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authorSven Gothel <[email protected]>2012-04-16 01:38:49 +0200
committerSven Gothel <[email protected]>2012-04-16 01:38:49 +0200
commit62e5686fb583ad991d5811baf242d40d21952e27 (patch)
tree6bf20b4f0422c1c6e5cdf7843d9ef4e03e08d83b /src/jogl/classes/jogamp/opengl/util/glsl
parent131c40a80427d5e35824ad41da375edd4792fb60 (diff)
API Change ShaderCode/ShaderUtil: Enable optional mutable shader source / generalize shader source storage type to CharSequence[]
Benefits: - Allows code injection and general shader source editing (before compilation) - Uses mutable StringBuilder only if editing is intended, hence reduces memory footprint and String conversion at compilation in such case. - ShaderCode.create(..) factory methods add nw attribute 'mutableStringBuilder' if true method returns a mutable StringBuilder instance which can be edited later on at the costs of a String conversion when passing to 'glShaderSource(int, int, String[], IntBuffer)'. If <code>false</code> method returns an immutable <code>String</code> instance, which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)} at no additional costs. - New 'edit' methods in ShaderCode: ' - int insertShaderSource(int shaderIdx, String tag, int fromIndex, CharSequence data); - int insertShaderSource(int shaderIdx, int position, CharSequence data);
Diffstat (limited to 'src/jogl/classes/jogamp/opengl/util/glsl')
-rw-r--r--src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java
index 41a694e9e..bfe2e13c2 100644
--- a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java
+++ b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java
@@ -409,17 +409,17 @@ public class FixedFuncPipeline {
this.shaderState.setVerbose(verbose);
ShaderCode vertexColor, vertexColorLight, fragmentColor, fragmentColorTexture;
- vertexColor = ShaderCode.create( gl, gl.GL_VERTEX_SHADER, 1, shaderRootClass,
- shaderSrcRoot, shaderBinRoot, vertexColorFile);
+ vertexColor = ShaderCode.create( gl, gl.GL_VERTEX_SHADER, shaderRootClass, shaderSrcRoot,
+ shaderBinRoot, vertexColorFile, false);
- vertexColorLight = ShaderCode.create( gl, gl.GL_VERTEX_SHADER, 1, shaderRootClass,
- shaderSrcRoot, shaderBinRoot, vertexColorLightFile);
+ vertexColorLight = ShaderCode.create( gl, gl.GL_VERTEX_SHADER, shaderRootClass, shaderSrcRoot,
+ shaderBinRoot, vertexColorLightFile, false);
- fragmentColor = ShaderCode.create( gl, gl.GL_FRAGMENT_SHADER, 1, shaderRootClass,
- shaderSrcRoot, shaderBinRoot, fragmentColorFile);
+ fragmentColor = ShaderCode.create( gl, gl.GL_FRAGMENT_SHADER, shaderRootClass, shaderSrcRoot,
+ shaderBinRoot, fragmentColorFile, false);
- fragmentColorTexture = ShaderCode.create( gl, gl.GL_FRAGMENT_SHADER, 1, shaderRootClass,
- shaderSrcRoot, shaderBinRoot, fragmentColorTextureFile);
+ fragmentColorTexture = ShaderCode.create( gl, gl.GL_FRAGMENT_SHADER, shaderRootClass, shaderSrcRoot,
+ shaderBinRoot, fragmentColorTextureFile, false);
shaderProgramColor = new ShaderProgram();
shaderProgramColor.add(vertexColor);