open class GlTextureProgram : GlProgram
Base implementation for a GlProgram that draws textures.
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")GlTextureProgram(handle: Int, ownsHandle: Boolean, vertexPositionName: String, vertexMvpMatrixName: String, textureCoordsName: String?, textureTransformName: String?)
Base implementation for a GlProgram that draws textures. |
var texture: GlTexture?
If not null, GlTextureProgram will care about the texture lifecycle: binding, unbinding and destroying. |
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var textureTransform: FloatArray |
val handle: Int |
open fun computeTextureCoordinate(vertex: Int, drawable: Gl2dDrawable, value: Float, min: Float, max: Float, horizontal: Boolean): Float |
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open fun onPostDraw(drawable: GlDrawable): Unit |
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open fun onPreDraw(drawable: GlDrawable, modelViewProjectionMatrix: FloatArray): Unit |
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open fun release(): Unit |
fun draw(drawable: GlDrawable, modelViewProjectionMatrix: FloatArray = drawable.modelMatrix): Unit |
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fun getAttribHandle(name: String): GlProgramLocation |
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fun getUniformHandle(name: String): GlProgramLocation |
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open fun onDraw(drawable: GlDrawable): Unit |
const val SIMPLE_FRAGMENT_SHADER: String |
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const val SIMPLE_VERTEX_SHADER: String |