gestalt.candidates.glsl
Class ShaderManager
java.lang.Object
gestalt.shape.AbstractDrawable
gestalt.candidates.glsl.ShaderManager
- All Implemented Interfaces:
- Drawable
public class ShaderManager
- extends AbstractDrawable
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Field Summary |
static boolean |
VERBOSE
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Method Summary |
void |
attachFragmentShader(ShaderProgram theShaderProgram,
java.io.InputStream theFilePath)
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void |
attachFragmentShader(ShaderProgram theShaderProgram,
java.lang.String[] myFragmentShaderString)
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void |
attachVertexShader(ShaderProgram theShaderProgram,
java.io.InputStream theFilePath)
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void |
attachVertexShader(ShaderProgram theShaderProgram,
java.lang.String[] myVertexShaderString)
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ShaderProgram |
createShaderProgram()
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void |
deleteShaderProgram(ShaderProgram theShaderProgram)
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void |
disable()
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void |
draw(GLContext theRenderContext)
this method is used to draw the drawable, when the context is ready. |
void |
enable(ShaderProgram theShaderProgram)
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static int |
getUniformLoc(GL gl,
GLU glu,
int program,
java.lang.String name)
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void |
init(GL theGL,
GLU theGLU)
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void |
setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
boolean theValue)
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void |
setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
Color theValue)
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void |
setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float theValue)
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void |
setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue)
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void |
setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float theA,
float theB,
float theC)
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void |
setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float theA,
float theB,
float theC,
float theD)
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void |
setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
int theValue)
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void |
setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
Vector2f theValue)
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void |
setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
Vector3f theValue)
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void |
setUniform1fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue)
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void |
setUniform1fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
java.nio.FloatBuffer theValue)
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void |
setUniform2fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue)
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void |
setUniform2fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
java.nio.FloatBuffer theValue)
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void |
setUniform3fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue)
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void |
setUniform3fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
java.nio.FloatBuffer theValue)
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void |
setUniform4fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue)
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void |
setUniform4fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
java.nio.FloatBuffer theValue)
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void |
setUniformMat4f(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue)
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void |
setUniformMat4f(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue,
boolean theTranspose)
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| Methods inherited from class java.lang.Object |
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
VERBOSE
public static boolean VERBOSE
ShaderManager
public ShaderManager()
createShaderProgram
public ShaderProgram createShaderProgram()
deleteShaderProgram
public void deleteShaderProgram(ShaderProgram theShaderProgram)
attachFragmentShader
public void attachFragmentShader(ShaderProgram theShaderProgram,
java.io.InputStream theFilePath)
attachFragmentShader
public void attachFragmentShader(ShaderProgram theShaderProgram,
java.lang.String[] myFragmentShaderString)
attachVertexShader
public void attachVertexShader(ShaderProgram theShaderProgram,
java.io.InputStream theFilePath)
attachVertexShader
public void attachVertexShader(ShaderProgram theShaderProgram,
java.lang.String[] myVertexShaderString)
enable
public void enable(ShaderProgram theShaderProgram)
disable
public void disable()
draw
public void draw(GLContext theRenderContext)
- Description copied from interface:
Drawable
- this method is used to draw the drawable, when the context is ready.
although the behavior sometimes varies and doesn t always need to
have a visual representation depending on the implementation.
- Parameters:
theRenderContext - GLContext
init
public void init(GL theGL,
GLU theGLU)
getUniformLoc
public static int getUniformLoc(GL gl,
GLU glu,
int program,
java.lang.String name)
setUniform
public void setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float theValue)
setUniform
public void setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
int theValue)
setUniform
public void setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
boolean theValue)
setUniform
public void setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue)
setUniform
public void setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
Vector3f theValue)
setUniform
public void setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
Vector2f theValue)
setUniform
public void setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
Color theValue)
setUniform
public void setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float theA,
float theB,
float theC)
setUniform
public void setUniform(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float theA,
float theB,
float theC,
float theD)
setUniformMat4f
public void setUniformMat4f(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue,
boolean theTranspose)
setUniformMat4f
public void setUniformMat4f(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue)
setUniform1fv
public void setUniform1fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue)
setUniform2fv
public void setUniform2fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue)
setUniform3fv
public void setUniform3fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue)
setUniform4fv
public void setUniform4fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
float[] theValue)
setUniform1fv
public void setUniform1fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
java.nio.FloatBuffer theValue)
setUniform2fv
public void setUniform2fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
java.nio.FloatBuffer theValue)
setUniform3fv
public void setUniform3fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
java.nio.FloatBuffer theValue)
setUniform4fv
public void setUniform4fv(ShaderProgram theShaderProgram,
java.lang.String theUniformName,
java.nio.FloatBuffer theValue)
processing library gestalt_p5 by Patrick Kochlik + Dennis Paul. (c) 2009