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Java ShaderProgram.isCompiled方法代码示例

本文整理汇总了Java中com.badlogic.gdx.graphics.glutils.ShaderProgram.isCompiled方法的典型用法代码示例。如果您正苦于以下问题:Java ShaderProgram.isCompiled方法的具体用法?Java ShaderProgram.isCompiled怎么用?Java ShaderProgram.isCompiled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.isCompiled方法的15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: loadShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public ShaderProgram loadShader(String vsFilePath)
{
	if(!Game.isSupportOpenGL20)
		return null;
	
	String fsProcess = vsFilePath.substring(0, vsFilePath.length()-7);
	fsProcess += "fs.glsl";
	ShaderProgram shader = new ShaderProgram(Gdx.files.internal(vsFilePath),
			Gdx.files.internal(fsProcess));
	
	if(shader.isCompiled())
		return shader;
	else
		throw new GdxRuntimeException("Cannot compile the shader");
}
 
开发者ID:game-libgdx-unity,项目名称:GDX-Engine,代码行数:17,代码来源:DefaultGameAsset.java

示例2: preRender

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
/**
 * Call right before starting render stage of Scene 3D
 */
protected void preRender() {
	//Create default member for managers if the managers don't have any member. 
	if(camera.count() == 0)
	{
		camera.add("default", new FreeCamera(70, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), new Vector3(0, 5, 5), 0,135));
		camera.setActiveCamera("default");
	}
	if(light.count() == 0 && Game.isSupportOpenGL20)
	{
		light.addBaseLight("default", new DirectionLight(new Vector3(1, 1, 1), new Vector3(1, 1, -1)));
	}
	if(shader.count() == 0 && Game.isSupportOpenGL20)
	{
		String vs = loadShaderFile("effect/default-vs.glsl");
		String fs = loadShaderFile("effect/default-fs.glsl");
		ShaderProgram s = new ShaderProgram(vs , fs);
		if(!s.isCompiled())
		{
			throw new GdxRuntimeException("Cannot compile default shader");
		}
		shader.add("default", s);
		shader.setActiveShader("default");
	}
}
 
开发者ID:game-libgdx-unity,项目名称:GDX-Engine,代码行数:28,代码来源:BaseGameScene3D.java

示例3: getShaderIf

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
private void getShaderIf(int shader, Renderable renderable, boolean fogFlag, boolean aoFlag) {
	if (shaders[shader] == null) {
		if (shader == 0) {
			shaders[shader] = new CubesShader(renderable);
		} else {
			ArrayList<Feature> f = new ArrayList<Feature>();
			if (fogFlag)
				f.add(new FogFeature());
			if (aoFlag)
				f.add(new AmbientOcclusionFeature());
			shaders[shader] = new FeatureShader(renderable, f);
		}

		ShaderProgram program = shaders[shader].program;
		if (!program.isCompiled()) {
			Log.error("Failed to compile shader");
			Log.error("Shader log: \n" + program.getLog());
			Log.error("Fragment shader source: \n" + program.getFragmentShaderSource());
			Log.error("Vertex shader source: \n" + program.getVertexShaderSource());
			throw new CubesException("Failed to compile shader");
		}

		shaders[shader].init();
	}
}
 
开发者ID:RedTroop,项目名称:Cubes_2,代码行数:26,代码来源:WorldShaderProvider.java

示例4: 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5: 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6: createShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
static final public ShaderProgram createShader(String vertexName,
		String fragmentName) {

	/*String vertexShader = Gdx.files.classpath(
			"bloom/bloomshaders/" + vertexName
					+ ".vertex.glsl").readString();
	String fragmentShader = Gdx.files.classpath(
			"bloom/bloomshaders/" + fragmentName
					+ ".fragment.glsl").readString();*/
     String vertexShader = Gdx.files.internal(
            "data/bloomshaders/" + vertexName
                   + ".vertex.glsl").readString();
     String fragmentShader = Gdx.files.internal(
            "data/bloomshaders/" + fragmentName
                   + ".fragment.glsl").readString();
	ShaderProgram.pedantic = false;
	ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);
	if (!shader.isCompiled()) {
		System.out.println(shader.getLog());
		Gdx.app.exit();
	} else
		Gdx.app.log("shader compiled", shader.getLog());
	return shader;
}
 
开发者ID:unlimitedggames,项目名称:gdxjam-ugg,代码行数:25,代码来源:BloomShaderLoader.java

示例7: init

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
/** Adds GLES specifics (if needed) and compiles shaders.
 * 
 * @param key - shader identifier
 * @param vert - vertex shader source
 * @param frag - fragment shader source
 * @return whether the shaders compiled correctly */
protected boolean init (String key, String vert, String frag) {
	if (frag == null || vert == null)
		return false;
	frag = appendGLESPrecisions(frag);
	vert = appendGLESPrecisions(vert);
	sourcesVert.put(key, vert);
	sourcesFrag.put(key, frag);
	ShaderProgram sp = new ShaderProgram(vert, frag);
	if (!sp.isCompiled()) {
		Gdx.app.log("ShaderManager", "Error while loading shader '" + key + "':\n" + sp.getLog());
		Gdx.app.log("ShaderManager", "--------------------------------");
		Gdx.app.log("ShaderManager", "Vertex shader source: \n" + vert);
		Gdx.app.log("ShaderManager", "--------------------------------");
		Gdx.app.log("ShaderManager", "Fragment shader source: \n" + frag);
		Gdx.app.log("ShaderManager", "--------------------------------");
		return false;
	}
	shaders.put(key, sp);
	Gdx.app.log("ShaderManager", "Shader '" + key + "' loaded");
	return true;
}
 
开发者ID:Quexten,项目名称:RavTech,代码行数:28,代码来源:ShaderManager.java

示例8: 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9: 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10: create

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public void create() {
	//Load UI
	gameHud = new GameHud(this, world);

	ShaderProgram.pedantic = false;
	program = new ShaderProgram(Gdx.files.internal("shaders/sepia.vsh"), Gdx.files.internal("shaders/sepia.fsh"));
	
	if (!program.isCompiled()) {
		System.out.println(program.getLog());
	}
	
	camera = new OrthoCamera();
	Timer.startGameTime();
	resize(Settings.getWidth(), Settings.getHeight());
}
 
开发者ID:jmrapp1,项目名称:TerraLegion,代码行数:17,代码来源:GameScreen.java

示例11: Planet

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
public Planet(Sprite sprite, Pixmap pixmap, int direction) {
    super(sprite);
    this.pixmap = pixmap;
    this.direction = direction;

    rotationSpeed = 1/50f;
    radius = sprite.getWidth()/2;

    planetShader = new ShaderProgram(Gdx.files.internal("shaders/planet.vsh"), Gdx.files.internal("shaders/planet.fsh"));
    if(!planetShader.isCompiled()) {
        Gdx.app.error("Planet Shader Error", "\n" + planetShader.getLog());
    }
}
 
开发者ID:ZKasica,项目名称:Planet-Generator,代码行数:14,代码来源:Planet.java

示例12: getShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public Shader getShader(Renderable renderable) {
  int shader = 0;

  boolean fogFlag = Settings.getBooleanSettingValue(Settings.GRAPHICS_FOG);
  if (renderable.userData instanceof RenderingSettings) fogFlag &= ((RenderingSettings) renderable.userData).fogEnabled;
  if (fogFlag) shader |= FEATURE_FOG;

  boolean aoFlag = renderable.meshPart.mesh.getVertexAttributes() == CubesVertexAttributes.VERTEX_ATTRIBUTES_AO;
  if (aoFlag) shader |= FEATURE_AO;

  if (shaders[shader] == null) {
    if (shader == 0) {
      shaders[shader] = new CubesShader(renderable);
    } else {
      ArrayList<Feature> f = new ArrayList<Feature>();
      if (fogFlag) f.add(new FogFeature());
      if (aoFlag) f.add(new AmbientOcclusionFeature());
      shaders[shader] = new FeatureShader(renderable, f);
    }

    ShaderProgram program = shaders[shader].program;
    if (!program.isCompiled()) {
      Log.error("Failed to compile shader");
      Log.error("Shader log: \n" + program.getLog());
      Log.error("Fragment shader source: \n" + program.getFragmentShaderSource());
      Log.error("Vertex shader source: \n" + program.getVertexShaderSource());
      throw new CubesException("Failed to compile shader");
    }
    shaders[shader].init();
  }
  return shaders[shader];
}
 
开发者ID:RedTroop,项目名称:Cubes,代码行数:34,代码来源:WorldShaderProvider.java

示例13: 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14: createShadowShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
static final public ShaderProgram createShadowShader() {
	final String vertexShader = "attribute vec4 a_position;\n" //
			+ "attribute vec2 a_texCoord;\n" //
			+ "varying vec2 v_texCoords;\n" //
			+ "\n" //
			+ "void main()\n" //
			+ "{\n" //
			+ "   v_texCoords = a_texCoord;\n" //
			+ "   gl_Position = a_position;\n" //
			+ "}\n";
	
	final String fragmentShader = "#ifdef GL_ES\n" //
		+ "precision lowp float;\n" //
		+ "#define MED mediump\n"
		+ "#else\n"
		+ "#define MED \n"
		+ "#endif\n" //
			+ "varying MED vec2 v_texCoords;\n" //
			+ "uniform sampler2D u_texture;\n" //
			+ "void main()\n"//
			+ "{\n" //
			+ "gl_FragColor = texture2D(u_texture, v_texCoords);\n"				
			+ "}\n";
	ShaderProgram.pedantic = false;
	ShaderProgram woShadowShader = new ShaderProgram(vertexShader,
			fragmentShader);
	if (woShadowShader.isCompiled() == false) {
		Gdx.app.log("ERROR", woShadowShader.getLog());

	}

	return woShadowShader;
}
 
开发者ID:mganzarcik,项目名称:fabulae,代码行数:34,代码来源:WithoutShadowShader.java

示例15: createLightShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
static final public ShaderProgram createLightShader() {
	String gamma = ""; 
	if (RayHandler.getGammaCorrection())
		gamma = "sqrt";
	
	final String vertexShader = 
			"attribute vec4 vertex_positions;\n" //
			+ "attribute vec4 quad_colors;\n" //
			+ "attribute float s;\n"
			+ "uniform mat4 u_projTrans;\n" //
			+ "varying vec4 v_color;\n" //				
			+ "void main()\n" //
			+ "{\n" //
			+ "   v_color = s * quad_colors;\n" //				
			+ "   gl_Position =  u_projTrans * vertex_positions;\n" //
			+ "}\n";
	final String fragmentShader = "#ifdef GL_ES\n" //
		+ "precision lowp float;\n" //
		+ "#define MED mediump\n"
		+ "#else\n"
		+ "#define MED \n"
		+ "#endif\n" //
			+ "varying vec4 v_color;\n" //
			+ "void main()\n"//
			+ "{\n" //
			+ "  gl_FragColor = "+gamma+"(v_color);\n" //
			+ "}";

	ShaderProgram.pedantic = false;
	ShaderProgram lightShader = new ShaderProgram(vertexShader,
			fragmentShader);
	if (lightShader.isCompiled() == false) {
		Gdx.app.log("ERROR", lightShader.getLog());
	}

	return lightShader;
}
 
开发者ID:mganzarcik,项目名称:fabulae,代码行数:38,代码来源:LightShader.java


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