Examples of ProgramData


Examples of fcagnin.jgltut.tut12.Scene.ProgramData

    private FloatBuffer lightBlockBuffer = BufferUtils.createFloatBuffer( LightBlock.SIZE );


    private void initializePrograms() {
        for ( int progIndex = 0; progIndex < LightingProgramTypes.MAX_LIGHTING_PROGRAM_TYPES.ordinal(); progIndex++ ) {
            programs[progIndex] = new ProgramData();
            programs[progIndex] = loadLitProgram( shaderFileNames[progIndex].vertexShaderFileName,
                    shaderFileNames[progIndex].fragmentShaderFileName );
        }

        unlit = loadUnlitProgram( "PosTransform.vert", "UniformColor.frag" );
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Examples of fcagnin.jgltut.tut12.Scene.ProgramData

    private ProgramData loadLitProgram(String vertexShaderFileName, String fragmentShaderFileName) {
        ArrayList<Integer> shaderList = new ArrayList<>();
        shaderList.add( Framework.loadShader( GL_VERTEX_SHADER, vertexShaderFileName ) );
        shaderList.add( Framework.loadShader( GL_FRAGMENT_SHADER, fragmentShaderFileName ) );

        ProgramData data = new ProgramData();
        data.theProgram = Framework.createProgram( shaderList );
        data.modelToCameraMatrixUnif = glGetUniformLocation( data.theProgram, "modelToCameraMatrix" );

        data.normalModelToCameraMatrixUnif = glGetUniformLocation( data.theProgram, "normalModelToCameraMatrix" );
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Examples of fcagnin.jgltut.tut12.Scene.ProgramData

    private FloatBuffer lightBlockBuffer = BufferUtils.createFloatBuffer( LightBlock.SIZE );


    private void initializePrograms() {
        for ( int progIndex = 0; progIndex < LightingProgramTypes.MAX_LIGHTING_PROGRAM_TYPES.ordinal(); progIndex++ ) {
            programs[progIndex] = new ProgramData();
            programs[progIndex] = loadLitProgram( shaderFileNames[progIndex].vertexShaderFileName,
                    shaderFileNames[progIndex].fragmentShaderFileName );
        }

        unlit = loadUnlitProgram( "PosTransform.vert", "UniformColor.frag" );
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Examples of fcagnin.jgltut.tut12.Scene.ProgramData

    private ProgramData loadLitProgram(String vertexShaderFileName, String fragmentShaderFileName) {
        ArrayList<Integer> shaderList = new ArrayList<>();
        shaderList.add( Framework.loadShader( GL_VERTEX_SHADER, vertexShaderFileName ) );
        shaderList.add( Framework.loadShader( GL_FRAGMENT_SHADER, fragmentShaderFileName ) );

        ProgramData data = new ProgramData();
        data.theProgram = Framework.createProgram( shaderList );
        data.modelToCameraMatrixUnif = glGetUniformLocation( data.theProgram, "modelToCameraMatrix" );

        data.normalModelToCameraMatrixUnif = glGetUniformLocation( data.theProgram, "normalModelToCameraMatrix" );
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Examples of fcagnin.jgltut.tut12.Scene.ProgramData

    private FloatBuffer lightBlockBuffer = BufferUtils.createFloatBuffer( LightBlock.SIZE );


    private void initializePrograms() {
        for ( int progIndex = 0; progIndex < LightingProgramTypes.MAX_LIGHTING_PROGRAM_TYPES.ordinal(); progIndex++ ) {
            programs[progIndex] = new ProgramData();
            programs[progIndex] = loadLitProgram( shaderFileNames[progIndex].vertexShaderFileName,
                    shaderFileNames[progIndex].fragmentShaderFileName );
        }

        unlit = loadUnlitProgram( "PosTransform.vert", "UniformColor.frag" );
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Examples of fcagnin.jgltut.tut12.Scene.ProgramData

    private ProgramData loadLitProgram(String vertexShaderFileName, String fragmentShaderFileName) {
        ArrayList<Integer> shaderList = new ArrayList<>();
        shaderList.add( Framework.loadShader( GL_VERTEX_SHADER, vertexShaderFileName ) );
        shaderList.add( Framework.loadShader( GL_FRAGMENT_SHADER, fragmentShaderFileName ) );

        ProgramData data = new ProgramData();
        data.theProgram = Framework.createProgram( shaderList );
        data.modelToCameraMatrixUnif = glGetUniformLocation( data.theProgram, "modelToCameraMatrix" );

        data.normalModelToCameraMatrixUnif = glGetUniformLocation( data.theProgram, "normalModelToCameraMatrix" );
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