open class GlTextureProgram : GlProgram
Base implementation for a GlProgram that draws textures.
<init> |
GlTextureProgram(vertexShader: String = SIMPLE_VERTEX_SHADER, fragmentShader: String = SIMPLE_FRAGMENT_SHADER, vertexPositionName: String = "aPosition", vertexMvpMatrixName: String = "uMVPMatrix", textureCoordsName: String? = "aTextureCoord", textureTransformName: String? = "uTexMatrix")GlTextureProgram(handle: Int, vertexPositionName: String = "aPosition", vertexMvpMatrixName: String = "uMVPMatrix", textureCoordsName: String? = "aTextureCoord", textureTransformName: String? = "uTexMatrix")
Base implementation for a GlProgram that draws textures. GlTextureProgram(handle: Int, ownsHandle: Boolean, vertexPositionName: String, vertexMvpMatrixName: String, textureCoordsName: String?, textureTransformName: String?) |
texture |
If not null, GlTextureProgram will care about the texture lifecycle: binding, unbinding and destroying. var texture: GlTexture? |
textureTransform |
var textureTransform: FloatArray |
computeTextureCoordinate |
open fun computeTextureCoordinate(vertex: Int, drawable: Gl2dDrawable, value: Float, min: Float, max: Float, horizontal: Boolean): Float |
onPostDraw |
open fun onPostDraw(drawable: GlDrawable): Unit |
onPreDraw |
open fun onPreDraw(drawable: GlDrawable, modelViewProjectionMatrix: FloatArray): Unit |
release |
open fun release(): Unit |
SIMPLE_FRAGMENT_SHADER |
const val SIMPLE_FRAGMENT_SHADER: String |
SIMPLE_VERTEX_SHADER |
const val SIMPLE_VERTEX_SHADER: String |
use |
fun GlBindable.use(block: () -> Unit): Unit |