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| Rev | Author | Line No. | Line |
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| 1712 | chris | 1 | package com.gebauz.bauzoid2.graphics.shader; |
| 2 | |||
| 3 | import java.nio.IntBuffer; |
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| 4 | import java.util.ArrayList; |
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| 5 | import java.util.List; |
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| 6 | |||
| 7 | import com.badlogic.gdx.Gdx; |
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| 8 | import com.badlogic.gdx.graphics.GL20; |
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| 9 | import com.badlogic.gdx.utils.BufferUtils; |
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| 10 | import com.gebauz.bauzoid2.game.Engine; |
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| 11 | import com.gebauz.bauzoid2.graphics.geometry.VertexAttribute; |
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| 1743 | chris | 12 | import com.gebauz.bauzoid2.math.Matrix3; |
| 1712 | chris | 13 | import com.gebauz.bauzoid2.math.Matrix4; |
| 14 | |||
| 15 | public class ShaderProgram |
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| 16 | { |
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| 17 | private static List<ShaderProgram> mManagedShaders = new ArrayList<ShaderProgram>(); |
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| 18 | |||
| 19 | public static String ATTRIB_POSITION = "aPosition"; |
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| 20 | public static String ATTRIB_COLOR = "aColor"; |
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| 21 | public static String ATTRIB_NORMAL= "aNormal"; |
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| 22 | public static String ATTRIB_TEXCOORD0 = "aTexCoord0"; |
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| 23 | public static String ATTRIB_TEXCOORD1 = "aTexCoord1"; |
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| 24 | public static String ATTRIB_BLENDINDICES = "aBlendIndex"; |
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| 25 | public static String ATTRIB_BLENDWEIGHTS = "aBlendWeight"; |
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| 26 | |||
| 27 | public static String UNIFORM_MVP_MATRIX = "uMVPMatrix"; |
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| 1743 | chris | 28 | public static String UNIFORM_NORMAL_MATRIX = "uNormalMatrix"; |
| 1712 | chris | 29 | |
| 30 | public class Shader |
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| 31 | { |
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| 32 | private int mShaderID = 0; |
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| 33 | private int mShaderType; |
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| 34 | private String mShaderCode; |
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| 35 | |||
| 36 | public Shader(int shaderType) |
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| 37 | { |
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| 38 | mShaderType = shaderType; |
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| 39 | } |
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| 40 | |||
| 41 | public void loadShader(String shaderCode) |
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| 42 | { |
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| 43 | ShaderUtil.log("Loading " + (mShaderType == GL20.GL_VERTEX_SHADER ? "Vertex" : "Fragment") + " Shader"); |
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| 44 | |||
| 45 | mShaderCode = shaderCode; |
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| 46 | |||
| 47 | if (mShaderID != 0) |
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| 48 | unloadShader(); |
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| 49 | |||
| 50 | mShaderID = Gdx.gl20.glCreateShader(mShaderType); |
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| 51 | |||
| 52 | Gdx.gl20.glShaderSource(mShaderID, mShaderCode); |
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| 53 | Gdx.gl20.glCompileShader(mShaderID); |
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| 54 | |||
| 55 | Gdx.gl20.glGetShaderiv(mShaderID, GL20.GL_COMPILE_STATUS, COMPILESTATUS); |
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| 56 | |||
| 57 | if (COMPILESTATUS.get(0) != GL20.GL_TRUE) |
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| 58 | { |
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| 59 | ShaderUtil.logError("Shader Error: " + Gdx.gl20.glGetShaderInfoLog(mShaderID)); |
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| 60 | return; |
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| 61 | } |
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| 62 | |||
| 63 | ShaderUtil.log("Shader loading successful!"); |
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| 64 | } |
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| 65 | |||
| 66 | public void reloadShader() |
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| 67 | { |
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| 68 | mShaderID = 0; |
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| 69 | loadShader(mShaderCode); |
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| 70 | } |
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| 71 | |||
| 72 | public void unloadShader() |
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| 73 | { |
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| 74 | Gdx.gl20.glDeleteShader(mShaderID); |
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| 75 | mShaderID = 0; |
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| 76 | mShaderCode = ""; |
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| 77 | } |
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| 78 | }; |
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| 79 | |||
| 80 | private static final IntBuffer COMPILESTATUS = BufferUtils.newIntBuffer(1); |
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| 81 | |||
| 82 | private Shader mVertexShader = null; |
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| 83 | private Shader mFragmentShader = null; |
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| 84 | private int mProgramID = 0; |
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| 85 | |||
| 86 | // Standard uniforms |
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| 1743 | chris | 87 | private ShaderUniform mModelViewProjectionHandle = null; |
| 1712 | chris | 88 | private Matrix4 mModelViewProjectionMatrix = new Matrix4(); |
| 1743 | chris | 89 | |
| 90 | private ShaderUniform mNormalHandle = null; |
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| 91 | private Matrix3 mNormalMatrix = new Matrix3(); |
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| 1712 | chris | 92 | |
| 93 | public ShaderProgram() |
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| 94 | { |
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| 95 | mVertexShader = new Shader(GL20.GL_VERTEX_SHADER); |
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| 96 | mFragmentShader = new Shader(GL20.GL_FRAGMENT_SHADER); |
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| 97 | } |
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| 98 | |||
| 99 | public void loadShaderProgram(String vertexShaderCode, String fragmentShaderCode) |
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| 100 | { |
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| 101 | mVertexShader.loadShader(vertexShaderCode); |
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| 102 | mFragmentShader.loadShader(fragmentShaderCode); |
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| 103 | |||
| 104 | mProgramID = Gdx.gl20.glCreateProgram(); |
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| 105 | |||
| 106 | Gdx.gl20.glAttachShader(mProgramID, mVertexShader.mShaderID); |
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| 107 | Gdx.gl20.glAttachShader(mProgramID, mFragmentShader.mShaderID); |
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| 108 | |||
| 109 | // default attrib locations |
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| 110 | /*GLES20.glBindAttribLocation(mProgramID, SimpleGeometry.COORD_ATTRIB_INDEX, "vPosition"); |
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| 111 | GLES20.glBindAttribLocation(mProgramID, SimpleGeometry.COLOR_ATTRIB_INDEX, "vColor"); |
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| 112 | GLES20.glBindAttribLocation(mProgramID, SimpleGeometry.NORMAL_ATTRIB_INDEX, "vNormal"); |
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| 113 | GLES20.glBindAttribLocation(mProgramID, SimpleGeometry.TEX_COORD_ATTRIB_INDEX, "vTexCoord");*/ |
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| 114 | |||
| 115 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.POSITION, ATTRIB_POSITION); |
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| 116 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.COLOR, ATTRIB_COLOR); |
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| 117 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.NORMAL, ATTRIB_NORMAL); |
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| 118 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.TEXCOORD0, ATTRIB_TEXCOORD0); |
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| 119 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.TEXCOORD1, ATTRIB_TEXCOORD1); |
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| 120 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.BLENDINDICES, ATTRIB_BLENDINDICES); |
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| 121 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.BLENDWEIGHTS, ATTRIB_BLENDWEIGHTS); |
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| 122 | |||
| 123 | Gdx.gl20.glLinkProgram(mProgramID); |
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| 1743 | chris | 124 | |
| 125 | Engine.log(Gdx.gl20.glGetProgramInfoLog(mProgramID)); |
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| 1712 | chris | 126 | |
| 127 | // obtain uniforms for standard names |
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| 1743 | chris | 128 | mModelViewProjectionHandle = getStandardUniform(UNIFORM_MVP_MATRIX); |
| 129 | mNormalHandle = getStandardUniform(UNIFORM_NORMAL_MATRIX); |
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| 1712 | chris | 130 | |
| 131 | mManagedShaders.add(this); |
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| 132 | } |
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| 133 | |||
| 134 | public ShaderUniform getStandardUniform(String uniformName) |
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| 135 | { |
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| 136 | if (existsUniform(uniformName)) |
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| 137 | return getUniform(uniformName); |
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| 138 | |||
| 139 | return null; |
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| 140 | } |
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| 141 | |||
| 142 | public void reloadShaderProgram() |
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| 143 | { |
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| 144 | mVertexShader.reloadShader(); |
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| 145 | mFragmentShader.reloadShader(); |
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| 146 | |||
| 147 | mProgramID = Gdx.gl20.glCreateProgram(); |
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| 148 | |||
| 149 | Gdx.gl20.glAttachShader(mProgramID, mVertexShader.mShaderID); |
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| 150 | Gdx.gl20.glAttachShader(mProgramID, mFragmentShader.mShaderID); |
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| 151 | |||
| 152 | // default attrib locations |
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| 153 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.POSITION, ATTRIB_POSITION); |
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| 154 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.COLOR, ATTRIB_COLOR); |
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| 155 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.NORMAL, ATTRIB_NORMAL); |
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| 156 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.TEXCOORD0, ATTRIB_TEXCOORD0); |
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| 157 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.TEXCOORD1, ATTRIB_TEXCOORD1); |
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| 158 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.BLENDINDICES, ATTRIB_BLENDINDICES); |
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| 159 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.BLENDWEIGHTS, ATTRIB_BLENDWEIGHTS); |
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| 160 | |||
| 161 | Gdx.gl20.glLinkProgram(mProgramID); |
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| 162 | } |
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| 163 | |||
| 164 | public void dispose() |
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| 165 | { |
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| 166 | mManagedShaders.remove(this); |
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| 167 | |||
| 168 | Gdx.gl20.glDeleteProgram(mProgramID); |
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| 169 | |||
| 170 | mVertexShader.unloadShader(); |
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| 171 | mFragmentShader.unloadShader(); |
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| 172 | |||
| 173 | mProgramID = 0; |
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| 174 | } |
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| 175 | |||
| 176 | public void activate() |
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| 177 | { |
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| 178 | // TODO: state management! |
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| 179 | Gdx.gl20.glUseProgram(mProgramID); |
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| 180 | |||
| 181 | // apply standard uniforms |
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| 1743 | chris | 182 | if (mModelViewProjectionHandle != null) |
| 1712 | chris | 183 | { |
| 184 | Engine.graphics.renderStates.getModelViewProjection(mModelViewProjectionMatrix); |
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| 1743 | chris | 185 | mModelViewProjectionHandle.set(mModelViewProjectionMatrix); |
| 1712 | chris | 186 | } |
| 1743 | chris | 187 | if (mNormalHandle != null) |
| 188 | { |
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| 189 | Engine.graphics.renderStates.getModelViewProjection(mModelViewProjectionMatrix); |
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| 190 | |||
| 191 | mNormalMatrix = mModelViewProjectionMatrix.toMatrix3().getInverse().getTranspose(); |
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| 192 | mNormalHandle.set(mNormalMatrix); |
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| 193 | } |
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| 1712 | chris | 194 | } |
| 195 | |||
| 196 | public void deactivate() |
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| 197 | { |
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| 198 | Gdx.gl20.glUseProgram(0); |
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| 199 | } |
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| 200 | |||
| 201 | public ShaderUniform getUniform(String uniformName) |
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| 202 | { |
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| 203 | if (mProgramID == 0) |
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| 204 | return null; |
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| 205 | |||
| 206 | int handle = getUniformHandle(uniformName); |
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| 207 | |||
| 208 | if (handle == -1) |
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| 209 | { |
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| 210 | ShaderUtil.logError("Error getting uniform '" + uniformName + "'!"); |
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| 211 | return null; |
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| 212 | } |
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| 213 | |||
| 214 | return new ShaderUniform(this, uniformName); |
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| 215 | } |
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| 216 | |||
| 217 | public boolean existsUniform(String uniformName) |
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| 218 | { |
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| 219 | if (mProgramID == 0) |
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| 220 | return false; |
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| 221 | |||
| 222 | return (getUniformHandle(uniformName) != -1); |
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| 223 | } |
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| 224 | |||
| 225 | public int getUniformHandle(String uniformName) |
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| 226 | { |
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| 227 | return Gdx.gl20.glGetUniformLocation(mProgramID, uniformName); |
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| 228 | } |
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| 229 | |||
| 230 | public Shader getVertexShader() |
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| 231 | { |
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| 232 | return mVertexShader; |
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| 233 | } |
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| 234 | |||
| 235 | public Shader getFragmentShader() |
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| 236 | { |
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| 237 | return mFragmentShader; |
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| 238 | } |
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| 239 | |||
| 240 | public static void reloadManagedShaders() |
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| 241 | { |
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| 242 | for (int i = 0; i < mManagedShaders.size(); i++) |
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| 243 | { |
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| 244 | ShaderProgram shader = mManagedShaders.get(i); |
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| 245 | shader.reloadShaderProgram(); |
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| 246 | ShaderUtil.log("ShaderProgram reloaded!"); |
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| 247 | } |
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| 248 | } |
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| 249 | } |
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| 250 | |||
| 251 |