public class DwGLSLProgram extends Object
Modifier and Type | Field and Description |
---|---|
DwPixelFlow |
context |
DwGLSLShader |
frag |
DwGLSLShader |
geom |
GL2ES2 |
gl |
int |
HANDLE |
boolean |
LOG_WARNINGS |
String |
name |
DwGLSLShader |
vert |
Constructor and Description |
---|
DwGLSLProgram(DwPixelFlow context,
String vert_path,
String frag_path) |
DwGLSLProgram(DwPixelFlow context,
String vert_path,
String geom_path,
String frag_path) |
Modifier and Type | Method and Description |
---|---|
void |
begin() |
DwGLSLProgram |
build() |
void |
clearUniformTextures() |
void |
drawFullScreenLines(int x,
int y,
int w,
int h,
int num_lines,
float line_width) |
void |
drawFullScreenPoints(int x,
int y,
int w,
int h,
int num_points) |
void |
drawFullScreenQuad() |
void |
drawFullScreenQuad(int[] viewport) |
void |
drawFullScreenQuad(int x,
int y,
int w,
int h) |
void |
end() |
static void |
getProgramInfoLog(GL2ES2 gl,
int program_id,
String info) |
static void |
getProgramValidateStatus(GL2ES2 gl,
int program_id) |
void |
release() |
void |
uniform1f(String uniform_name,
float v0) |
void |
uniform1fv(String uniform_name,
int count,
float[] vec1) |
void |
uniform1i(String uniform_name,
int v0) |
void |
uniform2f(String uniform_name,
float v0,
float v1) |
void |
uniform2fv(String uniform_name,
int count,
float[] vec2) |
void |
uniform2i(String uniform_name,
int v0,
int v1) |
void |
uniform3f(String uniform_name,
float v0,
float v1,
float v2) |
void |
uniform3fv(String uniform_name,
int count,
float[] vec3) |
void |
uniform3i(String uniform_name,
int v0,
int v1,
int v2) |
void |
uniform4f(String uniform_name,
float v0,
float v1,
float v2,
float v3) |
void |
uniform4fv(String uniform_name,
int count,
float[] vec4) |
void |
uniform4i(String uniform_name,
int v0,
int v1,
int v2,
int v3) |
void |
uniformMatrix2fv(String uniform_name,
int count,
boolean transpose,
float[] buffer,
int offset) |
void |
uniformMatrix2fv(String uniform_name,
int count,
float[] buffer,
int offset) |
void |
uniformMatrix3fv(String uniform_name,
int count,
boolean transpose,
float[] buffer,
int offset) |
void |
uniformMatrix3fv(String uniform_name,
int count,
float[] buffer,
int offset) |
void |
uniformMatrix4fv(String uniform_name,
int count,
boolean transpose,
float[] buffer,
int offset) |
void |
uniformMatrix4fv(String uniform_name,
int count,
float[] buffer,
int offset) |
int |
uniformTexture(String uniform_name,
DwGLTexture texture) |
int |
uniformTexture(String uniform_name,
int HANDLE_tex) |
public DwPixelFlow context
public GL2ES2 gl
public int HANDLE
public DwGLSLShader vert
public DwGLSLShader geom
public DwGLSLShader frag
public String name
public boolean LOG_WARNINGS
public DwGLSLProgram(DwPixelFlow context, String vert_path, String geom_path, String frag_path)
public DwGLSLProgram(DwPixelFlow context, String vert_path, String frag_path)
public void release()
public DwGLSLProgram build()
public static void getProgramInfoLog(GL2ES2 gl, int program_id, String info)
public static void getProgramValidateStatus(GL2ES2 gl, int program_id)
public void begin()
public void end()
public int uniformTexture(String uniform_name, DwGLTexture texture)
public int uniformTexture(String uniform_name, int HANDLE_tex)
public void clearUniformTextures()
public void uniform1fv(String uniform_name, int count, float[] vec1)
public void uniform2fv(String uniform_name, int count, float[] vec2)
public void uniform3fv(String uniform_name, int count, float[] vec3)
public void uniform4fv(String uniform_name, int count, float[] vec4)
public void uniformMatrix2fv(String uniform_name, int count, boolean transpose, float[] buffer, int offset)
public void uniformMatrix3fv(String uniform_name, int count, boolean transpose, float[] buffer, int offset)
public void uniformMatrix4fv(String uniform_name, int count, boolean transpose, float[] buffer, int offset)
public void uniformMatrix2fv(String uniform_name, int count, float[] buffer, int offset)
public void uniformMatrix3fv(String uniform_name, int count, float[] buffer, int offset)
public void uniformMatrix4fv(String uniform_name, int count, float[] buffer, int offset)
public void uniform1f(String uniform_name, float v0)
public void uniform2f(String uniform_name, float v0, float v1)
public void uniform3f(String uniform_name, float v0, float v1, float v2)
public void uniform4f(String uniform_name, float v0, float v1, float v2, float v3)
public void uniform1i(String uniform_name, int v0)
public void uniform2i(String uniform_name, int v0, int v1)
public void uniform3i(String uniform_name, int v0, int v1, int v2)
public void uniform4i(String uniform_name, int v0, int v1, int v2, int v3)
public void drawFullScreenQuad(int[] viewport)
public void drawFullScreenQuad(int x, int y, int w, int h)
public void drawFullScreenQuad()
public void drawFullScreenLines(int x, int y, int w, int h, int num_lines, float line_width)
public void drawFullScreenPoints(int x, int y, int w, int h, int num_points)
Processing library PixelFlow by Thomas Diewald. (c) 2017