gestalt.candidates.glsl
Class ShaderManager

java.lang.Object
  extended by gestalt.shape.AbstractDrawable
      extended by gestalt.candidates.glsl.ShaderManager
All Implemented Interfaces:
Drawable

public class ShaderManager
extends AbstractDrawable


Field Summary
static boolean VERBOSE
           
 
Constructor Summary
ShaderManager()
           
 
Method Summary
 void attachFragmentShader(ShaderProgram theShaderProgram, java.io.InputStream theFilePath)
           
 void attachFragmentShader(ShaderProgram theShaderProgram, java.lang.String[] myFragmentShaderString)
           
 void attachVertexShader(ShaderProgram theShaderProgram, java.io.InputStream theFilePath)
           
 void attachVertexShader(ShaderProgram theShaderProgram, java.lang.String[] myVertexShaderString)
           
 ShaderProgram createShaderProgram()
           
 void deleteShaderProgram(ShaderProgram theShaderProgram)
           
 void disable()
           
 void draw(GLContext theRenderContext)
          this method is used to draw the drawable, when the context is ready.
 void enable(ShaderProgram theShaderProgram)
           
static int getUniformLoc(GL gl, GLU glu, int program, java.lang.String name)
           
 void init(GL theGL, GLU theGLU)
           
 void setUniform(ShaderProgram theShaderProgram, java.lang.String theUniformName, boolean theValue)
           
 void setUniform(ShaderProgram theShaderProgram, java.lang.String theUniformName, Color theValue)
           
 void setUniform(ShaderProgram theShaderProgram, java.lang.String theUniformName, float theValue)
           
 void setUniform(ShaderProgram theShaderProgram, java.lang.String theUniformName, float[] theValue)
           
 void setUniform(ShaderProgram theShaderProgram, java.lang.String theUniformName, float theA, float theB, float theC)
           
 void setUniform(ShaderProgram theShaderProgram, java.lang.String theUniformName, float theA, float theB, float theC, float theD)
           
 void setUniform(ShaderProgram theShaderProgram, java.lang.String theUniformName, int theValue)
           
 void setUniform(ShaderProgram theShaderProgram, java.lang.String theUniformName, Vector2f theValue)
           
 void setUniform(ShaderProgram theShaderProgram, java.lang.String theUniformName, Vector3f theValue)
           
 void setUniform1fv(ShaderProgram theShaderProgram, java.lang.String theUniformName, float[] theValue)
           
 void setUniform1fv(ShaderProgram theShaderProgram, java.lang.String theUniformName, java.nio.FloatBuffer theValue)
           
 void setUniform2fv(ShaderProgram theShaderProgram, java.lang.String theUniformName, float[] theValue)
           
 void setUniform2fv(ShaderProgram theShaderProgram, java.lang.String theUniformName, java.nio.FloatBuffer theValue)
           
 void setUniform3fv(ShaderProgram theShaderProgram, java.lang.String theUniformName, float[] theValue)
           
 void setUniform3fv(ShaderProgram theShaderProgram, java.lang.String theUniformName, java.nio.FloatBuffer theValue)
           
 void setUniform4fv(ShaderProgram theShaderProgram, java.lang.String theUniformName, float[] theValue)
           
 void setUniform4fv(ShaderProgram theShaderProgram, java.lang.String theUniformName, java.nio.FloatBuffer theValue)
           
 void setUniformMat4f(ShaderProgram theShaderProgram, java.lang.String theUniformName, float[] theValue)
           
 void setUniformMat4f(ShaderProgram theShaderProgram, java.lang.String theUniformName, float[] theValue, boolean theTranspose)
           
 
Methods inherited from class gestalt.shape.AbstractDrawable
add, getSortData, getSortValue, isActive, isSortable, setSortValue
 
Methods inherited from class java.lang.Object
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

VERBOSE

public static boolean VERBOSE
Constructor Detail

ShaderManager

public ShaderManager()
Method Detail

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