List of usage examples for org.lwjgl.opengl GL20 GL_VERTEX_PROGRAM_POINT_SIZE
int GL_VERTEX_PROGRAM_POINT_SIZE
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From source file:com.opengrave.og.base.RenderableParticles.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { dealWithChange();/*from ww w . j a v a 2 s .c o m*/ if (matList == null || !matList.valid()) { return; } GL30.glBindVertexArray(idVao); int pID = Resources.loadShader("particle.vs", "particle.fs").getProgram(); GL20.glUseProgram(pID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glBindAttribLocation(pID, 0, "in_Position"); GL20.glBindAttribLocation(pID, 1, "in_Colour"); GL20.glBindAttribLocation(pID, 2, "in_Scale"); Util.checkErr(); int texture = GL20.glGetUniformLocation(pID, "tex"); GL20.glUniform1i(texture, 0); int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale"); GL20.glUniform1f(wSS, getContext().width / 1024f); getContext().setMatrices(pID, matrix); if (matList != null && matList.valid()) { matList.bind(pID, GL13.GL_TEXTURE0); } GL11.glEnable(GL20.GL_POINT_SPRITE); GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); GL11.glDepthMask(false); GL11.glDrawArrays(GL11.GL_POINTS, 0, size); GL11.glDepthMask(true); GL11.glDisable(GL20.GL_POINT_SPRITE); GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); if (matList != null && matList.valid()) { matList.unbind(); } Util.checkErr(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); Util.checkErr(); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); }
From source file:com.opengrave.og.base.RenderableParticles.java
License:Open Source License
@Override public void renderForPicking(Matrix4f matrix, Pickable object) { dealWithChange();//from w w w .java 2 s . c om GL30.glBindVertexArray(idVao); int pID = Resources.loadShader("particle.vs", "pickingmodel.fs").getProgram(); GL20.glUseProgram(pID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(2); GL20.glBindAttribLocation(pID, 0, "in_Position"); GL20.glBindAttribLocation(pID, 2, "in_Scale"); Util.checkErr(); int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale"); GL20.glUniform1f(wSS, MainThread.lastW / 1024f); getContext().setMatrices(pID, matrix); GL11.glEnable(GL20.GL_POINT_SPRITE); GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); Picking.registerObject(pID, getContext(), object); GL11.glDrawArrays(GL11.GL_POINTS, 0, size); GL11.glDisable(GL20.GL_POINT_SPRITE); GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); Util.checkErr(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(2); Util.checkErr(); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); }
From source file:com.opengrave.og.base.RenderablePoints.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { Util.checkErr();/* ww w . j a va2s . co m*/ dealWithChange(); if (!visible) { return; } if (vertCount == 0) { return; } Util.checkErr(); GL11.glDisable(GL11.GL_DEPTH_TEST); Util.checkErr(); GL11.glPointSize(3f); Util.checkErr(); int pID = Resources.loadShader("particle.vs", "particle.fs").getProgram(); Util.checkErr(); GL20.glUseProgram(pID); Util.checkErr(); if (pID == 0) { return; } Util.checkErr(); GL30.glBindVertexArray(vaoID); Util.checkErr(); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); Util.checkErr(); int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale"); GL20.glUniform1f(wSS, MainThread.lastW / 1024f); getContext().setMatrices(pID, matrix); Util.checkErr(); if (tex != null) { tex.bind(GL13.GL_TEXTURE0); } GL11.glEnable(GL20.GL_POINT_SPRITE); GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); GL11.glDrawArrays(GL11.GL_POINTS, 0, vertCount); GL11.glDisable(GL20.GL_POINT_SPRITE); GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); if (tex != null) { tex.unbind(); } Util.checkErr(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); Util.checkErr(); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); GL11.glEnable(GL11.GL_DEPTH_TEST); }