Example usage for com.badlogic.gdx.graphics.glutils ShaderProgram pedantic

List of usage examples for com.badlogic.gdx.graphics.glutils ShaderProgram pedantic

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.glutils ShaderProgram pedantic.

Prototype

boolean pedantic

To view the source code for com.badlogic.gdx.graphics.glutils ShaderProgram pedantic.

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Document

flag indicating whether attributes & uniforms must be present at all times

Usage

From source file:airfoil.Main.java

License:Open Source License

@Override
public void create() {

    Gdx.input.setInputProcessor(this);

    ShaderProgram.pedantic = false;
    this.bodyShader = new ShaderProgram(Gdx.files.internal("data/shaders/body.vert.glsl").readString(),
            Gdx.files.internal("data/shaders/body.frag.glsl").readString());

    this.alive = this.bodyShader.isCompiled();
    if (!this.alive) {
        Gdx.app.error(Main.Title, "Error compiling body shader " + this.bodyShader.getLog());
        Gdx.app.exit();//  www. j  a v  a 2  s . c om
    } else {
        this.axesShader = new ShaderProgram(Gdx.files.internal("data/shaders/axes.vert.glsl").readString(),
                Gdx.files.internal("data/shaders/axes.frag.glsl").readString());

        this.alive = this.axesShader.isCompiled();
        if (!this.alive) {
            Gdx.app.error(Main.Title, "Error compiling axes shader " + this.axesShader.getLog());
            Gdx.app.exit();
        }
    }
}

From source file:com.bitfire.utils.ShaderLoader.java

License:Apache License

public static ShaderProgram fromString(String vertex, String fragment, String vertexName, String fragmentName,
        String defines) {//from w ww. j  av  a 2s  .co m
    ShaderProgram.pedantic = ShaderLoader.Pedantic;
    ShaderProgram shader = new ShaderProgram(defines + "\n" + vertex, defines + "\n" + fragment);
    if (!shader.isCompiled()) {
        Gdx.app.error("ShaderLoader", shader.getLog());
        Gdx.app.exit();
    } else {
        if (defines != null && defines.length() > 0) {
            Gdx.app.log("ShaderLoader",
                    vertexName + "/" + fragmentName + " compiled w/ (" + defines.replace("\n", ", ") + ")");
        } else {
            Gdx.app.log("ShaderLoader", vertexName + "/" + fragmentName + " compiled!");
        }
    }

    return shader;
}

From source file:com.blastedstudios.ledge.ui.postprocessing.utils.ShaderLoader.java

License:Apache License

public static ShaderProgram fromString(String vertex, String fragment, String vertexName, String fragmentName,
        String defines) {// w  w  w.j a  va 2 s  . c  o  m
    ShaderProgram.pedantic = ShaderLoader.Pedantic;
    ShaderProgram shader = new ShaderProgram(defines + "\n" + vertex, defines + "\n" + fragment);

    if (!shader.isCompiled()) {
        Log.error("ShaderLoader", shader.getLog());
        System.exit(-1);
    }

    return shader;
}

From source file:com.gamejolt.mikykr5.ceidecpong.GameCore.java

License:Open Source License

@Override
public void create() {
    AsyncAssetLoader loader = AsyncAssetLoader.getInstance();

    // Set up rendering fields and settings.
    ShaderProgram.pedantic = false; // Not passing all variables to a shader will not close the game.
    batch = new SpriteBatch();
    batch.enableBlending();//from w w w .  ja  va 2 s  .  c o  m
    batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    pixelPerfectCamera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());

    // Prepare the fading effect.
    Pixmap pixmap = new Pixmap(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), Format.RGBA4444);
    pixmap.setColor(0, 0, 0, 1);
    pixmap.fill();
    fadeTexture = new Texture(pixmap);
    pixmap.dispose();

    // Create the initial interpolators and start with a fade in effect.
    alpha = new MutableFloat(1.0f);
    fadeOut = Tween.to(alpha, 0, 0.5f).target(1.0f).ease(TweenEquations.easeInQuint);
    fadeIn = Tween.to(alpha, 0, 2.5f).target(0.0f).ease(TweenEquations.easeInQuint);
    fadeIn.start();
    fading = true;

    // Create application states.
    states = new BaseState[game_states_t.getNumStates()];

    try {
        states[game_states_t.LOGO_SCREEN.getValue()] = new LogoScreenState(this);
        states[game_states_t.MAIN_MENU.getValue()] = new MainMenuState(this);
        states[game_states_t.IN_GAME.getValue()] = new InGameState(this);
        states[game_states_t.LOADING.getValue()] = new LoadingState(this);
        states[game_states_t.QUIT.getValue()] = null;
    } catch (IllegalArgumentException e) {
        Gdx.app.error(TAG, CLASS_NAME + ".create(): Illegal argument caught creating states: ", e);
        System.exit(1);
        return;
    }

    // Register every state as an AssetsLoadedListener if the state implements the interface.
    for (BaseState state : states) {
        if (state != null && state instanceof AssetsLoadedListener)
            loader.addListener((AssetsLoadedListener) state);
    }
    AsyncAssetLoader.freeInstance();
    loader = null;

    // Set the initial current and next states.
    currState = game_states_t.LOGO_SCREEN;
    nextState = null;
    this.setScreen(states[currState.getValue()]);

    // Set log level
    if (ProjectConstants.DEBUG) {
        Gdx.app.setLogLevel(Application.LOG_DEBUG);
    } else {
        Gdx.app.setLogLevel(Application.LOG_NONE);
    }
}

From source file:com.github.unluckyninja.mousekiller.MainMenu.java

License:Open Source License

public MainMenu(MouseKiller mk, SpriteBatch batch) {
    this.mk = mk;
    bgm = Gdx.audio.newMusic(Gdx.files.internal("HeyThere1.ogg"));
    bgm.setLooping(true);// w ww  .  java 2  s  .  co m
    camera = new OrthographicCamera();
    stage = new Stage(MouseKiller.width, MouseKiller.height, true, mk.batch);

    bodyDef.position.set(20, 20);
    bodyDef.type = BodyDef.BodyType.KinematicBody;
    bodyDef.linearDamping = 0;
    box.setAsBox(2, 2);

    ShaderProgram.pedantic = false;

}

From source file:com.kotcrab.vis.editor.module.project.ShaderCacheModule.java

License:Apache License

@Override
public void init() {
    watcherModule.addListener(this);
    ShaderProgram.pedantic = false;
    reloadShaders(false);
}

From source file:com.kotcrab.vis.runtime.util.ShaderLoader.java

License:Apache License

public ShaderLoader(FileHandleResolver resolver) {
    super(resolver);
    ShaderProgram.pedantic = false;
}

From source file:com.kotcrab.vis.ui.widget.color.BasicColorPicker.java

License:Apache License

@Override
public void draw(Batch batch, float parentAlpha) {
    boolean wasPedantic = ShaderProgram.pedantic;
    ShaderProgram.pedantic = false;//w  w  w  .jav a 2 s  . c  o  m
    super.draw(batch, parentAlpha);
    ShaderProgram.pedantic = wasPedantic;
}

From source file:com.lum.scram.utils.ShaderLoader.java

License:Apache License

public static ShaderProgram fromString(String vertex, String fragment, String vertexName, String fragmentName,
        String defines) {/*from ww  w  .  j  ava  2  s .c  om*/
    ShaderProgram.pedantic = ShaderLoader.Pedantic;
    ShaderProgram shader = new ShaderProgram(defines + "\n" + vertex, defines + "\n" + fragment);

    if (!shader.isCompiled()) {
        Gdx.app.error("ShaderLoader", shader.getLog());
        System.exit(-1);
    }

    return shader;
}

From source file:com.lyeeedar.Roguelike3D.Graphics.Models.SkyBox.java

License:Open Source License

public SkyBox(String texture) {

    this.texture[0] = new Pixmap(Gdx.files.internal("data/textures/" + texture + "_px.png"));
    this.texture[1] = new Pixmap(Gdx.files.internal("data/textures/" + texture + "_nx.png"));
    this.texture[2] = new Pixmap(Gdx.files.internal("data/textures/" + texture + "_py.png"));
    this.texture[3] = new Pixmap(Gdx.files.internal("data/textures/" + texture + "_ny.png"));
    this.texture[4] = new Pixmap(Gdx.files.internal("data/textures/" + texture + "_pz.png"));
    this.texture[5] = new Pixmap(Gdx.files.internal("data/textures/" + texture + "_nz.png"));

    IntBuffer buffer = BufferUtils.newIntBuffer(1);
    buffer.position(0);//from www  . ja  v a  2 s .c om
    buffer.limit(buffer.capacity());
    Gdx.gl20.glGenTextures(1, buffer);
    textureId = buffer.get(0);

    Gdx.gl20.glActiveTexture(SKYBOX_TEXTURE_ACTIVE_UNIT);
    Gdx.gl20.glBindTexture(GL20.GL_TEXTURE_CUBE_MAP, textureId);

    for (int i = 0; i < 6; i++) {
        glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, this.texture[i]);
    }

    float[] vertices = { -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
            -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, };

    for (int i = 0; i < vertices.length; i++) {
        vertices[i] *= 10;
    }

    short[] indices = { 0, 1, 2, 3, 7, 1, 5, 4, 7, 6, 2, 4, 0, 1 };

    mesh = new Mesh(true, 24, 14, new VertexAttribute(Usage.Position, 3, "a_position"));

    mesh.setVertices(vertices);
    mesh.setIndices(indices);

    final String vertexShader = Gdx.files.internal("data/shaders/model/skybox.vertex.glsl").readString();
    final String fragmentShader = Gdx.files.internal("data/shaders/model/skybox.fragment.glsl").readString();
    ShaderProgram.pedantic = true;
    shader = new ShaderProgram(vertexShader, fragmentShader);

    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST);
    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_NEAREST);

    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE);
    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE);

}