| Modifier and Type | Method and Description |
|---|---|
Shader |
LoadingScreen.getShader()
Returns the shader to get set on draw.
|
| Modifier and Type | Method and Description |
|---|---|
Shader |
RenderPass.getShader()
Returns the shader to get set on draw.
|
| Modifier and Type | Method and Description |
|---|---|
void |
BasicUniformManager.addUniforms(Shader shader) |
void |
UniformManager.addUniforms(Shader shader)
This method will call
UniformManager.registerUniform(org.achtern.AchternEngine.core.rendering.shader.Shader, org.achtern.AchternEngine.core.resource.fileparser.caseclasses.Uniform)
for all uniforms in the Shader. |
void |
DataBinder.bind(Shader shader) |
void |
IDGenerator.generate(Shader shader)
Generate an ID for the Shader
|
void |
UniformManager.registerUniform(Shader shader,
Uniform uniform)
This should register the uniform to the given shader on the graphics card
|
void |
UniformManager.setUniform(Shader shader,
String name,
AmbientLight ambientLight) |
void |
UniformManager.setUniform(Shader shader,
String name,
Attenuation attenuation) |
void |
UniformManager.setUniform(Shader shader,
String name,
BaseLight baseLight) |
void |
UniformManager.setUniform(Shader shader,
String name,
Color color) |
void |
UniformManager.setUniform(Shader shader,
String name,
DirectionalLight directionalLight) |
void |
UniformManager.setUniform(Shader shader,
String name,
double value) |
void |
UniformManager.setUniform(Shader shader,
String name,
float value) |
void |
UniformManager.setUniform(Shader shader,
String name,
Fog fog) |
void |
UniformManager.setUniform(Shader shader,
String name,
int value) |
void |
UniformManager.setUniform(Shader shader,
String name,
Matrix4f matrix) |
void |
UniformManager.setUniform(Shader shader,
String name,
PointLight pointLight) |
void |
UniformManager.setUniform(Shader shader,
String name,
SpotLight spotLight) |
void |
UniformManager.setUniform(Shader shader,
String name,
Vector2f vec) |
void |
UniformManager.setUniform(Shader shader,
String name,
Vector3f vec) |
void |
UniformManager.setUniform(Shader shader,
String name,
Vector4f vec) |
void |
BasicUniformManager.setUniform(Shader shader,
Uniform uniform) |
void |
UniformManager.setUniform(Shader shader,
Uniform uniform)
This will determine if the uniform should be set and if and only if
will determine the type of value and set the data accordingly.
|
void |
DataBinder.upload(Shader shader) |
| Modifier and Type | Class and Description |
|---|---|
class |
BasicShader |
class |
ShadowGenerator |
| Modifier and Type | Class and Description |
|---|---|
class |
Ambient |
class |
Wireframe
Wireframe Shader.
|
| Modifier and Type | Field and Description |
|---|---|
protected Map<Class<? extends RenderPass>,Shader> |
ShaderSuit.shaders |
| Modifier and Type | Method and Description |
|---|---|
Shader |
ShaderSuit.getFor(Class<? extends RenderPass> light)
Returns the Shader for the given type.
|
| Modifier and Type | Method and Description |
|---|---|
void |
ShaderSuit.setShaderFor(Class<? extends RenderPass> type,
Shader shader) |
| Constructor and Description |
|---|
ShaderSuit(Map<Class<? extends RenderPass>,Shader> shaders) |
| Modifier and Type | Class and Description |
|---|---|
class |
PhongDirectional |
class |
PhongPoint |
class |
PhongSpot |
| Modifier and Type | Method and Description |
|---|---|
Shader |
BasicShadowRenderer.getShader()
Returns the shader to get set on draw.
|
| Modifier and Type | Method and Description |
|---|---|
Shader |
RenderEngineState.getBoundShader() |
| Modifier and Type | Method and Description |
|---|---|
void |
RenderEngineState.setBound(Shader shader) |
| Modifier and Type | Field and Description |
|---|---|
protected Shader |
QuickRenderPass.shader |
| Modifier and Type | Method and Description |
|---|---|
Shader |
QuickRenderPass.getShader() |
| Modifier and Type | Method and Description |
|---|---|
void |
QuickRenderPass.setShader(Shader shader) |
| Modifier and Type | Method and Description |
|---|---|
void |
LWJGLDataBinder.bind(Shader shader) |
void |
LWJGLIDGenerator.generate(Shader shader)
Generate an ID for the Shader
|
void |
LWJGLUniformManager.registerUniform(Shader shader,
Uniform uniform) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
AmbientLight ambientLight) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
Attenuation attenuation) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
BaseLight baseLight) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
Color color) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
DirectionalLight directionalLight) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
double value) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
float value) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
Fog fog) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
int value) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
Matrix4f matrix) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
PointLight pointLight) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
SpotLight spotLight) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
Vector2f vec) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
Vector3f vec) |
void |
LWJGLUniformManager.setUniform(Shader shader,
String name,
Vector4f vec) |
void |
LWJGLDataBinder.upload(Shader shader) |
| Modifier and Type | Field and Description |
|---|---|
protected Shader |
LWJGLRenderEngineState.boundShader
Stores the bound
Shader |
| Modifier and Type | Method and Description |
|---|---|
Shader |
LWJGLRenderEngineState.getBoundShader() |
| Modifier and Type | Method and Description |
|---|---|
void |
LWJGLRenderEngineState.setBound(Shader shader) |
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