public class Shader
extends java.lang.Object
| Constructor and Description |
|---|
Shader(java.lang.String name,
java.lang.String vertexCode,
java.lang.String fragmentCode) |
| Modifier and Type | Method and Description |
|---|---|
void |
bind(IGL gl) |
int |
compareTo(com.bonzaiengine.shader.AbstractShader o) |
int |
getAttributeLocation(ShaderIn attribute) |
java.lang.String |
getFragmentCode() |
java.lang.String |
getLoadError() |
java.lang.String |
getName() |
int |
getProgram() |
int |
getRefCount() |
ShaderState |
getState() |
<T extends IValueCopy<T>> |
getUniform(ShaderUniform.BuiltIn uniform) |
int |
getUniformLocation(ShaderUniform.BuiltIn uniform) |
java.lang.String |
getVertexCode() |
boolean |
isActive(ShaderCaps capability) |
boolean |
isLoaded() |
boolean |
load(IGL gl) |
void |
onContextLost()
Must be called when OpenGL context is lost
|
int |
release()
Decrement reference counter
|
void |
sendUniforms(IGL gl)
Send uniform value, if changed, to OpenGL.
|
void |
setFragmentCode(java.lang.String code) |
void |
setVertexCode(java.lang.String code) |
java.lang.String |
toString() |
void |
unbind(IGL gl) |
void |
unload(IGL gl) |
int |
use()
Increment reference counter
|
public Shader(java.lang.String name,
java.lang.String vertexCode,
java.lang.String fragmentCode)
public final java.lang.String getVertexCode()
public void setVertexCode(java.lang.String code)
public final java.lang.String getFragmentCode()
public void setFragmentCode(java.lang.String code)
public boolean load(IGL gl)
public final int getAttributeLocation(ShaderIn attribute)
public boolean isActive(ShaderCaps capability)
public final java.lang.String toString()
toString in class java.lang.Objectpublic final int compareTo(com.bonzaiengine.shader.AbstractShader o)
compareTo in interface java.lang.Comparable<com.bonzaiengine.shader.AbstractShader>public final java.lang.String getName()
public final java.lang.String getLoadError()
public final void unload(IGL gl)
public final boolean isLoaded()
public final int getProgram()
public final void onContextLost()
public final void bind(IGL gl)
public final void unbind(IGL gl)
public ShaderState getState()
ShaderState of this Shader.ShaderState contains uniforms list and values for this shader.public final <T extends IValueCopy<T>> ShaderUniform<T> getUniform(ShaderUniform.BuiltIn uniform)
public final int getUniformLocation(ShaderUniform.BuiltIn uniform)
public final void sendUniforms(IGL gl)
ShaderUniform implementation bufferize uniform value,
the transfer to OpenGL is actual done here.gl - OpenGL contextpublic final int getRefCount()
public final int use()
public final int release()
Bonzai Engine 1.3.4 11/12/2015 - A Java OpenGL engine and tools for Windows/Mac/Linux/Android
Copyright © 2007-2015 Jérôme Jouvie bonzaiengine.com contact@bonzaiengine.com