private void clearUniformsSetByCurrent(Shader shader) { ListMap<String, Uniform> uniforms = shader.getUniformMap(); int size = uniforms.size(); for (int i = 0; i < size; i++) { Uniform u = uniforms.getValue(i); u.clearSetByCurrentMaterial(); } }
protected void resetUniformLocations(Shader shader) { ListMap<String, Uniform> uniforms = shader.getUniformMap(); for (int i = 0; i < uniforms.size(); i++) { Uniform uniform = uniforms.getValue(i); uniform.reset(); // e.g check location again } }
protected void updateShaderUniforms(Shader shader) { ListMap<String, Uniform> uniforms = shader.getUniformMap(); for (int i = 0; i < uniforms.size(); i++) { Uniform uniform = uniforms.getValue(i); if (uniform.isUpdateNeeded()) { updateUniform(shader, uniform); } } }
private void resetUniformsNotSetByCurrent(Shader shader) { ListMap<String, Uniform> uniforms = shader.getUniformMap(); int size = uniforms.size(); for (int i = 0; i < size; i++) { Uniform u = uniforms.getValue(i); if (!u.isSetByCurrentMaterial()) { if (u.getName().charAt(0) != 'g') { // Don't reset world globals! // The benefits gained from this are very minimal // and cause lots of matrix -> FloatBuffer conversions. u.clearValue(); } } } }
private void outUniforms(Uniform... uniforms) { if (!evaluated) { evaluateTechniqueDef(); } HashSet<Uniform> actualUniforms = new HashSet<>(); for (Uniform uniform : usedShader.getUniformMap().values()) { if (uniform.getName().startsWith("m_") && !IGNORED_UNIFORMS.contains(uniform.getName())) { actualUniforms.add(uniform); } } HashSet<Uniform> expectedUniforms = new HashSet<>(Arrays.asList(uniforms)); if (!expectedUniforms.equals(actualUniforms)) { Assert.fail("Uniform lists must match: " + expectedUniforms + " != " + actualUniforms); } } }
protected void resetUniformLocations(Shader shader) { ListMap<String, Uniform> uniforms = shader.getUniformMap(); for (int i = 0; i < uniforms.size(); i++) { Uniform uniform = uniforms.getValue(i); uniform.reset(); // e.g check location again } }
protected void resetUniformLocations(Shader shader) { ListMap<String, Uniform> uniforms = shader.getUniformMap(); for (int i = 0; i < uniforms.size(); i++) { Uniform uniform = uniforms.getValue(i); uniform.reset(); // e.g check location again } }
private void clearUniformsSetByCurrent(Shader shader) { ListMap<String, Uniform> uniforms = shader.getUniformMap(); int size = uniforms.size(); for (int i = 0; i < size; i++) { Uniform u = uniforms.getValue(i); u.clearSetByCurrentMaterial(); } }
private void clearUniformsSetByCurrent(Shader shader) { ListMap<String, Uniform> uniforms = shader.getUniformMap(); for (int i = 0; i < uniforms.size(); i++) { Uniform u = uniforms.getValue(i); u.clearSetByCurrentMaterial(); } }
private void resetUniformsNotSetByCurrent(Shader shader) { ListMap<String, Uniform> uniforms = shader.getUniformMap(); int size = uniforms.size(); for (int i = 0; i < size; i++) { Uniform u = uniforms.getValue(i); if (!u.isSetByCurrentMaterial()) { if (u.getName().charAt(0) != 'g') { // Don't reset world globals! // The benefits gained from this are very minimal // and cause lots of matrix -> FloatBuffer conversions. u.clearValue(); } } } }
protected void updateShaderUniforms(Shader shader) { ListMap<String, Uniform> uniforms = shader.getUniformMap(); for (int i = 0; i < uniforms.size(); i++) { Uniform uniform = uniforms.getValue(i); if (uniform.isUpdateNeeded()) { updateUniform(shader, uniform); } } }
protected void updateShaderUniforms(Shader shader) { ListMap<String, Uniform> uniforms = shader.getUniformMap(); for (int i = 0; i < uniforms.size(); i++) { Uniform uniform = uniforms.getValue(i); if (uniform.isUpdateNeeded()) { updateUniform(shader, uniform); } } }
private void resetUniformsNotSetByCurrent(Shader shader) { ListMap<String, Uniform> uniforms = shader.getUniformMap(); for (int i = 0; i < uniforms.size(); i++) { Uniform u = uniforms.getValue(i); if (!u.isSetByCurrentMaterial()) { u.clearValue(); } } }