Class LJ_GDX_graphics_g3d.Shader_O.LIP

java.lang.Object
com.prineside.luaj.mapping.InterfaceProxy
com.prineside.luaj.mapping.parts.LJ_GDX_graphics_g3d.Shader_O.LIP
All Implemented Interfaces:
com.badlogic.gdx.graphics.g3d.Shader, com.badlogic.gdx.utils.Disposable, com.esotericsoftware.kryo.KryoSerializable
Enclosing class:
LJ_GDX_graphics_g3d.Shader_O

public static class LJ_GDX_graphics_g3d.Shader_O.LIP extends InterfaceProxy implements com.badlogic.gdx.graphics.g3d.Shader
  • Field Summary

    Fields inherited from class com.prineside.luaj.mapping.InterfaceProxy

    luaObj
  • Method Summary

    Modifier and Type
    Method
    Description
    void
    begin(com.badlogic.gdx.graphics.Camera p1, com.badlogic.gdx.graphics.g3d.utils.RenderContext p2)
    Initializes the context for exclusive rendering by this shader.
    boolean
    canRender(com.badlogic.gdx.graphics.g3d.Renderable p1)
    Checks whether this shader is intended to render the Renderable.
    int
    compareTo(com.badlogic.gdx.graphics.g3d.Shader p1)
    Compare this shader against the other, used for sorting, light weight shaders are rendered first.
    void
    Releases all resources of this object.
    void
    end()
    Cleanup the context so other shaders can render.
    void
    Initializes the Shader, must be called before the Shader can be used.
    void
    render(com.badlogic.gdx.graphics.g3d.Renderable p1)
    Renders the Renderable, must be called between Shader.begin(Camera, RenderContext) and Shader.end().

    Methods inherited from class com.prineside.luaj.mapping.InterfaceProxy

    getLuaObj, read, write

    Methods inherited from class java.lang.Object

    clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
  • Method Details

    • begin

      public void begin(com.badlogic.gdx.graphics.Camera p1, com.badlogic.gdx.graphics.g3d.utils.RenderContext p2)
      Description copied from interface: com.badlogic.gdx.graphics.g3d.Shader
      Initializes the context for exclusive rendering by this shader. Use the Shader.render(Renderable) method to render a Renderable. When done rendering the Shader.end() method must be called.
      Specified by:
      begin in interface com.badlogic.gdx.graphics.g3d.Shader
      Parameters:
      p1 - The camera to use when rendering
      p2 - The context to be used, which must be exclusive available for the shader until the call to the Shader.end() method.
    • canRender

      public boolean canRender(com.badlogic.gdx.graphics.g3d.Renderable p1)
      Description copied from interface: com.badlogic.gdx.graphics.g3d.Shader
      Checks whether this shader is intended to render the Renderable. Use this to make sure a call to the Shader.render(Renderable) method will succeed. This is expected to be a fast, non-blocking method. Note that this method will only return true if it is intended to be used. Even when it returns false the Shader might still be capable of rendering, but it's not preferred to do so.
      Specified by:
      canRender in interface com.badlogic.gdx.graphics.g3d.Shader
      Parameters:
      p1 - The renderable to check against this shader.
      Returns:
      true if this shader is intended to render the Renderable, false otherwise.
    • compareTo

      public int compareTo(com.badlogic.gdx.graphics.g3d.Shader p1)
      Description copied from interface: com.badlogic.gdx.graphics.g3d.Shader
      Compare this shader against the other, used for sorting, light weight shaders are rendered first.
      Specified by:
      compareTo in interface com.badlogic.gdx.graphics.g3d.Shader
    • dispose

      public void dispose()
      Description copied from interface: com.badlogic.gdx.utils.Disposable
      Releases all resources of this object.
      Specified by:
      dispose in interface com.badlogic.gdx.utils.Disposable
    • end

      public void end()
      Description copied from interface: com.badlogic.gdx.graphics.g3d.Shader
      Cleanup the context so other shaders can render. Must be called when done rendering using the Shader.render(Renderable) method, which must be preceded by a call to Shader.begin(Camera, RenderContext). After a call to this method an call to the Shader.render(Renderable) method will fail until the Shader.begin(Camera, RenderContext) is called.
      Specified by:
      end in interface com.badlogic.gdx.graphics.g3d.Shader
    • init

      public void init()
      Description copied from interface: com.badlogic.gdx.graphics.g3d.Shader
      Initializes the Shader, must be called before the Shader can be used. This typically compiles a ShaderProgram, fetches uniform locations and performs other preparations for usage of the Shader.
      Specified by:
      init in interface com.badlogic.gdx.graphics.g3d.Shader
    • render

      public void render(com.badlogic.gdx.graphics.g3d.Renderable p1)
      Description copied from interface: com.badlogic.gdx.graphics.g3d.Shader
      Renders the Renderable, must be called between Shader.begin(Camera, RenderContext) and Shader.end(). The Shader instance might not be able to render every type of Renderables. Use the Shader.canRender(Renderable) method to check if the Shader is capable of rendering a specific Renderable.
      Specified by:
      render in interface com.badlogic.gdx.graphics.g3d.Shader
      Parameters:
      p1 - The renderable to render, all required fields (e.g. Renderable.material and others) must be set. The Renderable.shader field will be ignored.