Class ExtShaderProgram

java.lang.Object
gaiasky.util.gdx.shader.ExtShaderProgram
All Implemented Interfaces:
com.badlogic.gdx.utils.Disposable
Direct Known Subclasses:
TessellationShaderProgram

public class ExtShaderProgram extends Object implements com.badlogic.gdx.utils.Disposable
  • Field Details

    • POSITION_ATTRIBUTE

      public static final String POSITION_ATTRIBUTE
      Default name for position attributes.
      See Also:
    • COLOR_ATTRIBUTE

      public static final String COLOR_ATTRIBUTE
      Default name for color attributes.
      See Also:
    • NORMAL_ATTRIBUTE

      public static final String NORMAL_ATTRIBUTE
      Default name for normal attribute.
      See Also:
    • TEXCOORD_ATTRIBUTE

      public static final String TEXCOORD_ATTRIBUTE
      Default name for texture coordinates attributes, append texture unit number.
      See Also:
    • pedantic

      public static boolean pedantic
      Flag indicating whether attributes & uniforms must be present at all times.
    • prependVertexCode

      public static String prependVertexCode
      Code that is always added to the vertex shader code, typically used to inject a #version line. Note that this is added as-is, you should include a newline (`\n`) if needed.
    • prependGeometryCode

      public static String prependGeometryCode
      Code that is always added to the geometry shader code, typically used to inject a #version line. Note that this is added as-is, you should include a newline (`\n`) if needed.
    • prependFragmentCode

      public static String prependFragmentCode
      Code that is always added to every fragment shader code, typically used to inject a #version line. Note that this is added as-is, you should include a newline (`\n`) if needed.
    • params

      protected IntBuffer params
      Int buffer for parameters.
    • type

      protected IntBuffer type
      Int buffer for types.
    • len

      protected IntBuffer len
      Int for shader length.
    • format

      protected IntBuffer format
      Int for shader binary format.
    • intBuffer

      protected IntBuffer intBuffer
      Aux integer buffer.
    • byteBuffer

      protected ByteBuffer byteBuffer
      Byte buffer to get binary shaders.
    • log

      protected String log
      The log.
    • name

      protected String name
      The shader name, if any.
    • isCompiled

      protected boolean isCompiled
      Whether this program compiled successfully.
    • isLazy

      protected boolean isLazy
      Whether lazy loading is activated for this shader.
    • isDisposed

      protected boolean isDisposed
      Whether this program has been disposed.
    • uniforms

      protected com.badlogic.gdx.utils.ObjectIntMap<String> uniforms
      Uniform lookup.
    • uniformTypes

      protected com.badlogic.gdx.utils.ObjectIntMap<String> uniformTypes
      Uniform types.
    • uniformSizes

      protected com.badlogic.gdx.utils.ObjectIntMap<String> uniformSizes
      Uniform sizes.
    • uniformNames

      protected String[] uniformNames
      Uniform names.
    • attributes

      protected com.badlogic.gdx.utils.ObjectIntMap<String> attributes
      Attribute lookup.
    • attributeTypes

      protected com.badlogic.gdx.utils.ObjectIntMap<String> attributeTypes
      Attribute types.
    • attributeSizes

      protected com.badlogic.gdx.utils.ObjectIntMap<String> attributeSizes
      Attribute sizes.
    • attributeNames

      protected String[] attributeNames
      Attribute names.
    • program

      protected int program
      Program handle.
    • vertexShaderHandle

      protected int vertexShaderHandle
      Vertex shader handle.
    • fragmentShaderHandle

      protected int fragmentShaderHandle
      Fragment shader handle.
    • vertexShaderSource

      protected String vertexShaderSource
      Vertex shader source.
    • geometryShaderSource

      protected String geometryShaderSource
      Geometry shader source.
    • fragmentShaderSource

      protected String fragmentShaderSource
      Fragment shader source.
    • vertexShaderFile

      protected String vertexShaderFile
    • geometryShaderFile

      protected String geometryShaderFile
    • fragmentShaderFile

      protected String fragmentShaderFile
    • invalidated

      protected boolean invalidated
      Whether this shader was invalidated.
  • Constructor Details

    • ExtShaderProgram

      public ExtShaderProgram()
    • ExtShaderProgram

      public ExtShaderProgram(String vertexFile, String fragmentFile, String vertexShaderCode, String fragmentShaderCode)
    • ExtShaderProgram

      public ExtShaderProgram(String vertexFile, String geometryFile, String fragmentFile, String vertexShaderCode, String geometryShaderCode, String fragmentShaderCode)
    • ExtShaderProgram

      public ExtShaderProgram(String name, String vertexFile, String geometryFile, String fragmentFile, String vertexShaderCode, String geometryShaderCode, String fragmentShaderCode)
    • ExtShaderProgram

      public ExtShaderProgram(String name, String vertexFile, String fragmentFile, String vertexShaderCode, String fragmentShaderCode)
    • ExtShaderProgram

      public ExtShaderProgram(String name, String vertexFile, String fragmentFile, String vertexShaderCode, String fragmentShaderCode, boolean lazyLoading)
      Constructs a new ShaderProgram and immediately compiles it.
      Parameters:
      name - The shader name, if any.
      vertexFile - The vertex shader file.
      fragmentFile - The fragment shader file.
      vertexShaderCode - The vertex shader code.
      fragmentShaderCode - The fragment shader code.
      lazyLoading - Whether to use lazy loading, only preparing the data without actually compiling the shaders.
    • ExtShaderProgram

      public ExtShaderProgram(String name, String vertexFile, String geometryFile, String fragmentFile, String vertexShaderCode, String geometryShaderCode, String fragmentShaderCode, boolean lazyLoading)
      Constructs a new shader program and immediately compiles it, if it is not lazy.
      Parameters:
      name - The shader name, if any.
      vertexFile - The vertex shader file.
      geometryFile - The geometry shader file.
      fragmentFile - The fragment shader file.
      vertexShaderCode - The vertex shader code.
      geometryShaderCode - The geometry shader code.
      fragmentShaderCode - The fragment shader code.
      lazyLoading - Whether to use lazy loading, only preparing the data without actually compiling the shaders.
    • ExtShaderProgram

      public ExtShaderProgram(String vertexShader, String fragmentShader)
      Constructs a new ShaderProgram and immediately compiles it.
      Parameters:
      vertexShader - The vertex shader code.
      fragmentShader - The fragment shader code.
    • ExtShaderProgram

      public ExtShaderProgram(com.badlogic.gdx.files.FileHandle vertexShader, com.badlogic.gdx.files.FileHandle fragmentShader)
    • ExtShaderProgram

      public ExtShaderProgram(String name, com.badlogic.gdx.files.FileHandle vertexShader, com.badlogic.gdx.files.FileHandle fragmentShader)
  • Method Details

    • invalidateAllShaderPrograms

      public static void invalidateAllShaderPrograms(com.badlogic.gdx.Application app)
      Invalidates all shaders so the next time they are used new handles are generated
      Parameters:
      app - The application.
    • clearAllShaderPrograms

      public static void clearAllShaderPrograms(com.badlogic.gdx.Application app)
    • getManagedStatus

      public static String getManagedStatus()
    • getNumManagedShaderPrograms

      public static int getNumManagedShaderPrograms()
      Returns:
      the number of managed shader programs currently loaded
    • initializeLocalAssets

      protected void initializeLocalAssets()
    • getName

      public String getName()
    • compile

      public void compile(String name)
    • getLog

      public String getLog()
      Returns:
      the log info for the shader compilation and program linking stage. The shader needs to be bound for this method to have an effect.
    • isCompiled

      public boolean isCompiled()
      Returns:
      whether this program compiled successfully.
    • isLazy

      public boolean isLazy()
      Returns:
      whether this program has lazy loading activated.
    • fetchAttributeLocation

      protected int fetchAttributeLocation(String name)
    • fetchUniformLocation

      protected int fetchUniformLocation(String name)
    • fetchUniformLocation

      public int fetchUniformLocation(String name, boolean pedantic)
    • setUniformi

      public void setUniformi(String name, int value)
      Sets the uniform with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      value - the value
    • setUniformi

      public void setUniformi(int location, int value)
    • setUniformi

      public void setUniformi(String name, int value1, int value2)
      Sets the uniform with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      value1 - the first value
      value2 - the second value
    • setUniformi

      public void setUniformi(int location, int value1, int value2)
    • setUniformi

      public void setUniformi(String name, int value1, int value2, int value3)
      Sets the uniform with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      value1 - the first value
      value2 - the second value
      value3 - the third value
    • setUniformi

      public void setUniformi(int location, int value1, int value2, int value3)
    • setUniformi

      public void setUniformi(String name, int value1, int value2, int value3, int value4)
      Sets the uniform with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      value1 - the first value
      value2 - the second value
      value3 - the third value
      value4 - the fourth value
    • setUniformi

      public void setUniformi(int location, int value1, int value2, int value3, int value4)
    • setUniformf

      public void setUniformf(String name, float value)
      Sets the uniform with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      value - the value
    • setUniformf

      public void setUniformf(int location, float value)
    • setUniformf

      public void setUniformf(String name, float value1, float value2)
      Sets the uniform with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      value1 - the first value
      value2 - the second value
    • setUniformf

      public void setUniformf(int location, float value1, float value2)
    • setUniformf

      public void setUniformf(String name, float value1, float value2, float value3)
      Sets the uniform with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      value1 - the first value
      value2 - the second value
      value3 - the third value
    • setUniformf

      public void setUniformf(int location, float value1, float value2, float value3)
    • setUniformf

      public void setUniformf(String name, float value1, float value2, float value3, float value4)
      Sets the uniform with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      value1 - the first value
      value2 - the second value
      value3 - the third value
      value4 - the fourth value
    • setUniformf

      public void setUniformf(int location, float value1, float value2, float value3, float value4)
    • setUniform1fv

      public void setUniform1fv(String name, float[] values, int offset, int length)
    • setUniform1fv

      public void setUniform1fv(int location, float[] values, int offset, int length)
    • setUniform2fv

      public void setUniform2fv(String name, float[] values, int offset, int length)
    • setUniform2fv

      public void setUniform2fv(int location, float[] values, int offset, int length)
    • setUniform3fv

      public void setUniform3fv(String name, float[] values, int offset, int length)
    • setUniform3fv

      public void setUniform3fv(int location, float[] values, int offset, int length)
    • setUniform4fv

      public void setUniform4fv(String name, float[] values, int offset, int length)
    • setUniform4fv

      public void setUniform4fv(int location, float[] values, int offset, int length)
    • setUniformMatrix

      public void setUniformMatrix(String name, com.badlogic.gdx.math.Matrix4 matrix)
      Sets the uniform matrix with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      matrix - the matrix
    • setUniformMatrix

      public void setUniformMatrix(String name, com.badlogic.gdx.math.Matrix4 matrix, boolean transpose)
      Sets the uniform matrix with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      matrix - the matrix
      transpose - whether the matrix should be transposed
    • setUniformMatrix

      public void setUniformMatrix(int location, com.badlogic.gdx.math.Matrix4 matrix)
    • setUniformMatrix

      public void setUniformMatrix(int location, com.badlogic.gdx.math.Matrix4 matrix, boolean transpose)
    • setUniformMatrix

      public void setUniformMatrix(String name, com.badlogic.gdx.math.Matrix3 matrix)
      Sets the uniform matrix with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      matrix - the matrix
    • setUniformMatrix

      public void setUniformMatrix(String name, com.badlogic.gdx.math.Matrix3 matrix, boolean transpose)
      Sets the uniform matrix with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      matrix - the matrix
      transpose - whether the uniform matrix should be transposed
    • setUniformMatrix

      public void setUniformMatrix(int location, com.badlogic.gdx.math.Matrix3 matrix)
    • setUniformMatrix

      public void setUniformMatrix(int location, com.badlogic.gdx.math.Matrix3 matrix, boolean transpose)
    • setUniformMatrix3fv

      public void setUniformMatrix3fv(String name, FloatBuffer buffer, int count, boolean transpose)
      Sets an array of uniform matrices with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      buffer - buffer containing the matrix data
      transpose - whether the uniform matrix should be transposed
    • setUniformMatrix4fv

      public void setUniformMatrix4fv(String name, FloatBuffer buffer, int count, boolean transpose)
      Sets an array of uniform matrices with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      buffer - buffer containing the matrix data
      transpose - whether the uniform matrix should be transposed
    • setUniformMatrix4fv

      public void setUniformMatrix4fv(int location, float[] values, int offset, int length)
    • setUniformMatrix4fv

      public void setUniformMatrix4fv(String name, float[] values, int offset, int length)
    • setUniformf

      public void setUniformf(String name, com.badlogic.gdx.math.Vector2 values)
      Sets the uniform with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      values - x and y as the first and second values respectively
    • setUniformf

      public void setUniformf(int location, com.badlogic.gdx.math.Vector2 values)
    • setUniformf

      public void setUniformf(String name, com.badlogic.gdx.math.Vector3 values)
      Sets the uniform with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      values - x, y and z as the first, second and third values respectively
    • setUniformf

      public void setUniformf(int location, com.badlogic.gdx.math.Vector3 values)
    • setUniformf

      public void setUniformf(String name, com.badlogic.gdx.graphics.Color values)
      Sets the uniform with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the name of the uniform
      values - r, g, b and a as the first through fourth values respectively
    • setUniformf

      public void setUniformf(int location, com.badlogic.gdx.graphics.Color values)
    • setVertexAttribute

      public void setVertexAttribute(String name, int size, int type, boolean normalize, int stride, Buffer buffer)
      Sets the vertex attribute with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the attribute name
      size - the number of components, must be ≥ 1 and ≤ 4
      type - the type, must be one of GL20.GL_BYTE, GL20.GL_UNSIGNED_BYTE, GL20.GL_SHORT, GL20.GL_UNSIGNED_SHORT,GL20.GL_FIXED, or GL20.GL_FLOAT. GL_FIXED will not work on the desktop
      normalize - whether fixed point data should be normalized. Will not work on the desktop
      stride - the stride in bytes between successive attributes
      buffer - the buffer containing the vertex attributes.
    • setVertexAttribute

      public void setVertexAttribute(int location, int size, int type, boolean normalize, int stride, Buffer buffer)
    • setVertexAttribute

      public void setVertexAttribute(String name, int size, int type, boolean normalize, int stride, int offset)
      Sets the vertex attribute with the given name. The ExtShaderProgram must be bound for this to work.
      Parameters:
      name - the attribute name
      size - the number of components, must be ≥ 1 and ≤ 4
      type - the type, must be one of GL20.GL_BYTE, GL20.GL_UNSIGNED_BYTE, GL20.GL_SHORT, GL20.GL_UNSIGNED_SHORT,GL20.GL_FIXED, or GL20.GL_FLOAT. GL_FIXED will not work on the desktop
      normalize - whether fixed point data should be normalized. Will not work on the desktop
      stride - the stride in bytes between successive attributes
      offset - byte offset into the vertex buffer object bound to GL20.GL_ARRAY_BUFFER.
    • setVertexAttribute

      public void setVertexAttribute(int location, int size, int type, boolean normalize, int stride, int offset)
    • begin

      public void begin()
      Makes OpenGL ES 2.0 use this vertex and fragment shader pair. When you are done with this shader you have to call end().
    • end

      public void end()
      Disables this shader. Must be called when one is done with the shader. Don't mix it with dispose, that will release the shader resources.
    • disableVertexAttribute

      public void disableVertexAttribute(String name)
      Disables the vertex attribute with the given name
      Parameters:
      name - the vertex attribute name
    • disableVertexAttribute

      public void disableVertexAttribute(int location)
    • enableVertexAttribute

      public void enableVertexAttribute(String name)
      Enables the vertex attribute with the given name
      Parameters:
      name - the vertex attribute name
    • enableVertexAttribute

      public void enableVertexAttribute(int location)
    • setAttributef

      public void setAttributef(String name, float value1, float value2, float value3, float value4)
      Sets the given attribute
      Parameters:
      name - the name of the attribute
      value1 - the first value
      value2 - the second value
      value3 - the third value
      value4 - the fourth value
    • fetchUniforms

      protected void fetchUniforms()
    • fetchAttributes

      protected void fetchAttributes()
    • hasAttribute

      public boolean hasAttribute(String name)
      Parameters:
      name - the name of the attribute
      Returns:
      whether the attribute is available in the shader
    • getAttributeType

      public int getAttributeType(String name)
      Parameters:
      name - the name of the attribute
      Returns:
      the type of the attribute, one of GL20.GL_FLOAT, GL20.GL_FLOAT_VEC2 etc.
    • getAttributeLocation

      public int getAttributeLocation(String name)
      Parameters:
      name - the name of the attribute
      Returns:
      the location of the attribute or -1.
    • getAttributeSize

      public int getAttributeSize(String name)
      Parameters:
      name - the name of the attribute
      Returns:
      the size of the attribute or 0.
    • hasUniform

      public boolean hasUniform(String name)
      Parameters:
      name - the name of the uniform
      Returns:
      whether the uniform is available in the shader
    • getUniformType

      public int getUniformType(String name)
      Parameters:
      name - the name of the uniform
      Returns:
      the type of the uniform, one of GL20.GL_FLOAT, GL20.GL_FLOAT_VEC2 etc.
    • getUniformLocation

      public int getUniformLocation(String name)
      Parameters:
      name - the name of the uniform
      Returns:
      the location of the uniform or -1.
    • getUniformSize

      public int getUniformSize(String name)
      Parameters:
      name - the name of the uniform
      Returns:
      the size of the uniform or 0.
    • getAttributes

      public String[] getAttributes()
      Returns:
      the attributes
    • getUniforms

      public String[] getUniforms()
      Returns:
      the uniforms
    • getVertexShaderSource

      public String getVertexShaderSource()
      Returns:
      the source of the vertex shader
    • getVertexShaderFileName

      public String getVertexShaderFileName()
    • getGeometryShaderSource

      public String getGeometryShaderSource()
      Returns:
      the source of the vertex shader
    • getGeometryShaderFileName

      public String getGeometryShaderFileName()
    • getFragmentShaderSource

      public String getFragmentShaderSource()
      Returns:
      the source of the fragment shader
    • getFragmentShaderFileName

      public String getFragmentShaderFileName()
    • dispose

      public void dispose()
      Disposes all resources associated with this shader. Must be called when the shader is no longer used.
      Specified by:
      dispose in interface com.badlogic.gdx.utils.Disposable
    • writeShaders

      public void writeShaders()
    • writeShader

      public static void writeShader(String name, String code)