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Java ShaderProgram.getLog方法代码示例

本文整理汇总了Java中com.badlogic.gdx.graphics.glutils.ShaderProgram.getLog方法的典型用法代码示例。如果您正苦于以下问题:Java ShaderProgram.getLog方法的具体用法?Java ShaderProgram.getLog怎么用?Java ShaderProgram.getLog使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在com.badlogic.gdx.graphics.glutils.ShaderProgram的用法示例。


在下文中一共展示了ShaderProgram.getLog方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: CompliantBatch

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
/** Constructs a CompliantQuadBatch with a specified capacity and optional default shader.
 * @param maxVertices The number of vertices this FlexBatch can batch at once. Maximum of 32767.
 * @param generateDefaultShader Whether a default shader should be created. The default shader is owned by the
 *           CompliantQuadBatch, so it is disposed when the CompliantQuadBatch is disposed. If an alternate shader has been
 *           applied with {@link #setShader(ShaderProgram)}, the default can be used again by setting the shader to null.
 * @param supportPolygons Whether Poly2Ds are supported for drawing. The FlexBatch will not be optimized for
 *           FixedSizeBatchables. */
public CompliantBatch (Class<T> batchableType, int maxVertices, boolean generateDefaultShader, boolean supportPolygons) {
	super(batchableType, maxVertices, supportPolygons ? maxVertices * 2 : 0);
	try {
		tmp = batchableType.newInstance();
	} catch (Exception e) {
		throw new IllegalArgumentException("Batchable classes must be public and have an empty constructor.", e);
	}
	if (generateDefaultShader) {
		defaultShader = new ShaderProgram(BatchablePreparation.generateGenericVertexShader(1),
			BatchablePreparation.generateGenericFragmentShader(1));
		if (defaultShader.isCompiled() == false)
			throw new IllegalArgumentException("Error compiling shader: " + defaultShader.getLog());
		setShader(defaultShader);
	} else {
		defaultShader = null;
	}
}
 
开发者ID:CypherCove,项目名称:gdx-cclibs,代码行数:25,代码来源:CompliantBatch.java

示例2: RenderSystem

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
public RenderSystem(DecalBatch decalBatch, AssetManager assetManager, float worldDegree, Assets.LevelAssets assets) {
    super(Aspect.all(RenderComponent.class, PositionComponent.class));
    this.levelAssets = assets;
    decalMap = new ObjectMap<>();
    uiMap = new ObjectMap<>();
    this.decalBatch = decalBatch;
    this.assetManager = assetManager;
    buffers = new ObjectMap<>();

    this.spriteBatch = new SpriteBatch();
    this.font = assets.uifont;
    font.setColor(Color.BLACK);
    this.uiCamera = new OrthographicCamera();

    Viewport viewportUi = new FitViewport(levelAssets.health_bar_gradient.getWidth(), levelAssets.health_bar_gradient.getHeight(), uiCamera);
    viewportUi.update(viewportUi.getScreenWidth(), viewportUi.getScreenHeight(), true);

    stateTime = 0;
    this.worldDegree = worldDegree;

    gradientShader = new ShaderProgram(Shaders.GradientShader.vertexShader, Shaders.GradientShader.fragmentShader);
    if (gradientShader.isCompiled() == false)
        throw new IllegalArgumentException("couldn't compile shader: " + gradientShader.getLog());
    shaderBatch = new SpriteBatch(10, gradientShader);
}
 
开发者ID:EtherWorks,项目名称:arcadelegends-gg,代码行数:26,代码来源:RenderSystem.java

示例3: init

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public void init() {
    loadReflection("rnl_phong_m00");

    String vert = Gdx.files.internal("Shaders/VS_ShaderPlain.vsh").readString();
    String frag = Gdx.files.internal("Shaders/ShaderPlain.fsh").readString();
    program = new ShaderProgram(vert, frag);
    if (!program.isCompiled()){
        throw new GdxRuntimeException(program.getLog());
    }
    u_worldTrans = program.getUniformLocation("u_worldTrans");
    u_projTrans = program.getUniformLocation("u_projTrans");
    vLight0 = program.getUniformLocation("vLight0");
    albedo = program.getUniformLocation("albedo");
    metallic = program.getUniformLocation("metallic");
    sCubemapTexture = program.getUniformLocation("sCubemapTexture");
    vRoughness = program.getUniformLocation("vRoughness");
    ambientOcclusion = program.getUniformLocation("ambientOcclusion");
}
 
开发者ID:PWorlds,项目名称:LibGDX-PBR,代码行数:20,代码来源:PBRShader.java

示例4: init

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public void init() {
    loadReflection("rnl_phong_m00");

    String vert = Gdx.files.internal("Shaders/VS_PBR_ShaderTexture.vsh").readString();
    String frag = Gdx.files.internal("Shaders/PBR_ShaderTexture.fsh").readString();
    program = new ShaderProgram(vert, frag);
    if (!program.isCompiled()){
        throw new GdxRuntimeException(program.getLog());
    }
    u_worldTrans = program.getUniformLocation("u_worldTrans");
    u_projTrans = program.getUniformLocation("u_projTrans");
    vLight0 = program.getUniformLocation("vLight0");
    albedoTexture = program.getUniformLocation("albedoTexture");
    metallicTexture = program.getUniformLocation("metallicTexture");
    sCubemapTexture = program.getUniformLocation("sCubemapTexture");
    roughnessTexture = program.getUniformLocation("roughnessTexture");
    ambientOcclusionTexture = program.getUniformLocation("ambientOcclusionTexture");
    normalTexture = program.getUniformLocation("normalTexture");
    heightTexture = program.getUniformLocation("heightTexture");
}
 
开发者ID:PWorlds,项目名称:LibGDX-PBR,代码行数:22,代码来源:PBRSadherTexture.java

示例5: createShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
/**
 * Compiles a new instance of the default shader for this batch and returns it. If compilation
 * was unsuccessful, GdxRuntimeException will be thrown.
 * @return the default shader
 */
public static ShaderProgram createShader(String vert, String frag) {
    ShaderProgram prog = new ShaderProgram(vert, frag);
    if (!prog.isCompiled())
        throw new GdxRuntimeException("could not compile shader: " + prog.getLog());
    if (prog.getLog().length() != 0)
        Gdx.app.log("com.mygdx.pmd.desktop.GpuShadows", prog.getLog());
    return prog;
}
 
开发者ID:CTrando,项目名称:pmd,代码行数:14,代码来源:GpuShadows.java

示例6: createDefaultShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
/** Returns a new instance of the default shader used by SpriteBatch for GL2 when no shader is specified. */
static public ShaderProgram createDefaultShader () {
	String vertexShader = "attribute vec4 " + ShaderProgram.POSITION_ATTRIBUTE + ";\n" //
		+ "attribute vec4 " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" //
		+ "attribute vec2 " + ShaderProgram.TEXCOORD_ATTRIBUTE + "0;\n" //
		+ "uniform mat4 u_projTrans;\n" //
		+ "varying vec4 v_color;\n" //
		+ "varying vec2 v_texCoords;\n" //
		+ "\n" //
		+ "void main()\n" //
		+ "{\n" //
		+ "   v_color = " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" //
		+ "   v_color.a = v_color.a * (255.0/254.0);\n" //
		+ "   v_texCoords = " + ShaderProgram.TEXCOORD_ATTRIBUTE + "0;\n" //
		+ "   gl_Position =  u_projTrans * " + ShaderProgram.POSITION_ATTRIBUTE + ";\n" //
		+ "}\n";
	String fragmentShader = "#ifdef GL_ES\n" //
		+ "#define LOWP lowp\n" //
		+ "precision mediump float;\n" //
		+ "#else\n" //
		+ "#define LOWP \n" //
		+ "#endif\n" //
		+ "varying LOWP vec4 v_color;\n" //
		+ "varying vec2 v_texCoords;\n" //
		+ "uniform sampler2D u_texture;\n" //
		+ "void main()\n"//
		+ "{\n" //
		+ "  gl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n" //
		+ "}";

	ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);
	if (shader.isCompiled() == false) throw new IllegalArgumentException("Error compiling shader: " + shader.getLog());
	return shader;
}
 
开发者ID:Osaris31,项目名称:exterminate,代码行数:35,代码来源:FontBatch.java

示例7: create

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public void create () {

	loadHighScore();
	stage = new Stage();
	group = new WidgetGroup();
	stage.addActor(group);
	createToolTip();
	createResetButton();
	createUndoButton();
	batch = new SpriteBatch();
	polyBatch = new PolygonSpriteBatch();

	HexagonalGridBuilder<TileData> builder = new HexagonalGridBuilder<TileData>()
			.setGridHeight(GRID_WIDTH)
			.setGridWidth(GRID_HEIGHT)
			.setGridLayout(HexagonalGridLayout.HEXAGONAL)
			.setOrientation(HexagonOrientation.FLAT_TOP)
			.setRadius(Gdx.graphics.getWidth()/16);

	grid = builder.build();
	initHexData();
	initInput();
	shapeRenderer = new ShapeRenderer();
	shapeRenderer.setAutoShapeType(true);

	AssetLoader.load();

	String vertexShader = Gdx.files.internal("defaultvertex.vs").readString();
	String redShader = Gdx.files.internal("redtrans.fs").readString();
	invalidPlacement = new ShaderProgram(vertexShader, redShader);
	if (!invalidPlacement.isCompiled()) throw new GdxRuntimeException("Couldn't compile shader: " + invalidPlacement.getLog());

	String okShader = Gdx.files.internal("slightlytrans.fs").readString();
	okPlacement = new ShaderProgram(vertexShader, okShader);
	if (!okPlacement.isCompiled()) throw new GdxRuntimeException("Couldn't compile shader: " + okPlacement.getLog());

	initGrid();

	menuTextures = new ArrayList<>();
	menuTextures.add(AssetLoader.assetManager.get("farm.png", Texture.class));
	menuTextures.add(AssetLoader.assetManager.get("house.png", Texture.class));
	menuTextures.add(AssetLoader.assetManager.get("mine.png", Texture.class));
	menuTextures.add(AssetLoader.assetManager.get("wind.png", Texture.class));
	menuTextures.add(AssetLoader.assetManager.get("factory.png", Texture.class));
	menuTextures.add(AssetLoader.assetManager.get("market.png", Texture.class));
	menuTextures.add(AssetLoader.assetManager.get("bank.png", Texture.class));
	menuTextures.add(AssetLoader.assetManager.get("rocket.png", Texture.class));

	for(int i = 0; i < START_CLOUDS_COUNT; i++)
	{
		Coord c = new Coord();
		c.x = r.nextInt() % Gdx.graphics.getWidth();
		c.y = r.nextInt() % Gdx.graphics.getHeight();
		clouds.add(c);
	}
}
 
开发者ID:MartensCedric,项目名称:LD38-Compo,代码行数:58,代码来源:LudumDare38.java

示例8: LevelSelectScreen

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
public LevelSelectScreen(final Hexpert hexpert)
{
    super();
    this.totalLevels = hexpert.levelIndex.size();
    this.hexpert = hexpert;
    this.batch = new SpriteBatch();
    this.displayBatch = new SpriteBatch();
    this.displayLevelCamera = new OrthographicCamera(Const.WIDTH, Const.HEIGHT);
    this.shapeRenderer = new ShapeRenderer();
    shapeRenderer.setAutoShapeType(true);
    this.objectiveTable = new Table();
    objectiveTable.setX(100);
    objectiveTable.setY(850);
    objectiveTable.defaults().pad(20);
    getStage().addActor(objectiveTable);
    goalCompleteCount = getGoalCompleteCount();

    String vertexShader = Gdx.files.internal("shaders/defaultvertex.vs").readString();
    String darkShader = Gdx.files.internal("shaders/darkness.fs").readString();
    String lockedShader = Gdx.files.internal("shaders/locked.fs").readString();

    shdDark = new ShaderProgram(vertexShader, darkShader);
    shdLckd = new ShaderProgram(vertexShader, lockedShader);

    if (!shdDark.isCompiled()) throw new GdxRuntimeException("Couldn't compile shader: " + shdDark.getLog());
    if (!shdLckd.isCompiled()) throw new GdxRuntimeException("Couldn't compile shader: " + shdLckd.getLog());

    getCamera().translate(450, 415);
    getCamera().update();

    createLevelSelectGrid();

    statsTable = new Table();
    statsTable.defaults().width(192).height(192);

    ImageButton btnGoldHex = new ImageButton(
            new TextureRegionDrawable(new TextureRegion((Texture)hexpert.assetManager.get(TextureData.TEXTURE_CORRECT))));

    ImageButton btnAchievements = new ImageButton(
            new TextureRegionDrawable(new TextureRegion((Texture)hexpert.assetManager.get(TextureData.TEXTURE_ACHIEVEMENTS))));

    btnAchievements.addListener(new ClickListener()
    {
        @Override
        public void clicked(InputEvent event, float x, float y) {
            if(!hexpert.playServices.isSignedIn())
                hexpert.playServices.signIn();
            hexpert.playServices.showAchievementsUI();
        }
    });

    lblHexCount = new Label(String.format("x%d", goalCompleteCount), hexpert.getSkin());
    statsTable.add(btnGoldHex).width(100).height(100);
    statsTable.add(lblHexCount).width(80);
    statsTable.add(btnAchievements);
    statsTable.row();
    lblHighScore = new Label("", hexpert.getSkin());
    statsTable.add(lblHighScore).colspan(3);

    btnGoldHex.getImageCell().expand().fill();
    btnAchievements.getImageCell().expand().fill();

    statsTable.setX(1650);
    statsTable.setY(885);

    getStage().addActor(statsTable);
}
 
开发者ID:MartensCedric,项目名称:Hexpert,代码行数:68,代码来源:LevelSelectScreen.java

示例9: setGLProgram

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
/**
 * Sets the shader program for this node
 *
 * Since v2.0, each rendering node must set its shader program.
 * It should be set in initialize phase.
 *
 * @param shaderProgram The shader program
 */
public void setGLProgram(ShaderProgram glprogram) {
	if (glprogram.isCompiled() == false) {
		throw new IllegalArgumentException("Error compiling shader: " + glprogram.getLog());
	}
	_shaderProgram = glprogram;
}
 
开发者ID:mingwuyun,项目名称:cocos2d-java,代码行数:15,代码来源:Node.java

示例10: compileShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
/**
 * Create a shader program from two Strings containing the code for the vertex and fragment shaders
 *
 * @param vertex   - the code of the vertex shader
 * @param fragment - the code of the fragment shader
 *
 * @return a compiled ShaderProgram
 *
 * @throws IllegalArgumentException if the shader failed to compile
 */
public static ShaderProgram compileShader(String vertex, String fragment) {
    ShaderProgram shader = new ShaderProgram(vertex, fragment);
    if (!shader.isCompiled()) throw new IllegalArgumentException("Error compiling shader: " + shader.getLog());
    return shader;
}
 
开发者ID:SergeySave,项目名称:SpaceGame,代码行数:16,代码来源:ShaderUtil.java


注:本文中的com.badlogic.gdx.graphics.glutils.ShaderProgram.getLog方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。