Class IndieGL
java.lang.Object
zombie.IndieGL
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Field Summary
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Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionstatic voidbindShader(Shader shader, Runnable invoke) static <T1,T2, T3, T4>
voidbindShader(Shader shader, T1 val1, T2 val2, T3 val3, T4 val4, Invokers.Params4.ICallback<T1, T2, T3, T4> invoker) static <T1,T2, T3> void bindShader(Shader shader, T1 val1, T2 val2, T3 val3, Invokers.Params3.ICallback<T1, T2, T3> invoker) static <T1,T2> void bindShader(Shader shader, T1 val1, T2 val2, Invokers.Params2.ICallback<T1, T2> invoker) static <T1> voidbindShader(Shader shader, T1 val1, Invokers.Params1.ICallback<T1> invoker) static voidstatic voidstatic voidstatic voidstatic voidstatic voidstatic voidstatic voidstatic voidstatic voidstatic voidstatic voidglAlphaFunc(int a, float b) static voidglAlphaFuncA(int a, float b) static voidstatic voidglBlendFunc(int a, int b) static voidglBlendFuncA(int a, int b) static voidglBlendFuncSeparate(int a, int b, int c, int d) static voidglClear(int a) static voidglClearA(int a) static voidglColorMask(boolean bln, boolean bln1, boolean bln2, boolean bln3) static voidglColorMaskA(boolean bln, boolean bln1, boolean bln2, boolean bln3) static voidstatic voidstatic voidglDepthFunc(int a) static voidglDepthMask(boolean b) static voidglDisable(int a) static voidglDisableA(int a) static voidstatic voidglDoStartFrame(int w, int h, float zoom, int player) static voidglDoStartFrame(int w, int h, float zoom, int player, boolean isTextFrame) static voidglEnable(int a) static voidglEnableA(int a) static voidstatic voidglStencilFunc(int a, int b, int c) static voidglStencilFuncA(int a, int b, int c) static voidglStencilMask(int a) static voidglStencilMaskA(int a) static voidglStencilOp(int a, int b, int c) static voidglStencilOpA(int a, int b, int c) static voidglTexParameteri(int a, int b, int c) static voidglTexParameteriActual(int glTexture2d, int glTextureMagFilter, int glLinear) static booleanstatic booleanstatic voidstatic voidpushShader(Shader shader) static voidpushShader(Shader shader, ShaderUniformSetter uniforms) static voidstatic voidshaderSetSamplerUnit(Shader shader, String loc, int textureUnit) static voidshaderSetValue(Shader shader, String loc, float val) static voidshaderSetValue(Shader shader, String loc, int val) static voidshaderSetValue(Shader shader, String loc, Vector2 val) static voidshaderSetValue(Shader shader, String loc, Vector3 val) static voidshaderSetVector2(Shader shader, String loc, float val_x, float val_y) static voidshaderSetVector3(Shader shader, String loc, float val_x, float val_y, float val_z) static voidshaderSetVector4(Shader shader, String loc, float val_x, float val_y, float val_z, float val_w) static voidShaderUpdate1f(int shaderID, int uniform, float uniformValue) static voidShaderUpdate1i(int shaderID, int uniform, int uniformValue) static voidShaderUpdate2f(int shaderID, int uniform, float value1, float value2) static voidShaderUpdate3f(int shaderID, int uniform, float value1, float value2, float value3) static voidShaderUpdate4f(int shaderID, int uniform, float value1, float value2, float value3, float value4) static voidStartShader(int ID) static voidStartShader(int ID, int playerIndex) static voidStartShader(int ID, int playerIndex, ShaderUniformSetter uniforms) static voidStartShader(int ID, ShaderUniformSetter uniforms) static voidStartShader(Shader shader) static voidStartShader(Shader shader, int playerIndex) static voidStartShader(Shader shader, int playerIndex, ShaderUniformSetter uniforms) static voidStartShader(Shader shader, ShaderUniformSetter uniforms)
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Field Details
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nCount
public static int nCount
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Constructor Details
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IndieGL
public IndieGL()
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Method Details
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glBlendFunc
public static void glBlendFunc(int a, int b) -
glBlendFuncSeparate
public static void glBlendFuncSeparate(int a, int b, int c, int d) -
restoreMainThreadValue_glBlendFuncSeparate
public static void restoreMainThreadValue_glBlendFuncSeparate() -
glDefaultBlendFunc
public static void glDefaultBlendFunc() -
glDefaultBlendFuncA
public static void glDefaultBlendFuncA() -
glDepthFunc
public static void glDepthFunc(int a) -
glDepthMask
public static void glDepthMask(boolean b) -
StartShader
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StartShader
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StartShader
public static void StartShader(int ID) -
StartShader
public static void StartShader(int ID, int playerIndex) -
StartShader
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StartShader
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StartShader
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StartShader
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EndShader
public static void EndShader() -
pushShader
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pushShader
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popShader
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bindShader
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bindShader
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bindShader
public static <T1,T2> void bindShader(Shader shader, T1 val1, T2 val2, Invokers.Params2.ICallback<T1, T2> invoker) -
bindShader
public static <T1,T2, void bindShaderT3> (Shader shader, T1 val1, T2 val2, T3 val3, Invokers.Params3.ICallback<T1, T2, T3> invoker) -
bindShader
public static <T1,T2, void bindShaderT3, T4> (Shader shader, T1 val1, T2 val2, T3 val3, T4 val4, Invokers.Params4.ICallback<T1, T2, T3, T4> invoker) -
shaderSetSamplerUnit
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shaderSetValue
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shaderSetValue
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shaderSetValue
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shaderSetValue
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shaderSetVector2
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shaderSetVector3
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shaderSetVector4
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ShaderUpdate1i
public static void ShaderUpdate1i(int shaderID, int uniform, int uniformValue) -
ShaderUpdate1f
public static void ShaderUpdate1f(int shaderID, int uniform, float uniformValue) -
ShaderUpdate2f
public static void ShaderUpdate2f(int shaderID, int uniform, float value1, float value2) -
ShaderUpdate3f
public static void ShaderUpdate3f(int shaderID, int uniform, float value1, float value2, float value3) -
ShaderUpdate4f
public static void ShaderUpdate4f(int shaderID, int uniform, float value1, float value2, float value3, float value4) -
glBlendFuncA
public static void glBlendFuncA(int a, int b) -
glEnable
public static void glEnable(int a) -
glDoStartFrame
public static void glDoStartFrame(int w, int h, float zoom, int player) -
glDoStartFrame
public static void glDoStartFrame(int w, int h, float zoom, int player, boolean isTextFrame) -
glDoEndFrame
public static void glDoEndFrame() -
glColorMask
public static void glColorMask(boolean bln, boolean bln1, boolean bln2, boolean bln3) -
glColorMaskA
public static void glColorMaskA(boolean bln, boolean bln1, boolean bln2, boolean bln3) -
glEnableA
public static void glEnableA(int a) -
glAlphaFunc
public static void glAlphaFunc(int a, float b) -
glAlphaFuncA
public static void glAlphaFuncA(int a, float b) -
glStencilFunc
public static void glStencilFunc(int a, int b, int c) -
glStencilFuncA
public static void glStencilFuncA(int a, int b, int c) -
glStencilOp
public static void glStencilOp(int a, int b, int c) -
glStencilOpA
public static void glStencilOpA(int a, int b, int c) -
glTexParameteri
public static void glTexParameteri(int a, int b, int c) -
glTexParameteriActual
public static void glTexParameteriActual(int glTexture2d, int glTextureMagFilter, int glLinear) -
glStencilMask
public static void glStencilMask(int a) -
glStencilMaskA
public static void glStencilMaskA(int a) -
glDisable
public static void glDisable(int a) -
glClear
public static void glClear(int a) -
glClearA
public static void glClearA(int a) -
glDisableA
public static void glDisableA(int a) -
glLoadIdentity
public static void glLoadIdentity() -
glBind
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enableAlphaTest
public static void enableAlphaTest() -
disableAlphaTest
public static void disableAlphaTest() -
enableBlend
public static void enableBlend() -
disableBlend
public static void disableBlend() -
enableDepthTest
public static void enableDepthTest() -
disableDepthTest
public static void disableDepthTest() -
enableScissorTest
public static void enableScissorTest() -
disableScissorTest
public static void disableScissorTest() -
enableStencilTest
public static void enableStencilTest() -
disableStencilTest
public static void disableStencilTest() -
isMaxZoomLevel
public static boolean isMaxZoomLevel() -
isMinZoomLevel
public static boolean isMinZoomLevel()
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