public final boolean set (final int uniform, final int v1, final int v2) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], v1, v2); return true; }
public final boolean set (final int uniform, final int v1, final int v2, final int v3, final int v4) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], v1, v2, v3, v4); return true; }
public final boolean set (final int uniform, final int v1, final int v2, final int v3, final int v4) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], v1, v2, v3, v4); return true; }
public final boolean set (final int uniform, final int value) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], value); return true; }
public final boolean set (final int uniform, final int v1, final int v2, final int v3) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], v1, v2, v3); return true; }
public final boolean set (final int uniform, final int v1, final int v2) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], v1, v2); return true; }
public final boolean set (final int uniform, final int value) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], value); return true; }
public final boolean set (final int uniform, final int v1, final int v2, final int v3) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], v1, v2, v3); return true; }
public final boolean set (final int uniform, final TextureDescriptor textureDesc) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], context.textureBinder.bind(textureDesc)); return true; }
public final boolean set (final int uniform, final TextureDescriptor textureDesc) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], context.textureBinder.bind(textureDesc)); return true; }
public final boolean set (final int uniform, final GLTexture texture) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], context.textureBinder.bind(texture)); return true; } }
public final boolean set (final int uniform, final GLTexture texture) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], context.textureBinder.bind(texture)); return true; } }
private void setupMatrices () { combinedMatrix.set(projectionMatrix).mul(transformMatrix); if (customShader != null) { customShader.setUniformMatrix("u_projTrans", combinedMatrix); customShader.setUniformi("u_texture", 0); } else { shader.setUniformMatrix("u_projTrans", combinedMatrix); shader.setUniformi("u_texture", 0); } }
private void setupMatrices () { combinedMatrix.set(projectionMatrix).mul(transformMatrix); if (customShader != null) { customShader.setUniformMatrix("u_projTrans", combinedMatrix); customShader.setUniformi("u_texture", 0); } else { shader.setUniformMatrix("u_projTrans", combinedMatrix); shader.setUniformi("u_texture", 0); } }
private void setupMatrices () { combinedMatrix.set(projectionMatrix).mul(transformMatrix); if (customShader != null) { customShader.setUniformMatrix("u_projTrans", combinedMatrix); customShader.setUniformi("u_texture", 0); } else { shader.setUniformMatrix("u_projTrans", combinedMatrix); shader.setUniformi("u_texture", 0); } }
private void setupMatrices () { combinedMatrix.set(projectionMatrix).mul(transformMatrix); if (customShader != null) { customShader.setUniformMatrix("u_projTrans", combinedMatrix); customShader.setUniformi("u_texture", 0); } else { shader.setUniformMatrix("u_projTrans", combinedMatrix); shader.setUniformi("u_texture", 0); } }
@Override public void beforeGroups () { Gdx.gl.glEnable(GL20.GL_DEPTH_TEST); shader.begin(); shader.setUniformMatrix("u_projectionViewMatrix", camera.combined); shader.setUniformi("u_texture", 0); }
@Override public void beforeGroups () { Gdx.gl.glEnable(GL20.GL_DEPTH_TEST); shader.begin(); shader.setUniformMatrix("u_projectionViewMatrix", camera.combined); shader.setUniformi("u_texture", 0); }
public void flush () { if (numVertices == 0) return; shader.begin(); shader.setUniformMatrix("u_projModelView", projModelView); for (int i = 0; i < numTexCoords; i++) shader.setUniformi(shaderUniformNames[i], i); mesh.setVertices(vertices, 0, vertexIdx); mesh.render(shader, primitiveType); shader.end(); numSetTexCoords = 0; vertexIdx = 0; numVertices = 0; }
private void renderMesh (ShaderProgram shader, Matrix4 cam, Matrix4 projector, Matrix4 model, Mesh mesh, Color color) { position.set(this.projector.position); modelNormal.set(model).toNormalMatrix(); shader.setUniformMatrix("u_camera", cam); shader.setUniformMatrix("u_projector", projector); shader.setUniformf("u_projectorPos", position.x, position.y, position.z); shader.setUniformMatrix("u_model", model); shader.setUniformMatrix("u_modelNormal", modelNormal); shader.setUniformf("u_color", color.r, color.g, color.b); shader.setUniformi("u_texture", 0); mesh.render(shader, GL20.GL_TRIANGLES); }