public class ModelShaderProgram extends MyShaderProgram
| 限定符和类型 | 字段和说明 |
|---|---|
int |
location_uniform_u_color |
int |
location_uniform_u_EyePos |
int |
location_uniform_u_specularLightColor |
int |
location_uniform_u_specularMaterial |
location_attrib_TextureCoordinates, location_uniform_ambientLightColor, location_uniform_ambientMaterial, location_uniform_diffuseLightColor, location_uniform_diffuseMaterial, location_uniform_enableTexture, location_uniform_lightPos, location_uniform_modelMatrix, location_uniform_normalMatrix, location_uniform_projectionMatrix, location_uniform_u_TextureUnit, location_uniform_viewMatrixA_COLOR_LOCATION, A_NORMAL_LOCATION, A_POSITION, aColorAttributeLocation, aPositionAttributeLocation, location_uniform_Opacity, normalAttributeLocation, program, U_OPACITY| 构造器和说明 |
|---|
ModelShaderProgram(java.lang.String vertexCode,
java.lang.String fragmentCode) |
| 限定符和类型 | 方法和说明 |
|---|---|
void |
pushLightUniforms(GLContext glContext,
ParallelLight parallelLight) |
void |
setModelMatrix(Mat4 modelMatrix) |
void |
setMtlKa(float[] ka)
阴影色
既环境光
|
void |
setMtlKd(float[] kd)
固有颜色
|
void |
setProjectionViewMatrix(Mat4 projectionMatrix,
Mat4 viewMatrix) |
void |
setSpecularLightColor(float[] specularLightColor) |
void |
setTexture(int map_kd_textureId)
这里只是使用 kd的贴图 即只使用固有纹理贴图,map_Kd。
|
setEnableTexture, setUniformsdelete, setOpacity, useProgrampublic int location_uniform_u_color
public int location_uniform_u_EyePos
public int location_uniform_u_specularLightColor
public int location_uniform_u_specularMaterial
public ModelShaderProgram(java.lang.String vertexCode,
java.lang.String fragmentCode)
public void pushLightUniforms(GLContext glContext, ParallelLight parallelLight)
public void setModelMatrix(Mat4 modelMatrix)
public void setTexture(int map_kd_textureId)
map_kd_textureId - public void setMtlKa(float[] ka)
public void setMtlKd(float[] kd)
public void setSpecularLightColor(float[] specularLightColor)