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authorHarvey Harrison <[email protected]>2013-10-17 22:27:27 -0700
committerHarvey Harrison <[email protected]>2013-10-17 22:27:27 -0700
commit5e9c02bce7b241a0bf95c8abca9a91cd25e51ed3 (patch)
tree78e913afc74a64e519d69dfb9aa886dd41ec16ed /src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java
parent2ebf1bf35928e35ded6e38df64dee7aa578ae3c7 (diff)
jogl: remove all trailing whitespace
Signed-off-by: Harvey Harrison <[email protected]>
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java232
1 files changed, 116 insertions, 116 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java
index 8e7781f07..f60cb6088 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java
@@ -48,21 +48,21 @@ import com.jogamp.opengl.util.GLArrayDataEditable;
* while updating the attribute and uniform locations when switching.
* <p>
* This allows seamless switching of programs using <i>almost</i> same data
- * but performing different artifacts.
+ * but performing different artifacts.
* </p>
* <p>
* A {@link #useProgram(GL2ES2, boolean) used} ShaderState is attached to the current GL context
* and can be retrieved via {@link #getShaderState(GL)}.
* </p>
*/
-public class ShaderState {
+public class ShaderState {
public static final boolean DEBUG;
-
+
static {
Debug.initSingleton();
DEBUG = Debug.isPropertyDefined("jogl.debug.GLSLState", true);
}
-
+
public ShaderState() {
}
@@ -80,7 +80,7 @@ public class ShaderState {
/**
* Attach user object for the given name to this ShaderState.
* Returns the previously set object or null.
- *
+ *
* @return the previous mapped object or null if none
*/
public final Object attachObject(String name, Object obj) {
@@ -89,13 +89,13 @@ public class ShaderState {
/**
* @param name name of the mapped object to detach
- *
+ *
* @return the previous mapped object or null if none
*/
public final Object detachObject(String name) {
return attachedObjectsByString.remove(name);
- }
-
+ }
+
/**
* Turns the shader program on or off.<br>
*
@@ -104,7 +104,7 @@ public class ShaderState {
* @see com.jogamp.opengl.util.glsl.ShaderState#useProgram(GL2ES2, boolean)
*/
public synchronized void useProgram(GL2ES2 gl, boolean on) throws GLException {
- if(null==shaderProgram) { throw new GLException("No program is attached"); }
+ if(null==shaderProgram) { throw new GLException("No program is attached"); }
if(on) {
if(shaderProgram.linked()) {
shaderProgram.useProgram(gl, true);
@@ -112,7 +112,7 @@ public class ShaderState {
resetAllAttributes(gl);
resetAllUniforms(gl);
}
- } else {
+ } else {
if(resetAllShaderData) {
setAllAttributes(gl);
}
@@ -124,7 +124,7 @@ public class ShaderState {
resetAllUniforms(gl);
}
}
- resetAllShaderData = false;
+ resetAllShaderData = false;
} else {
shaderProgram.useProgram(gl, false);
}
@@ -141,17 +141,17 @@ public class ShaderState {
/**
* Attach or switch a shader program
*
- * <p>Attaching a shader program the first time,
+ * <p>Attaching a shader program the first time,
* as well as switching to another program on the fly,
* while managing all attribute and uniform data.</p>
- *
+ *
* <p>[Re]sets all data and use program in case of a program switch.</p>
- *
+ *
* <p>Use program, {@link #useProgram(GL2ES2, boolean)},
* if <code>enable</code> is <code>true</code>.</p>
- *
+ *
* @return true if shader program was attached, otherwise false (already attached)
- *
+ *
* @throws GLException if program was not linked and linking fails
*/
public synchronized boolean attachShaderProgram(GL2ES2 gl, ShaderProgram prog, boolean enable) throws GLException {
@@ -161,7 +161,7 @@ public class ShaderState {
System.err.println("ShaderState: attachShaderProgram: "+curId+" -> "+newId+" (enable: "+enable+")\n\t"+shaderProgram+"\n\t"+prog);
if(DEBUG) {
Thread.dumpStack();
- }
+ }
}
if(null!=shaderProgram) {
if(shaderProgram.equals(prog)) {
@@ -190,7 +190,7 @@ public class ShaderState {
shaderProgram = prog;
if(null!=shaderProgram) {
- // [re]set all data and use program if switching program,
+ // [re]set all data and use program if switching program,
// or use program if program is linked
if(resetAllShaderData || enable) {
useProgram(gl, true); // may reset all data
@@ -216,7 +216,7 @@ public class ShaderState {
*/
public synchronized void destroy(GL2ES2 gl) {
release(gl, true, true, true);
- attachedObjectsByString.clear();
+ attachedObjectsByString.clear();
}
/**
@@ -242,7 +242,7 @@ public class ShaderState {
if(destroyBoundAttributes) {
for(Iterator<GLArrayData> iter = managedAttributes.iterator(); iter.hasNext(); ) {
iter.next().destroy(gl);
- }
+ }
}
releaseAllAttributes(gl);
releaseAllUniforms(gl);
@@ -258,7 +258,7 @@ public class ShaderState {
/**
* Gets the cached location of a shader attribute.
*
- * @return -1 if there is no such attribute available,
+ * @return -1 if there is no such attribute available,
* otherwise >= 0
*
* @see #bindAttribLocation(GL2ES2, int, String)
@@ -270,7 +270,7 @@ public class ShaderState {
Integer idx = activeAttribLocationMap.get(name);
return (null!=idx)?idx.intValue():-1;
}
-
+
/**
* Get the previous cached vertex attribute data.
*
@@ -289,27 +289,27 @@ public class ShaderState {
public GLArrayData getAttribute(String name) {
return activeAttribDataMap.get(name);
}
-
+
public boolean isActiveAttribute(GLArrayData attribute) {
return attribute == activeAttribDataMap.get(attribute.getName());
}
-
+
/**
* Binds or unbinds the {@link GLArrayData} lifecycle to this ShaderState.
- *
+ *
* <p>If an attribute location is cached (ie {@link #bindAttribLocation(GL2ES2, int, String)})
* it is promoted to the {@link GLArrayData} instance.</p>
- *
- * <p>The attribute will be destroyed with {@link #destroy(GL2ES2)}
+ *
+ * <p>The attribute will be destroyed with {@link #destroy(GL2ES2)}
* and it's location will be reset when switching shader with {@link #attachShaderProgram(GL2ES2, ShaderProgram)}.</p>
- *
+ *
* <p>The data will not be transfered to the GPU, use {@link #vertexAttribPointer(GL2ES2, GLArrayData)} additionally.</p>
- *
+ *
* <p>The data will also be {@link GLArrayData#associate(Object, boolean) associated} with this ShaderState.</p>
- *
+ *
* @param attribute the {@link GLArrayData} which lifecycle shall be managed
* @param own true if <i>owning</i> shall be performs, false if <i>disowning</i>.
- *
+ *
* @see #bindAttribLocation(GL2ES2, int, String)
* @see #getAttribute(String)
* @see GLArrayData#associate(Object, boolean)
@@ -326,11 +326,11 @@ public class ShaderState {
}
attribute.associate(this, own);
}
-
+
public boolean ownsAttribute(GLArrayData attribute) {
return managedAttributes.contains(attribute);
}
-
+
/**
* Binds a shader attribute to a location.
* Multiple names can be bound to one location.
@@ -339,14 +339,14 @@ public class ShaderState {
*
* @throws GLException if no program is attached
* @throws GLException if the program is already linked
- *
+ *
* @see javax.media.opengl.GL2ES2#glBindAttribLocation(int, int, String)
* @see #getAttribLocation(GL2ES2, String)
* @see #getCachedAttribLocation(String)
*/
public void bindAttribLocation(GL2ES2 gl, int location, String name) {
if(null==shaderProgram) throw new GLException("No program is attached");
- if(shaderProgram.linked()) throw new GLException("Program is already linked");
+ if(shaderProgram.linked()) throw new GLException("Program is already linked");
final Integer loc = new Integer(location);
activeAttribLocationMap.put(name, loc);
gl.glBindAttribLocation(shaderProgram.program(), location, name);
@@ -361,7 +361,7 @@ public class ShaderState {
*
* @throws GLException if no program is attached
* @throws GLException if the program is already linked
- *
+ *
* @see javax.media.opengl.GL2ES2#glBindAttribLocation(int, int, String)
* @see #getAttribLocation(GL2ES2, String)
* @see #getCachedAttribLocation(String)
@@ -382,7 +382,7 @@ public class ShaderState {
* or the GLSL queried via {@link GL2ES2#glGetAttribLocation(int, String)}.<br>
* The location will be cached.
*
- * @return -1 if there is no such attribute available,
+ * @return -1 if there is no such attribute available,
* otherwise >= 0
* @throws GLException if no program is attached
* @throws GLException if the program is not linked and no location was cached.
@@ -407,22 +407,22 @@ public class ShaderState {
System.err.println("ShaderState: glGetAttribLocation failed, no location for: "+name+", loc: "+location);
if(DEBUG) {
Thread.dumpStack();
- }
+ }
}
}
return location;
}
-
+
/**
* Validates and returns the location of a shader attribute.<br>
- * Uses either the cached value {@link #getCachedAttribLocation(String)} if valid,
+ * Uses either the cached value {@link #getCachedAttribLocation(String)} if valid,
* or the GLSL queried via {@link GL2ES2#glGetAttribLocation(int, String)}.<br>
- * The location will be cached and set in the
+ * The location will be cached and set in the
* {@link GLArrayData} object.
*
- * @return -1 if there is no such attribute available,
+ * @return -1 if there is no such attribute available,
* otherwise >= 0
- *
+ *
* @throws GLException if no program is attached
* @throws GLException if the program is not linked and no location was cached.
*
@@ -451,13 +451,13 @@ public class ShaderState {
System.err.println("ShaderState: glGetAttribLocation failed, no location for: "+name+", loc: "+location);
if(DEBUG) {
Thread.dumpStack();
- }
+ }
}
- }
+ }
activeAttribDataMap.put(data.getName(), data);
return location;
}
-
+
//
// Enabled Vertex Arrays and its data
//
@@ -469,14 +469,14 @@ public class ShaderState {
final Boolean v = activedAttribEnabledMap.get(name);
return null != v && v.booleanValue();
}
-
+
/**
* @return true if the {@link GLArrayData} attribute is enable
*/
public final boolean isVertexAttribArrayEnabled(GLArrayData data) {
return isVertexAttribArrayEnabled(data.getName());
}
-
+
private boolean enableVertexAttribArray(GL2ES2 gl, String name, int location) {
activedAttribEnabledMap.put(name, Boolean.TRUE);
if(0>location) {
@@ -486,7 +486,7 @@ public class ShaderState {
System.err.println("ShaderState: glEnableVertexAttribArray failed, no index for: "+name);
if(DEBUG) {
Thread.dumpStack();
- }
+ }
}
return false;
}
@@ -497,12 +497,12 @@ public class ShaderState {
gl.glEnableVertexAttribArray(location);
return true;
}
-
+
/**
* Enables a vertex attribute array.
- *
+ *
* This method retrieves the the location via {@link #getAttribLocation(GL2ES2, GLArrayData)}
- * hence {@link #enableVertexAttribArray(GL2ES2, GLArrayData)} shall be preferred.
+ * hence {@link #enableVertexAttribArray(GL2ES2, GLArrayData)} shall be preferred.
*
* Even if the attribute is not found in the current shader,
* it is marked enabled in this state.
@@ -510,7 +510,7 @@ public class ShaderState {
* @return false, if the name is not found, otherwise true
*
* @throws GLException if the program is not linked and no location was cached.
- *
+ *
* @see #glEnableVertexAttribArray
* @see #glDisableVertexAttribArray
* @see #glVertexAttribPointer
@@ -519,7 +519,7 @@ public class ShaderState {
public boolean enableVertexAttribArray(GL2ES2 gl, String name) {
return enableVertexAttribArray(gl, name, -1);
}
-
+
/**
* Enables a vertex attribute array, usually invoked by {@link GLArrayDataEditable#enableBuffer(GL, boolean)}.
@@ -528,7 +528,7 @@ public class ShaderState {
* and is the preferred alternative to {@link #enableVertexAttribArray(GL2ES2, String)}.
* If data location is unset it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)} set
* and cached in this state.
- *
+ *
* Even if the attribute is not found in the current shader,
* it is marked enabled in this state.
*
@@ -547,11 +547,11 @@ public class ShaderState {
getAttribLocation(gl, data);
} else {
// ensure data is the current bound one
- activeAttribDataMap.put(data.getName(), data);
+ activeAttribDataMap.put(data.getName(), data);
}
return enableVertexAttribArray(gl, data.getName(), data.getLocation());
}
-
+
private boolean disableVertexAttribArray(GL2ES2 gl, String name, int location) {
activedAttribEnabledMap.put(name, Boolean.FALSE);
if(0>location) {
@@ -572,13 +572,13 @@ public class ShaderState {
gl.glDisableVertexAttribArray(location);
return true;
}
-
+
/**
* Disables a vertex attribute array
*
* This method retrieves the the location via {@link #getAttribLocation(GL2ES2, GLArrayData)}
* hence {@link #disableVertexAttribArray(GL2ES2, GLArrayData)} shall be preferred.
- *
+ *
* Even if the attribute is not found in the current shader,
* it is removed from this state enabled list.
*
@@ -603,7 +603,7 @@ public class ShaderState {
* and is the preferred alternative to {@link #disableVertexAttribArray(GL2ES2, String)}.
* If data location is unset it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)} set
* and cached in this state.
- *
+ *
* Even if the attribute is not found in the current shader,
* it is removed from this state enabled list.
*
@@ -623,20 +623,20 @@ public class ShaderState {
}
return disableVertexAttribArray(gl, data.getName(), data.getLocation());
}
-
+
/**
* Set the {@link GLArrayData} vertex attribute data, if it's location is valid, i.e. &ge; 0.
* <p>
* This method uses the {@link GLArrayData}'s location if valid, i.e. &ge; 0.<br/>
- * If data's location is invalid, it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)},
+ * If data's location is invalid, it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)},
* set and cached in this state.
* </p>
- *
+ *
* @return false, if the location could not be determined, otherwise true
*
* @throws GLException if no program is attached
* @throws GLException if the program is not linked and no location was cached.
- *
+ *
* @see #glEnableVertexAttribArray
* @see #glDisableVertexAttribArray
* @see #glVertexAttribPointer
@@ -646,7 +646,7 @@ public class ShaderState {
int location = data.getLocation();
if(0 > location) {
location = getAttribLocation(gl, data);
- }
+ }
if(0 <= location) {
// only pass the data, if the attribute exists in the current shader
if(DEBUG) {
@@ -683,16 +683,16 @@ public class ShaderState {
activeAttribDataMap.clear();
activedAttribEnabledMap.clear();
activeAttribLocationMap.clear();
- managedAttributes.clear();
+ managedAttributes.clear();
}
-
+
/**
* Disables all vertex attribute arrays.
*
* Their enabled stated will be removed from this state only
* if 'removeFromState' is true.
*
- * This method purpose is more for debugging.
+ * This method purpose is more for debugging.
*
* @see #glEnableVertexAttribArray
* @see #glDisableVertexAttribArray
@@ -717,7 +717,7 @@ public class ShaderState {
}
private final void relocateAttribute(GL2ES2 gl, GLArrayData attribute) {
- // get new location .. note: 'activeAttribLocationMap' is cleared before
+ // get new location .. note: 'activeAttribLocationMap' is cleared before
final String name = attribute.getName();
final int loc = attribute.setLocation(gl, shaderProgram.program());
if(0<=loc) {
@@ -729,34 +729,34 @@ public class ShaderState {
// enable attrib, VBO and pass location/data
gl.glEnableVertexAttribArray(loc);
}
-
+
if( attribute.isVBO() ) {
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, attribute.getVBOName());
gl.glVertexAttribPointer(attribute);
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
- } else {
+ } else {
gl.glVertexAttribPointer(attribute);
}
}
}
-
+
/**
* Reset all previously enabled mapped vertex attribute data.
- *
+ *
* <p>
* Attribute data is bound to the GL state, i.e. VBO data itself will not be updated.
* </p>
- *
+ *
* <p>
* Attribute location and it's data assignment is bound to the program,
* hence both are updated.
* </p>
- *
+ *
* <p>
- * Note: Such update could only be prevented,
+ * Note: Such update could only be prevented,
* if tracking am attribute/program dirty flag.
* </p>
- *
+ *
* @throws GLException is the program is not linked
*
* @see #attachShaderProgram(GL2ES2, ShaderProgram)
@@ -764,7 +764,7 @@ public class ShaderState {
private final void resetAllAttributes(GL2ES2 gl) {
if(!shaderProgram.linked()) throw new GLException("Program is not linked");
activeAttribLocationMap.clear();
-
+
for(int i=0; i<managedAttributes.size(); i++) {
((GLArrayData)managedAttributes.get(i)).setLocation(-1);
}
@@ -780,22 +780,22 @@ public class ShaderState {
if(0<=loc) {
bindAttribLocation(gl, loc, name);
-
+
if(isVertexAttribArrayEnabled(name)) {
// enable attrib, VBO and pass location/data
gl.glEnableVertexAttribArray(loc);
}
-
+
if( attribute.isVBO() ) {
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, attribute.getVBOName());
gl.glVertexAttribPointer(attribute);
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
- } else {
+ } else {
gl.glVertexAttribPointer(attribute);
}
}
}
-
+
/**
* preserves the attribute location .. (program not linked)
*/
@@ -812,7 +812,7 @@ public class ShaderState {
/**
* Gets the cached location of the shader uniform.
*
- * @return -1 if there is no such uniform available,
+ * @return -1 if there is no such uniform available,
* otherwise >= 0
*/
public final int getCachedUniformLocation(String name) {
@@ -822,38 +822,38 @@ public class ShaderState {
/**
* Bind the {@link GLUniform} lifecycle to this ShaderState.
- *
+ *
* <p>If a uniform location is cached it is promoted to the {@link GLUniformData} instance.</p>
- *
- * <p>The attribute will be destroyed with {@link #destroy(GL2ES2)}
+ *
+ * <p>The attribute will be destroyed with {@link #destroy(GL2ES2)}
* and it's location will be reset when switching shader with {@link #attachShaderProgram(GL2ES2, ShaderProgram)}.</p>
- *
+ *
* <p>The data will not be transfered to the GPU, use {@link #uniform(GL2ES2, GLUniformData)} additionally.</p>
- *
+ *
* @param uniform the {@link GLUniformData} which lifecycle shall be managed
- *
+ *
* @see #getUniform(String)
*/
public void ownUniform(GLUniformData uniform) {
final int location = getCachedUniformLocation(uniform.getName());
if(0<=location) {
uniform.setLocation(location);
- }
+ }
activeUniformDataMap.put(uniform.getName(), uniform);
- managedUniforms.add(uniform);
+ managedUniforms.add(uniform);
}
-
+
public boolean ownsUniform(GLUniformData uniform) {
return managedUniforms.contains(uniform);
}
-
+
/**
* Gets the location of a shader uniform with given <code>name</code>.<br>
* Uses either the cached value {@link #getCachedUniformLocation(String)} if valid,
* or the GLSL queried via {@link GL2ES2#glGetUniformLocation(int, String)}.<br>
* The location will be cached.
* <p>
- * The current shader program ({@link #attachShaderProgram(GL2ES2, ShaderProgram)})
+ * The current shader program ({@link #attachShaderProgram(GL2ES2, ShaderProgram)})
* must be in use ({@link #useProgram(GL2ES2, boolean) }) !</p>
*
* @return -1 if there is no such attribute available,
@@ -884,15 +884,15 @@ public class ShaderState {
}
return location;
}
-
+
/**
* Validates and returns the location of a shader uniform.<br>
* Uses either the cached value {@link #getCachedUniformLocation(String)} if valid,
* or the GLSL queried via {@link GL2ES2#glGetUniformLocation(int, String)}.<br>
- * The location will be cached and set in the
+ * The location will be cached and set in the
* {@link GLUniformData} object.
* <p>
- * The current shader program ({@link #attachShaderProgram(GL2ES2, ShaderProgram)})
+ * The current shader program ({@link #attachShaderProgram(GL2ES2, ShaderProgram)})
* must be in use ({@link #useProgram(GL2ES2, boolean) }) !</p>
*
* @return -1 if there is no such attribute available,
@@ -922,16 +922,16 @@ public class ShaderState {
Thread.dumpStack();
}
}
- }
- activeUniformDataMap.put(name, data);
+ }
+ activeUniformDataMap.put(name, data);
return location;
}
-
+
/**
* Set the uniform data, if it's location is valid, i.e. &ge; 0.
* <p>
* This method uses the {@link GLUniformData}'s location if valid, i.e. &ge; 0.<br/>
- * If data's location is invalid, it will be retrieved via {@link #getUniformLocation(GL2ES2, GLUniformData)},
+ * If data's location is invalid, it will be retrieved via {@link #getUniformLocation(GL2ES2, GLUniformData)},
* set and cached in this state.
* </p>
*
@@ -959,7 +959,7 @@ public class ShaderState {
}
return false;
}
-
+
/**
* Get the uniform data, previously set.
*
@@ -978,7 +978,7 @@ public class ShaderState {
activeUniformLocationMap.clear();
managedUniforms.clear();
}
-
+
/**
* Reset all previously mapped uniform data
* <p>
@@ -986,20 +986,20 @@ public class ShaderState {
* hence both are updated.
* </p>
* <p>
- * Note: Such update could only be prevented,
+ * Note: Such update could only be prevented,
* if tracking a uniform/program dirty flag.
* </p>
- *
+ *
* @throws GLException is the program is not in use
- *
+ *
* @see #attachShaderProgram(GL2ES2, ShaderProgram)
*/
private final void resetAllUniforms(GL2ES2 gl) {
- if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
+ if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
activeUniformLocationMap.clear();
for(Iterator<GLUniformData> iter = managedUniforms.iterator(); iter.hasNext(); ) {
iter.next().setLocation(-1);
- }
+ }
for(Iterator<GLUniformData> iter = activeUniformDataMap.values().iterator(); iter.hasNext(); ) {
final GLUniformData data = iter.next();
final int loc = data.setLocation(gl, shaderProgram.program());
@@ -1018,9 +1018,9 @@ public class ShaderState {
if(null==sb) {
sb = new StringBuilder();
}
-
+
sb.append("ShaderState[ ");
-
+
sb.append(Platform.getNewline()).append(" ");
if(null != shaderProgram) {
shaderProgram.toString(sb);
@@ -1066,25 +1066,25 @@ public class ShaderState {
sb.append(Platform.getNewline()).append(" ]").append(Platform.getNewline()).append("]");
return sb;
}
-
+
@Override
public String toString() {
return toString(null, DEBUG).toString();
}
-
+
private boolean verbose = DEBUG;
private ShaderProgram shaderProgram=null;
-
+
private HashMap<String, Boolean> activedAttribEnabledMap = new HashMap<String, Boolean>();
private HashMap<String, Integer> activeAttribLocationMap = new HashMap<String, Integer>();
private HashMap<String, GLArrayData> activeAttribDataMap = new HashMap<String, GLArrayData>();
private ArrayList<GLArrayData> managedAttributes = new ArrayList<GLArrayData>();
-
+
private HashMap<String, Integer> activeUniformLocationMap = new HashMap<String, Integer>();
private HashMap<String, GLUniformData> activeUniformDataMap = new HashMap<String, GLUniformData>();
private ArrayList<GLUniformData> managedUniforms = new ArrayList<GLUniformData>();
-
- private HashMap<String, Object> attachedObjectsByString = new HashMap<String, Object>();
+
+ private HashMap<String, Object> attachedObjectsByString = new HashMap<String, Object>();
private boolean resetAllShaderData = false;
}