#1888)

* jMonkeyEngine#1795 When in VR attach the debug scene to the two eye's scenes

This ensures they show up correctly

* jMonkeyEngine#1795 Whitespace corrections

* jMonkeyEngine#1795 Further whitespace corrections

* jMonkeyEngine#1795 Yet more whitespace corrections

* jMonkeyEngine#1795 Add explanatory comment as to why VR and non-VR have totally different approaches

* Refactored PBR Terrain to use new for-loops. Fix jMonkeyEngine#1785 (jMonkeyEngine#1901)

Drastically reduced code by utilizing JME's new potential for define-compatible for-loops in shaders. Also cleaned up some other little things like indentations, comments, and code placement so that the code is much more organized and easier to understand.

* add the Spatial.addControlAt() method (jMonkeyEngine#1899)

* JmeContext:  add a getSystemListener() method (jMonkeyEngine#1894)

* jme3-examples:  add tests for issue jMonkeyEngine#1903

* Refactored Advanced PBR Terrain to use new for-loops (jMonkeyEngine#1904)

* Refactored Advanced PBR Terrain to use new for-loops

Similar to my recent pull request doing the same for the base PbrTerrain shader (jMonkeyEngine#1901) this PR also adds for-loop support to the advanced version of the pbr shader that uses texture arrays

* Update PBRTerrain.frag

* Update AdvancedPBRTerrain.frag

* Update AfflictionLib.glsllib (jMonkeyEngine#1905)

This PR goes along with my last PR cleaning up the AdvancedPBRTerrain.j3md shader. The method getTriPlanarBlendFromTexArray() was put into this glsllib that contains all of the other commonly used functions for the pbr terrain shaders.

* common.gradle: set class files compatible with Java 8 using "release" option (jMonkeyEngine#1907)

* common.gradle: set class files compatible with Java 8. This will keep java 8 compatibility when it is compiled with newer java versions.

* Merge with existing block.

* Reformat code.

* common.gradle: add "Created-By" jar manifest to show Java version and vendor name (jMonkeyEngine#1913)

* common.gradle: add Created-By in jar manifest to show java version used to create the jar.

* Also add vendor name.

* ParticleEmitter: improve code readability. Apply the DRY principle (jMonkeyEngine#1912)

* add 4 getters to JmeContext for screen position and frame-buffer size (jMonkeyEngine#1911)

* test and fix for jMonkeyEngine#1909 (NPE while generating tangents) (jMonkeyEngine#1910)

* add a JUnit test for issue 1909 (NPE while generating tangents)

* solve issue jMonkeyEngine#1909 (NPE while generating tangents)

* jme3-lwjgl: bump to lwjgl 2.9.5 (jMonkeyEngine#1914)

* Fix jMonkeyEngine#1917 (RendererException in ScreenshotAppState: Attempting to upload empty buffer) (jMonkeyEngine#1918)

* PBRLighting: fix comment describing packed MetallicRoughnessMap (jMonkeyEngine#1921)

Updated a comment about the MetallicRoughness map that previously said the Red channel is unused - changed to instead say that the red channel of MR map stores the AO value if AoPackedInMRMap is true.

* solve issue jMonkeyEngine#1919 (underflow while generating tangents) (jMonkeyEngine#1920)

* jme-core:  add a test for issue jMonkeyEngine#1919 (underflow generating tangents)

* MikktspaceTangentGenerator: solve jMonkeyEngine#1919 (underflow generating tangents)

* main.yml: deploy with jdk17 (jMonkeyEngine#1922)

* Fix jMonkeyEngine#1923 (OSSRH artifacts are build with different java version) (jMonkeyEngine#1924)

* main.yml: build on pushes to the new v3.6 branch

* gradle.properties: next release from "master" branch should be v3.7.0

* resolve issue jMonkeyEngine#1926 (unnecessary dependencies) (jMonkeyEngine#1927)

* buildscript: move def of "niftyVersion" to "common.gradle" (shared between projects)

* jme3-testdata:  rm dependency on "nifty-style-black" (redundant with "jme3-niftygui")

* buildscript: mv "nifty-examples" dependency from "jme3-testdata" to "jme3-examples"

* solve issue jMonkeyEngine#1928 (OutOfMemoryError in FBX importer) (jMonkeyEngine#1929)

* solve issue jMonkeyEngine#1928 (OutOfMemoryError in FBX importer)

* tweak the new javadoc

* solve issue jMonkeyEngine#1930 (NPE in FbxLayerElement) (jMonkeyEngine#1931)

* solve issue jMonkeyEngine#1932 (class cast exceptions in FBX importer) (jMonkeyEngine#1934)

* solve issue jMonkeyEngine#1933 (unsupported operation in FbxNode) (jMonkeyEngine#1936)

* solve issue jMonkeyEngine#1937 (NPE in FbxObject) (jMonkeyEngine#1938)

* solve issue jMonkeyEngine#1939 [NPE in FbxMesh.applyCluster()] (jMonkeyEngine#1940)

* FBXCluster:  create empty arrays if the cluster contains no keyframes

* FbxLoader:  don't construct an animation if there are no keyframes

* update Groovy to v3.0.15

* Update Application.start javadoc. (jMonkeyEngine#1947)

* Update RenderState.setLineWidth javadoc. (jMonkeyEngine#1948)

* Fix jMonkeyEngine#1945 (IllegalStateException when running TestAWTPanels with LWJGL 3) (jMonkeyEngine#1949)

* solve issue jMonkeyEngine#1879 (compile-time error in Skinning.glsllib) (jMonkeyEngine#1942)

* Fix issue jMonkeyEngine#1558 (TestAWTPanels crashes with LWJGL v3 on Linux) (jMonkeyEngine#1944)

* TestAwtPanels: apply swing system LAF. This is needed to prevent JVM crash on Linux and LWJGL 3. (See issue jMonkeyEngine#1558)

* Use single class imports.

* solve issue jMonkeyEngine#1806 (global FrameInterpolator violates threading model) (jMonkeyEngine#1943)

* solve issue jMonkeyEngine#1806 (global FrameInterpolator violates threading model)

* FrameInterpolator:  deprecate the global instance

* Fix a typo in LwjglWindow (jMonkeyEngine#1953)

* Add WaterFilter.getReflectionView method (jMonkeyEngine#1951)

* Added WaterFilter.getReflectionView method.

* Update javadoc.

* README.md:  delete a dead link (Maker's Tale)

* README.md:  add a link to Wild Magic

* resolve issue jMonkeyEngine#1955 (Can not play vorbis audio on Android API 31+) (jMonkeyEngine#1956)

* android-native-vorbis: fix double asset file descriptor closure

* NativeVorbis: better names and javadocs

* NativeVorbisFile#readIntoBuffer: specifies the start and the end of the read

* NativeVorbisFile: better explanation for the output buffer on read functions

* com_jme3_audio_plugins_NativeVorbisFile.c: refactored logs

* NativeVorbisFile: some docs enhances

* NativeVorbisLoader: added updated jme3-copyright

* [skip ci] update natives snapshot

* jme3-jogg: remove dependency on Java Media Framework (jMonkeyEngine#1962)

* solve issue jMonkeyEngine#1960 (use jme3-jogg for loading ogg files on android) (jMonkeyEngine#1961)

* solve issue jMonkeyEngine#1963 (TestMusicPlayer fails to load AL library on lwjgl2) (jMonkeyEngine#1964)

* TestMusicPlayer: fix UnsatisfiedLinkError when using lwjgl2. Solves issue jMonkeyEngine#1963

* Add missing load function for "openal" natives.

* Removed the unnecessary check for lwjgl 2 in classpath.

* Fix comment

* Replace Exception with warning in TerrainPatch (jMonkeyEngine#1966)

* Replace Excpetion with warning in TerrainPatch

PR following up on the discussion in this thread: 
https://hub.jmonkeyengine.org/t/terrain-collision-exception/46491/6

* Update TerrainPatch.java

* Update TerrainPatch.java

* Update TerrainPatch.java

* Update TerrainPatch.java

* Update TerrainPatch.java

* Update TerrainPatch.java

* Update TerrainPatch.java

* Cleanup NativeLibraryLoader & fix wrong library path  (jMonkeyEngine#1967)

* Cleanup NativeLibraryLoader

* Fix wrong library path

* solve issue jMonkeyEngine#1969:  missing check in GLRenderer.clearVertexAttribs() (jMonkeyEngine#1970)

* solve issue jMonkeyEngine#1975:  TestAttachDriver doesn't reset properly (jMonkeyEngine#1976)

* Improve NativeLibraryLoader (jMonkeyEngine#1973)

* Improve NativeLibraryLoader.

* Add javadoc.

* Moved library extraction requirement check into a separate method.

* Fix javadoc.

* Refactor library extraction check method.

* Extract natives to system temp directory retrieved by System.getProperty("java.io.tmpdir") instead of working directory.

* Renamed enum "Openal" to "OpenAL" and added javadoc on NativeLibraries.

* Update comments.

* Deploy master branch commits as snapshot (jMonkeyEngine#1983)

* Deploy main branch commits as snapshot

* Snapshot builds don't have a Release artifact

* restrict snapshot to actual commits on master branch

* Deploy steps don't actually use test-run maven artifacts

* Partial Revert. We need that artifact

* Fix sonatype snapshots repo url

as mentioned in https://central.sonatype.org/publish/publish-guide/

* Allow use of Emissive color as a multiplier with EmissiveMap in PBRLighting (jMonkeyEngine#1979)

* Add support for NormalScale in PBRLighting & GltfLoader (jMonkeyEngine#1980)

* Added NormalScale factor in PBRLighting. The scalar parameter applied to each normal vector of the normal map. This value scales the normal vector in X and Y directions using the formula: `scaledNormal =  normalize((<sampled normal texture value> * 2.0 - 1.0) * vec3(<normal scale>, <normal scale>, 1.0))`.

* Add support for reading NormalScale in GltfLoader.

* Add support for AoStrength in PBRLighting & GltfLoader (jMonkeyEngine#1981)

* Added AoStrength factor in PBRLighting. A scalar multiplier controlling the amount of occlusion applied.

* Add support for reading AoStrength in GltfLoader.

* Fix ao calculation to follow gltf specs.

* Update comment on AoStrength mentioning the min and max values.

* Clamp ao to 0 for negative values that might cause by applying AoStrength > 1.

* Use glsl clamp instead of max.

* update Groovy to v3.0.16

* Some javadoc cleanup (jMonkeyEngine#1986)

* Fix some invalid HTML tags

* Correct deprecation annotations

* Doc-comments cleanup

- Corrected some typos, grammar, etc.
- reflowed egregiously long comment lines to comply with column limits

* README.md: latest stable version of Engine

* LwjglContext: re-initialize renderer on context restart (lwjgl 2) (jMonkeyEngine#1988)

* LwjglContext: initialize renderer on context restart (lwjgl 2).

* Reset GL objects in renderer when context restart.

* README.md:  add Mravelous Marbles to the list of JME-powered games

* update the LWJGL3 libraries from v3.3.1 to v3.3.2

* update Groovy to v3.0.17

* correctly handle negative IDs in getUniqueId() methods (jMonkeyEngine#1991)

* NativeLibraryLoader:  more detailed exception in computeNativesHash() (jMonkeyEngine#2001)

* README.md:  add "Boxer" to the project list

* solve issue jMonkeyEngine#2003 (ParticleDepositionHeightMap.load return value) (jMonkeyEngine#2005)

* solve issue jMonkeyEngine#2002 (TerrainGridTileLoaderTest fails to load tiles) (jMonkeyEngine#2006)

* solve issue jMonkeyEngine#2002 (TerrainGridTileLoaderTest fails to load tiles)

* TerrainGridTileLoaderTest:  add a clarifying comment

* solve issue jMonkeyEngine#2011 (app crashes when using OpenGL version 3.0 and 3.1 with LWJGL 3) (jMonkeyEngine#2009)

* fix system crush issue when set desktop AppSetting.setRenderer below 3.2

* Revert "fix system crush issue when set desktop AppSetting.setRenderer below 3.2"

This reverts commit 11b7c9e.

* fix system crush issue when set desktop AppSetting.setRenderer below 3.2. This fix is reedited by instruction of ali_rs

---------

Co-authored-by: ray <raymond.yang@cottonwoodanalytics.com>

* solve issue jMonkeyEngine#2007 (instanced objects are culled when using WaterFilter) (jMonkeyEngine#2008)

* Fix issue with InstancedGeometry that uses the wrong camera for "instance culling" check.

* Minor javadoc update.

* Variables should start with lower-case. (jMonkeyEngine#2013)

New PullRequest as suggested in jMonkeyEngine#2012

Co-authored-by: Starcommander <starcommander@gmx.at>

* solve issue jMonkeyEngine#1992: better messages in spatial assertions (jMonkeyEngine#1993)

* jMonkeyEngine#1992 Improve the messages being reported from spatial assertions

* jMonkeyEngine#1992 Make clear what name is in the assertion messages

* jMonkeyEngine#1992 Whitespace correction

* solve issue jMonkeyEngine#2015 (Picture class lacks 2 getters)

* CloneableSmartAsset:  clarify the setKey() javadoc (jMonkeyEngine#2018)

* update Gradle to v7.6.1

---------

Signed-off-by: Kasper Aaquist Johansen <kasperaaquist@gmail.com>
Co-authored-by: Scrappers Team <60224159+Scrappers-glitch@users.noreply.github.com>
Co-authored-by: Github Actions <actions@users.noreply.github.com>
Co-authored-by: Riccardo Balbo <riccardo0blb@gmail.com>
Co-authored-by: Scrappers <scrappers.tm@gmail.com>
Co-authored-by: Stephen Gold <sgold@sonic.net>
Co-authored-by: Florian Frankenberger <f.frankenberger@mobiuscode.de>
Co-authored-by: Wyatt Gillette <jefferydeaver2010@gmail.com>
Co-authored-by: Lukas-Habring <102620478+Lukas-Habring@users.noreply.github.com>
Co-authored-by: Lukas Habring <lukas@Lukas-PC>
Co-authored-by: JosiahGoeman <31492985+JosiahGoeman@users.noreply.github.com>
Co-authored-by: Paul Speed <pspeed42@users.noreply.github.com>
Co-authored-by: Ali-RS <ali_codmw@yahoo.com>
Co-authored-by: Toni Helenius <helenius.toni@gmail.com>
Co-authored-by: Jan Schäfer <j@nschaefer.net>
Co-authored-by: Kasper Aaquist Johansen <kasperaaquist@gmail.com>
Co-authored-by: Michael Zuegg <zzuegg@users.noreply.github.com>
Co-authored-by: manuelrmo <118840772+manuelrmo@users.noreply.github.com>
Co-authored-by: Manuel <Manuel@DESKTOP-6RJH3UF>
Co-authored-by: Noeri Huisman <8823461+mrxz@users.noreply.github.com>
Co-authored-by: richardTingle <6330028+richardTingle@users.noreply.github.com>
Co-authored-by: Ryan McDonough <peanut64646@gmail.com>
Co-authored-by: Sailsman63 <lukejsails@gmail.com>
Co-authored-by: Raymond Young <gongxi83@163.com>
Co-authored-by: ray <raymond.yang@cottonwoodanalytics.com>
Co-authored-by: Paul Kashofer <soundmodul@gmx.at>
Co-authored-by: Starcommander <starcommander@gmx.at>
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bug Something that is supposed to work, but doesn't. More severe than a "defect".
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