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AShader.initialize
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How to use
initialize
method
in
org.rajawali3d.materials.shaders.AShader

Best Java code snippets using org.rajawali3d.materials.shaders.AShader.initialize (Showing top 20 results out of 315)

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}
origin: Rajawali/Rajawali

@Override
public void initialize() {
  super.initialize();
  muEmissionTexture = (RSampler2D) addUniform(U_EMISSION_TEXTURE, DataType.SAMPLER2D);
}
origin: Rajawali/Rajawali

@Override
public void initialize() {
  super.initialize();
  muFarPlane = (RFloat) addUniform(U_FAR_PLANE, DataType.FLOAT);
}

origin: Rajawali/Rajawali

@Override
public void initialize() {
  super.initialize();
  muAlpha = (RFloat) addUniform(U_ALPHA, DataType.FLOAT);
}
origin: Rajawali/Rajawali

@Override
public void initialize()
{
  super.initialize();
  
  mgNdotL = new RFloat[mLights.size()];
  
  for (int i = 0; i < mLights.size(); i++)
  {
    mgNdotL[i] = (RFloat) addGlobal(DiffuseShaderVar.L_NDOTL, i);
  }
}

origin: Rajawali/Rajawali

@Override
public void initialize() {
  super.initialize();
  
  muFogColor = (RVec3) addUniform(U_FOG_COLOR, DataType.VEC3);
  mvFogDensity = (RFloat) addVarying(V_FOG_DENSITY, DataType.FLOAT);
}

origin: Rajawali/Rajawali

@Override
public void initialize()
{
  super.initialize();
  muCurrentFrame = (RFloat) addUniform(U_CURRENT_FRAME, DataType.FLOAT);
  muNumTiles = (RVec2) addUniform(U_NUM_TILES, DataType.VEC2);
}

origin: Rajawali/Rajawali

@Override
public void initialize()
{
  super.initialize();
  maNextFramePosition = (RVec4) addAttribute(VertexAnimationShaderVar.A_NEXT_FRAME_POSITION);
  maNextFrameNormal = (RVec3) addAttribute(VertexAnimationShaderVar.A_NEXT_FRAME_NORMAL);
  muInterpolation = (RFloat) addUniform(VertexAnimationShaderVar.U_INTERPOLATION);
}
origin: Rajawali/Rajawali

@Override
public void initialize() {
  super.initialize();
  muDecalTexture = (RSampler2D) addUniform(U_DECAL_TEXTURE, DataType.SAMPLER2D);
  muDecalOffset = (RVec2) addUniform(U_DECAL_OFFSET, DataType.VEC2);
  muDecalRepeat = (RVec2) addUniform(U_DECAL_REPEAT, DataType.VEC2);
}
origin: Rajawali/Rajawali

@Override
public void initialize()
{
  super.initialize();		
  muToonColor0 = (RVec4) addUniform(ToonShaderVar.U_TOON_COLOR0);
  muToonColor1 = (RVec4) addUniform(ToonShaderVar.U_TOON_COLOR1);
  muToonColor2 = (RVec4) addUniform(ToonShaderVar.U_TOON_COLOR2);
  muToonColor3 = (RVec4) addUniform(ToonShaderVar.U_TOON_COLOR3);
  
  mgNdotL = new RFloat[mLights.size()];
  
  for (int i = 0; i < mLights.size(); i++)
  {
    mgNdotL[i] = (RFloat) addGlobal(DiffuseShaderVar.L_NDOTL, i);
  }
}

origin: Rajawali/Rajawali

@Override
public void initialize() {
  super.initialize();
  muFogNear = (RFloat) addUniform(U_FOG_NEAR, DataType.FLOAT);
  muFogFar = (RFloat) addUniform(U_FOG_FAR, DataType.FLOAT);
  muFogEnabled = (RBool) addUniform(U_FOG_ENABLED, DataType.BOOL);
  mvFogDensity = (RFloat) addVarying(V_FOG_DENSITY, DataType.FLOAT);
}

origin: Rajawali/Rajawali

@Override
public void initialize() {
  super.initialize();
  mvShadowTexCoord = (RVec4) addVarying(V_SHADOW_TEX_COORD, DataType.VEC4);
  muShadowMapTexture = (RSampler2D) addUniform(U_SHADOW_MAP_TEX, DataType.SAMPLER2D);
  muShadowInfluence = (RFloat) addUniform(U_SHADOW_INFLUENCE, DataType.FLOAT);
  muShadowLightDir = (RVec3) addUniform(U_SHADOW_LIGHT_DIR, DataType.VEC3);
  mcShadowBias = (RFloat) addConst(C_SHADOW_BIAS, .005f);
}

origin: Rajawali/Rajawali

@Override
public void initialize() {
  super.initialize();
  RMat4 biasMatrix = new RMat4();
  biasMatrix.setValue(
      0.5f, 0.0f, 0.0f, 0.0f,
      0.0f, 0.5f, 0.0f, 0.0f,
      0.0f, 0.0f, 0.5f, 0.0f,
      0.5f, 0.5f, 0.5f, 1.0f);
  mcBiasMatrix = (RMat4) addConst(C_BIAS_MATRIX, biasMatrix);
  muLightModelViewProjectionMatrix = (RMat4) addUniform(U_LIGHT_MVP_MATRIX,DataType.MAT4);
  mvShadowTexCoord = (RVec4) addVarying(V_SHADOW_TEX_COORD, DataType.VEC4);
}

origin: Rajawali/Rajawali

@Override
public void initialize()
  super.initialize();
origin: Rajawali/Rajawali

@Override
public void initialize()
{
  super.initialize();
  
  mgBoneTransfMatrix = (RMat4) addGlobal(SkeletalAnimationShaderVar.G_BONE_TRANSF_MATRIX);
  
  muBoneMatrix = (RMat4) addUniform(SkeletalAnimationShaderVar.U_BONE_MATRIX);
  muBoneMatrix.isArray(mNumJoints);
  
  maBoneIndex1 = (RVec4) addAttribute(SkeletalAnimationShaderVar.A_BONE_INDEX1);
  maBoneWeight1 = (RVec4) addAttribute(SkeletalAnimationShaderVar.A_BONE_WEIGHT1);
  if(mVertexWeight > 4)
  {
    maBoneIndex2 = (RVec4) addAttribute(SkeletalAnimationShaderVar.A_BONE_INDEX2);
    maBoneWeight2 = (RVec4) addAttribute(SkeletalAnimationShaderVar.A_BONE_WEIGHT2);
  }
}

origin: Rajawali/Rajawali

@Test
public void testGetShaderString() {
  AShader s = new AShader() {
    @Override
    public void main() {
    }
  };
  s.initialize();
  s.buildShader();
  assertEquals("\n"
      + "void main() {\n"
      + "}\n", s.getShaderString());
}
origin: Rajawali/Rajawali

@Override
public void initialize()
  super.initialize();
origin: Rajawali/Rajawali

@Override
public void initialize()
  super.initialize();
origin: Rajawali/Rajawali

s.initialize();
s.buildShader();
assertEquals("\n"
origin: Rajawali/Rajawali

@Override
public void initialize()
{
  super.initialize();
  addPrecisionQualifier(DataType.FLOAT, Precision.HIGHP);
  // -- uniforms
  muColorInfluence = (RFloat) addUniform(DefaultShaderVar.U_COLOR_INFLUENCE);
  if(mTimeEnabled)
    addUniform(DefaultShaderVar.U_TIME);
  addUniform(DefaultShaderVar.U_INVERSE_VIEW_MATRIX);
  // -- varyings
  mvTextureCoord = (RVec2) addVarying(DefaultShaderVar.V_TEXTURE_COORD);
  if(mHasCubeMaps)
    mvCubeTextureCoord = (RVec3) addVarying(DefaultShaderVar.V_CUBE_TEXTURE_COORD);
  mvNormal = (RVec3) addVarying(DefaultShaderVar.V_NORMAL);
  mvColor = (RVec4) addVarying(DefaultShaderVar.V_COLOR);
  addVarying(DefaultShaderVar.V_EYE_DIR);
  // -- globals
  mgColor = (RVec4) addGlobal(DefaultShaderVar.G_COLOR);
  mgNormal = (RVec3) addGlobal(DefaultShaderVar.G_NORMAL);
  mgTextureCoord = (RVec2) addGlobal(DefaultShaderVar.G_TEXTURE_COORD);
  mgShadowValue = (RFloat) addGlobal(DefaultShaderVar.G_SHADOW_VALUE);
  mgSpecularValue = (RFloat) addGlobal(DefaultShaderVar.G_SPECULAR_VALUE);
}
origin: Rajawali/Rajawali

@Override
public void initialize() {
  super.initialize();
org.rajawali3d.materials.shadersAShaderinitialize

Popular methods of AShader

  • addAttribute
    The attribute qualifier is used to declare variables that are passed to a vertex shader from OpenGL
  • addConst
    Add a constant
  • addGlobal
    Adds a global variable
  • addUniform
    Add a uniform. The uniform qualifier is used to declare global variables whose values are the same a
  • addVarying
    Varying variables provide the interface between the vertex shaders, the fragment shaders, and the fi
  • applyParams
    applyParams() should be called on every frame. The shader parameters are set here.
  • castInt
  • castMat3
  • castMat4
  • castVec2
  • castVec3
  • castVec4
  • castVec3,
  • castVec4,
  • divide,
  • getAttribLocation,
  • getInstanceForDataType,
  • getReturnTypeForOperation,
  • getUniformLocation,
  • main,
  • normalize

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