Guest User

Untitled

a guest
Oct 30th, 2013
109
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
Java 6.36 KB | None | 0 0
  1. run:
  2. Oct 31, 2013 10:56:51 AM com.jme3.system.JmeDesktopSystem initialize
  3. INFO: Running on jMonkeyEngine 3.0.0 RC2
  4. Oct 31, 2013 10:56:52 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  5. INFO: Lwjgl 2.9.0 context running on thread LWJGL Renderer Thread
  6. Oct 31, 2013 10:56:52 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  7. INFO: Adapter: igdumdim64
  8. Oct 31, 2013 10:56:52 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  9. INFO: Driver Version: 10.18.10.3262
  10. Oct 31, 2013 10:56:52 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  11. INFO: Vendor: Intel
  12. Oct 31, 2013 10:56:52 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  13. INFO: OpenGL Version: 3.2.0 - Build 10.18.10.3262
  14. Oct 31, 2013 10:56:52 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  15. INFO: Renderer: Intel(R) HD Graphics 4000
  16. Oct 31, 2013 10:56:52 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
  17. INFO: GLSL Ver: 1.50 - Build 10.18.10.3262
  18. Oct 31, 2013 10:56:52 AM com.jme3.asset.AssetConfig loadText
  19. WARNING: Cannot find loader com.jme3.scene.plugins.blender.BlenderModelLoader
  20. Oct 31, 2013 10:56:52 AM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  21. INFO: Audio Device: OpenAL Soft
  22. Oct 31, 2013 10:56:52 AM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  23. INFO: Audio Vendor: OpenAL Community
  24. Oct 31, 2013 10:56:52 AM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  25. INFO: Audio Renderer: OpenAL Soft
  26. Oct 31, 2013 10:56:52 AM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  27. INFO: Audio Version: 1.1 ALSOFT 1.15.1
  28. Oct 31, 2013 10:56:52 AM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  29. INFO: AudioRenderer supports 64 channels
  30. Oct 31, 2013 10:56:52 AM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  31. INFO: Audio effect extension version: 1.0
  32. Oct 31, 2013 10:56:52 AM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
  33. INFO: Audio max auxilary sends: 4
  34. Oct 31, 2013 10:56:52 AM com.jme3.renderer.lwjgl.LwjglRenderer updateShaderSourceData
  35. WARNING: Bad compile of:
  36. 1   #define HAS_COLOR 1
  37. 2   #ifdef NUM_BONES
  38. 3  
  39. 4   #if NUM_BONES < 1 || NUM_BONES > 255
  40. 5   #error NUM_BONES must be between 1 and 255.
  41. 6   #endif
  42. 7  
  43. 8   #define NUM_WEIGHTS_PER_VERT 4
  44. 9    
  45. 10  attribute vec4 inHWBoneWeight;
  46. 11  attribute vec4 inHWBoneIndex;
  47. 12  uniform mat4 m_BoneMatrices[NUM_BONES];
  48. 13 
  49. 14  void Skinning_Compute(inout vec4 position){
  50. 15      if (inHWBoneWeight.x != 0.0) {
  51. 16  #if NUM_WEIGHTS_PER_VERT == 1
  52. 17          position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;
  53. 18  #else
  54. 19          mat4 mat = mat4(0.0);
  55. 20          mat += m_BoneMatrices[int(inHWBoneIndex.x)] * inHWBoneWeight.x;
  56. 21          mat += m_BoneMatrices[int(inHWBoneIndex.y)] * inHWBoneWeight.y;
  57. 22          mat += m_BoneMatrices[int(inHWBoneIndex.z)] * inHWBoneWeight.z;
  58. 23          mat += m_BoneMatrices[int(inHWBoneIndex.w)] * inHWBoneWeight.w;
  59. 24          position = mat * position;
  60. 25  #endif
  61. 26      }
  62. 27  }
  63. 28   
  64. 29  void Skinning_Compute(inout vec4 position, inout vec3 normal){
  65. 30      if (inHWBoneWeight.x != 0.0) {
  66. 31  #if NUM_WEIGHTS_PER_VERT == 1
  67. 32          position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;
  68. 33          normal = (mat3(m_BoneMatrices[int(inHWBoneIndex.x)][0].xyz,
  69. 34                         m_BoneMatrices[int(inHWBoneIndex.x)][1].xyz,
  70. 35                         m_BoneMatrices[int(inHWBoneIndex.x)][2].xyz) * normal);
  71. 36  #else
  72. 37          mat4 mat = mat4(0.0);
  73. 38          mat += m_BoneMatrices[int(inHWBoneIndex.x)] * inHWBoneWeight.x;
  74. 39          mat += m_BoneMatrices[int(inHWBoneIndex.y)] * inHWBoneWeight.y;
  75. 40          mat += m_BoneMatrices[int(inHWBoneIndex.z)] * inHWBoneWeight.z;
  76. 41          mat += m_BoneMatrices[int(inHWBoneIndex.w)] * inHWBoneWeight.w;
  77. 42          position = mat * position;
  78. 43 
  79. 44          mat3 rotMat = mat3(mat[0].xyz, mat[1].xyz, mat[2].xyz);
  80. 45          normal = rotMat * normal;
  81. 46  #endif
  82. 47      }
  83. 48  }
  84. 49   
  85. 50  void Skinning_Compute(inout vec4 position, inout vec3 tangent, inout vec3 normal){
  86. 51      if (inHWBoneWeight.x != 0.0) {
  87. 52  #if NUM_WEIGHTS_PER_VERT == 1
  88. 53          position = m_BoneMatrices[int(inHWBoneIndex.x)] * position;
  89. 54          tangent = m_BoneMatrices[int(inHWBoneIndex.x)] * tangent;
  90. 55          normal = (mat3(m_BoneMatrices[int(inHWBoneIndex.x)][0].xyz,
  91. 56                         m_BoneMatrices[int(inHWBoneIndex.x)][1].xyz,
  92. 57                         m_BoneMatrices[int(inHWBoneIndex.x)][2].xyz) * normal);
  93. 58  #else
  94. 59          mat4 mat = mat4(0.0);
  95. 60          mat += m_BoneMatrices[int(inHWBoneIndex.x)] * inHWBoneWeight.x;
  96. 61          mat += m_BoneMatrices[int(inHWBoneIndex.y)] * inHWBoneWeight.y;
  97. 62          mat += m_BoneMatrices[int(inHWBoneIndex.z)] * inHWBoneWeight.z;
  98. 63          mat += m_BoneMatrices[int(inHWBoneIndex.w)] * inHWBoneWeight.w;
  99. 64          position = mat * position;
  100. 65 
  101. 66          mat3 rotMat = mat3(mat[0].xyz, mat[1].xyz, mat[2].xyz);
  102. 67          tangent = rotMat * tangent;
  103. 68          normal = rotMat * normal;
  104. 69  #endif
  105. 70      }
  106. 71  }
  107. 72 
  108. 73  #endif
  109. 74 
  110. 75  uniform mat4 g_WorldViewProjectionMatrix;
  111. 76  attribute vec3 inPosition;
  112. 77 
  113. 78  #if defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD))
  114. 79      #define NEED_TEXCOORD1
  115. 80  #endif
  116. 81 
  117. 82  attribute vec2 inTexCoord;
  118. 83  attribute vec2 inTexCoord2;
  119. 84  attribute vec4 inColor;
  120. 85 
  121. 86  varying vec2 texCoord1;
  122. 87  varying vec2 texCoord2;
  123. 88 
  124. 89  varying vec4 vertColor;
  125. 90 
  126. 91  void main(){
  127. 92      #ifdef NEED_TEXCOORD1
  128. 93          texCoord1 = inTexCoord;
  129. 94      #endif
  130. 95 
  131. 96      #ifdef SEPARATE_TEXCOORD
  132. 97          texCoord2 = inTexCoord2;
  133. 98      #endif
  134. 99 
  135. 100     #ifdef HAS_VERTEXCOLOR
  136. 101         vertColor = inColor;
  137. 102     #endif
  138. 103
  139. 104     vec4 modelSpacePos = vec4(inPosition, 1.0);
  140. 105     #ifdef NUM_BONES
  141. 106         Skinning_Compute(modelSpacePos);
  142. 107     #endif
  143. 108     gl_Position = g_WorldViewProjectionMatrix * modelSpacePos;
  144. 109 }
  145.  
  146. Oct 31, 2013 10:56:52 AM com.jme3.app.Application handleError
  147. SEVERE: Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]
  148. com.jme3.renderer.RendererException: compile error in:ShaderSource[name=Common/MatDefs/Misc/Unshaded.vert, defines, type=Vertex, language=GLSL100] error:WARNING: -1:65535: '#version' :  version number deprecated in OGL 3.0 forward compatible context driver
  149. ERROR: 0:75: '' : syntax error: #version is mandatory and should be set before any other token
  150. ERROR: 0:? : 'pre-mature EOF' : syntax error syntax error
Advertisement
Add Comment
Please, Sign In to add comment