public class TesselationShader extends Shader
| Constructor and Description |
|---|
TesselationShader(java.lang.String name,
java.lang.String vertexCode,
java.lang.String fragmentCode,
java.lang.String tesselationControlCode,
java.lang.String tesselationEvaluationCode) |
| Modifier and Type | Method and Description |
|---|---|
void |
bind(IGL gl) |
int |
compareTo(com.bonzaiengine.shader.AbstractShader o) |
protected void |
createAndLinkProgram(IGL gl,
int[] shaders) |
protected int |
createAndLoadShader(IGL gl,
int type,
java.lang.String code) |
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) |
protected boolean |
initStateAndSamplers(IGL gl) |
boolean |
isLoaded() |
boolean |
load(IGLApi glApi) |
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.
|
java.lang.String |
toString() |
void |
unbind(IGL gl) |
void |
unload(IGLApi glApi) |
int |
use()
Increment reference counter
|
protected void |
validateProgram(IGL gl) |
getAttributeLocation, getFragmentCode, getVertexCode, isActive, setFragmentCode, setVertexCodepublic TesselationShader(java.lang.String name,
java.lang.String vertexCode,
java.lang.String fragmentCode,
java.lang.String tesselationControlCode,
java.lang.String tesselationEvaluationCode)
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()
protected final int createAndLoadShader(IGL gl, int type, java.lang.String code)
protected final void createAndLinkProgram(IGL gl, int[] shaders)
protected final void validateProgram(IGL gl)
protected final boolean initStateAndSamplers(IGL gl)
public final java.lang.String getLoadError()
public final void unload(IGLApi glApi)
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()
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