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SimArborealError

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May 31st, 2014
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  1. May 31, 2014 2:43:52 PM com.jme3.system.Natives extractNativeLibs
  2. INFO: Extraction Directory: C:\Users\Administrator\Desktop
  3. May 31, 2014 2:43:53 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  4. INFO: Lwjgl 2.9.0 context running on thread LWJGL Renderer Thread
  5. May 31, 2014 2:43:53 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  6. INFO: Adapter: aticfx64
  7. May 31, 2014 2:43:53 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  8. INFO: Driver Version: 8.17.10.1280
  9. May 31, 2014 2:43:53 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  10. INFO: Vendor: ATI Technologies Inc.
  11. May 31, 2014 2:43:53 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  12. INFO: OpenGL Version: 4.4.12874 Compatibility Profile Context 14.100.0.0
  13. May 31, 2014 2:43:53 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  14. INFO: Renderer: AMD Radeon HD 5670
  15. May 31, 2014 2:43:53 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  16. INFO: GLSL Ver: 4.30
  17. May 31, 2014 2:43:53 PM com.jme3.asset.AssetConfig loadText
  18. WARNING: Cannot find loader com.jme3.audio.plugins.OGGLoader
  19. May 31, 2014 2:43:53 PM com.jme3.asset.AssetConfig loadText
  20. WARNING: Cannot find loader com.jme3.scene.plugins.blender.BlenderModelLoader
  21. May 31, 2014 2:43:53 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  22. INFO: Audio Device: OpenAL Soft
  23. May 31, 2014 2:43:53 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  24. INFO: Audio Vendor: OpenAL Community
  25. May 31, 2014 2:43:53 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  26. INFO: Audio Renderer: OpenAL Soft
  27. May 31, 2014 2:43:53 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  28. INFO: Audio Version: 1.1 ALSOFT 1.15.1
  29. May 31, 2014 2:43:53 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  30. INFO: AudioRenderer supports 64 channels
  31. May 31, 2014 2:43:53 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  32. INFO: Audio effect extension version: 1.0
  33. May 31, 2014 2:43:53 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  34. INFO: Audio max auxilary sends: 4
  35. 14:43:53,548 INFO  [GuiGlobals] Initializing GuiGlobals with:com.simsilica.lemur
  36. .GuiGlobals@1c19b340
  37. 14:43:53,556 INFO  [GuiGlobals] Lemur build date:20140531
  38. 14:43:55,891 INFO  [MeshBuilder] Creating a mesh with:6020 vertexes and:10488 tr
  39. iangles.
  40. 14:43:55,907 INFO  [MeshBuilder] Creating a mesh with:102 vertexes and:82 triang
  41. les.
  42. 14:43:55,912 INFO  [MeshBuilder] Creating a mesh with:102 vertexes and:82 triang
  43. les.
  44. 14:43:55,920 INFO  [MeshBuilder] Creating a mesh with:102 vertexes and:82 triang
  45. les.
  46. 14:43:56,021 INFO  [MeshBuilder] Creating a mesh with:6020 vertexes and:10488 tr
  47. iangles.
  48. 14:43:56,398 INFO  [MeshBuilder] Creating a mesh with:6020 vertexes and:10488 tr
  49. iangles.
  50. 14:43:56,411 INFO  [MeshBuilder] Creating a mesh with:102 vertexes and:82 triang
  51. les.
  52. 14:43:56,416 INFO  [MeshBuilder] Creating a mesh with:102 vertexes and:82 triang
  53. les.
  54. 14:43:56,422 INFO  [MeshBuilder] Creating a mesh with:102 vertexes and:82 triang
  55. les.
  56. 14:44:01,559 INFO  [MeshBuilder] Creating a mesh with:6020 vertexes and:10488 tr
  57. iangles.
  58. Quad size:1.0
  59. 14:44:01,566 INFO  [MeshBuilder] Creating a mesh with:102 vertexes and:82 triang
  60. les.
  61. Quad size:1.0
  62. 14:44:01,572 INFO  [MeshBuilder] Creating a mesh with:102 vertexes and:82 triang
  63. les.
  64. Quad size:1.0
  65. 14:44:01,579 INFO  [MeshBuilder] Creating a mesh with:102 vertexes and:82 triang
  66. les.
  67. Quad size:1.0
  68. 14:44:01,606 INFO  [MeshBuilder] Creating a mesh with:6020 vertexes and:10488 tr
  69. iangles.
  70. Quad size:1.0
  71. May 31, 2014 2:44:01 PM com.jme3.renderer.lwjgl.LwjglRenderer updateShaderSource
  72. Data
  73. WARNING: Bad compile of:
  74. 1       #version 110
  75. 2       #define DIFFUSEMAP_ALPHA 1
  76. 3       #ifdef NUM_BONES
  77. 4
  78. 5       #if NUM_BONES < 1 || NUM_BONES > 255
  79. 6       #error NUM_BONES must be between 1 and 255.
  80. 7       #endif
  81. 8
  82. 9       #define NUM_WEIGHTS_PER_VERT 4
  83. 10
  84. 11      attribute vec4 inHWBoneWeight;
  85. 12      attribute vec4 inHWBoneIndex;
  86. 13      uniform mat4 m_BoneMatrices[NUM_BONES];
  87. 14
  88. 15      void Skinning_Compute(inout vec4 position){
  89. 16          if (inHWBoneWeight.x != 0.0) {
  90. 17      #if NUM_WEIGHTS_PER_VERT == 1
  91. 18              position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;
  92. 19      #else
  93. 20              mat4 mat = mat4(0.0);
  94. 21              mat += m_BoneMatrices[int(inHWBoneIndex.x)] * inHWBoneWeight.x;
  95. 22              mat += m_BoneMatrices[int(inHWBoneIndex.y)] * inHWBoneWeight.y;
  96. 23              mat += m_BoneMatrices[int(inHWBoneIndex.z)] * inHWBoneWeight.z;
  97. 24              mat += m_BoneMatrices[int(inHWBoneIndex.w)] * inHWBoneWeight.w;
  98. 25              position = mat * position;
  99. 26      #endif
  100. 27          }
  101. 28      }
  102. 29
  103. 30      void Skinning_Compute(inout vec4 position, inout vec3 normal){
  104. 31          if (inHWBoneWeight.x != 0.0) {
  105. 32      #if NUM_WEIGHTS_PER_VERT == 1
  106. 33              position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;
  107. 34              normal = (mat3(m_BoneMatrices[int(inHWBoneIndex.x)][0].xyz,
  108. 35                             m_BoneMatrices[int(inHWBoneIndex.x)][1].xyz,
  109. 36                             m_BoneMatrices[int(inHWBoneIndex.x)][2].xyz) * no
  110. rmal);
  111. 37      #else
  112. 38              mat4 mat = mat4(0.0);
  113. 39              mat += m_BoneMatrices[int(inHWBoneIndex.x)] * inHWBoneWeight.x;
  114. 40              mat += m_BoneMatrices[int(inHWBoneIndex.y)] * inHWBoneWeight.y;
  115. 41              mat += m_BoneMatrices[int(inHWBoneIndex.z)] * inHWBoneWeight.z;
  116. 42              mat += m_BoneMatrices[int(inHWBoneIndex.w)] * inHWBoneWeight.w;
  117. 43              position = mat * position;
  118. 44
  119. 45              mat3 rotMat = mat3(mat[0].xyz, mat[1].xyz, mat[2].xyz);
  120. 46              normal = rotMat * normal;
  121. 47      #endif
  122. 48          }
  123. 49      }
  124. 50
  125. 51      void Skinning_Compute(inout vec4 position, inout vec3 tangent, inout vec
  126. 3 normal){
  127. 52          if (inHWBoneWeight.x != 0.0) {
  128. 53      #if NUM_WEIGHTS_PER_VERT == 1
  129. 54              position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;
  130. 55              tangent = m_BoneMatrices[int(inHWBoneIndex.x)] * tangent;
  131. 56              normal = (mat3(m_BoneMatrices[int(inHWBoneIndex.x)][0].xyz,
  132. 57                             m_BoneMatrices[int(inHWBoneIndex.x)][1].xyz,
  133. 58                             m_BoneMatrices[int(inHWBoneIndex.x)][2].xyz) * no
  134. rmal);
  135. 59      #else
  136. 60              mat4 mat = mat4(0.0);
  137. 61              mat += m_BoneMatrices[int(inHWBoneIndex.x)] * inHWBoneWeight.x;
  138. 62              mat += m_BoneMatrices[int(inHWBoneIndex.y)] * inHWBoneWeight.y;
  139. 63              mat += m_BoneMatrices[int(inHWBoneIndex.z)] * inHWBoneWeight.z;
  140. 64              mat += m_BoneMatrices[int(inHWBoneIndex.w)] * inHWBoneWeight.w;
  141. 65              position = mat * position;
  142. 66
  143. 67              mat3 rotMat = mat3(mat[0].xyz, mat[1].xyz, mat[2].xyz);
  144. 68              tangent = rotMat * tangent;
  145. 69              normal = rotMat * normal;
  146. 70      #endif
  147. 71          }
  148. 72      }
  149. 73
  150. 74      #endif
  151. 75      uniform mat4 g_WorldViewProjectionMatrix;
  152. 76      uniform mat3 g_NormalMatrix;
  153. 77
  154. 78      uniform mat4 g_WorldMatrix;
  155. 79      uniform mat4 g_ViewMatrix;
  156. 80      uniform mat4 g_ViewProjectionMatrix;
  157. 81      uniform vec3 g_CameraPosition;
  158. 82
  159. 83      uniform mat4 g_ProjectionMatrix;
  160. 84      uniform mat4 g_WorldViewMatrix;
  161. 85
  162. 86      attribute vec3 inPosition;
  163. 87      attribute vec3 inNormal;
  164. 88      attribute vec4 inTexCoord;
  165. 89      attribute vec3 inSize;
  166. 90
  167. 91      varying vec3 normal;
  168. 92      varying vec2 texCoord;
  169. 93
  170. 94      void main(void)
  171. 95      {
  172. 96         vec4 modelSpacePos = vec4(inPosition, 1.0);
  173. 97         vec3 modelSpaceNorm = inNormal;
  174. 98
  175. 99         // ** Added sections indicated with '**' comments
  176. 100
  177. 101        // ** inTexCoord contains the real tex coord for the atlas
  178. 102        // ** and the corner indicator
  179. 103        texCoord = inTexCoord.zw;
  180. 104        vec2 corner = inTexCoord.xy;
  181. 105
  182. 106        // ** Project the model space position down the normal just
  183. 107        // ** slightly
  184. 108        modelSpacePos.xyz += modelSpaceNorm * 0.1;
  185. 109
  186. 110        // ** original gl_Position calculation bypassed
  187. 111        // gl_Position = g_WorldViewProjectionMatrix * modelSpacePos;
  188. 112        // texCoord = inTexCoord;
  189. 113
  190. 114        // ** #if block for position and normal calculation depending
  191. 115        // ** on billboard type.
  192. 116        //
  193. 117        // For some reason, the non-parallel version is not working.
  194. 118        // SCREEN_PARALLEL is good enough for my normal map generation
  195. 119        // but will probably look strange for SSAO
  196. 120        #define SCREEN_PARALLEL
  197. 121        #ifdef SCREEN_PARALLEL
  198. 122             // Billboard corners are calculated in straight view
  199. 123             // space and so will rotated to be parallel to the screen
  200. 124             // even as the camera turns (which can be unnerving)
  201. 125             vec3 wvPosition = (g_WorldViewMatrix * modelSpacePos).xyz;
  202. 126             wvPosition.x += (corner.x - 0.5) * inSize;
  203. 127             wvPosition.y += (corner.y - 0.5) * inSize;
  204. 128
  205. 129             gl_Position = g_ProjectionMatrix * vec4(wvPosition, 1.0);
  206. 130
  207. 131             vec3 wvNormal = normalize(vec3(corner.x - 0.5, corner.y - 0.5, 0
  208. .5));
  209. 132         #else
  210. 133
  211. 134             // Get the world position (not world view) because
  212. 135             // billboarding will be done in world space
  213. 136             vec4 wPosition = g_WorldMatrix * modelSpacePos;
  214. 137
  215. 138             // Calculate the screen parallel axis vectors
  216. 139             vec3 dir = normalize(wPosition.xyz - g_CameraPosition);
  217. 140             vec3 left = normalize(cross(dir, vec3(0.0, 1.0, 0.0)));
  218. 141             vec3 up = normalize(cross(left, dir));
  219. 142             vec3 billboardNormal = normalize(cross(left, up));
  220. 143
  221. 144             // Move the corners out relative to our calculated
  222. 145             // axes and scaled by inSize
  223. 146             wPosition.xyz += left * (corner.x - 0.5) * inSize;
  224. 147             wPosition.xyz += up * (corner.y - 0.5) * inSize;
  225. 148
  226. 149             // Push it a little towards the camera (should maybe be a parame
  227. ter)
  228. 150             wPosition.xyz += billboardNormal * 0.5;
  229. 151
  230. 152             // Calculate the world view position
  231. 153             vec3 wvPosition = (g_ViewMatrix * wPosition).xyz;
  232. 154
  233. 155             gl_Position = g_ViewProjectionMatrix * wPosition;
  234. 156
  235. 157             // Calculate a splayed set of normals based on the corner to sim
  236. ulate
  237. 158             // curvature.  This allows the billboard to be lit no matter the
  238.  
  239. 159             // current direction.
  240. 160             // Normal is calculated by mixing the real world-normal for the
  241.  
  242. 161             // surface with the splayed normal.
  243. 162             vec3 wNormal = (g_WorldMatrix * vec4(modelSpaceNorm, 0.0)).xyz *
  244.  0.1;
  245. 163             wNormal += left * (corner.x - 0.5);
  246. 164             wNormal += up * (corner.y - 0.5);
  247. 165             wNormal += billboardNormal * 0.5;
  248. 166
  249. 167             // Now convert the world normal to world view space
  250.  
  251. 168             vec3 wvNormal = normalize((g_ViewMatrix * vec4(wNormal, 0.0)).xy
  252. z);
  253. 169
  254. 170         #endif
  255. 171
  256. 172
  257. 173         normal = wvNormal;
  258. 174     }
  259.  
  260. May 31, 2014 2:44:01 PM com.jme3.app.Application handleError
  261. SEVERE: Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]
  262. com.jme3.renderer.RendererException: compile error in:ShaderSource[name=MatDefs/
  263. LeafNormal.vert, defines, type=Vertex, language=GLSL110] error:Vertex shader fai
  264. led to compile with the following errors:
  265. ERROR: 0:126: error(#160) Cannot convert from: "3-component vector of vec3" to:
  266. "highp float"
  267. ERROR: 0:127: error(#160) Cannot convert from: "3-component vector of vec3" to:
  268. "highp float"
  269. ERROR: error(#273) 2 compilation errors.  No code generated
  270.  
  271.  
  272.         at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderSourceData(LwjglRen
  273. derer.java:1034)
  274.         at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderData(LwjglRenderer.
  275. java:1057)
  276.         at com.jme3.renderer.lwjgl.LwjglRenderer.setShader(LwjglRenderer.java:11
  277. 23)
  278.         at com.jme3.material.Material.render(Material.java:1131)
  279.         at com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:541
  280. )
  281.         at com.jme3.renderer.queue.RenderQueue.renderGeometryList(RenderQueue.ja
  282. va:322)
  283.         at com.jme3.renderer.queue.RenderQueue.renderQueue(RenderQueue.java:380)
  284.  
  285.         at com.jme3.renderer.RenderManager.renderViewPortQueues(RenderManager.ja
  286. va:800)
  287.         at com.jme3.renderer.RenderManager.flushQueue(RenderManager.java:737)
  288.         at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:100
  289. 1)
  290.         at com.jme3.renderer.RenderManager.render(RenderManager.java:1047)
  291.         at com.jme3.app.SimpleApplication.update(SimpleApplication.java:252)
  292.         at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDispl
  293. ay.java:151)
  294.         at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:185)
  295.         at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.j
  296. ava:228)
  297.         at java.lang.Thread.run(Thread.java:724)
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