public void flush(boolean deactivate) { if (curShader != null) { checkGLError("flush()"); curShader.flush(); if (deactivate) { curShader.deactivate(); curShader = null; } } }
/** Called before each primitive to update the current color. */ public void prepare(int tex, int tint, boolean justActivated) { ctx.checkGLError("textureShader.prepare start"); boolean stateChanged = (tex != lastTex); if (!justActivated && stateChanged) { GLShader.this.flush(); ctx.checkGLError("textureShader.prepare flush"); } if (stateChanged) { lastTex = tex; ctx.checkGLError("textureShader.prepare end"); } if (justActivated) { ctx.activeTexture(GL20.GL_TEXTURE0); uTexture.bind(0); } }
protected static int convertToRepTex(GLContext ctx, int tex, int width, int height, boolean repeatX, boolean repeatY, boolean mipmapped) { int reptex = ctx.createTexture(width, height, repeatX, repeatY, mipmapped); int fbuf = ctx.createFramebuffer(reptex); ctx.pushFramebuffer(fbuf, width, height); try { // render the non-repeated texture into the framebuffer properly scaled ctx.clear(0, 0, 0, 0); GLShader shader = ctx.quadShader(null).prepareTexture(tex, Tint.NOOP_TINT); shader.addQuad(ctx.createTransform(), 0, height, width, 0, 0, 0, 1, 1); shader.flush(); // if we're mipmapped, we can now generate our mipmaps if (mipmapped) ctx.generateMipmap(reptex); return reptex; } finally { // we no longer need this framebuffer; rebind the previous framebuffer and delete ours ctx.popFramebuffer(); ctx.deleteFramebuffer(fbuf); } } }
shader.addQuad(ctx.createTransform(), 0, height, width, 0, sl / tw, st / th, sr / tw, sb / th); shader.flush();