Example usage for org.lwjgl.opengl GL20 glUniform1f

List of usage examples for org.lwjgl.opengl GL20 glUniform1f

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 glUniform1f.

Prototype

public static void glUniform1f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0) 

Source Link

Document

Specifies the value of a float uniform variable for the current program object.

Usage

From source file:net.smert.frameworkgl.opengl.helpers.ShaderUniformHelper.java

License:Apache License

public void setUniform(int uniformID, float value1) {
    GL20.glUniform1f(uniformID, value1);
}

From source file:org.jogamp.glg2d.impl.shader.GeometryShaderStrokePipeline.java

License:Apache License

public void setStroke(BasicStroke stroke) {
    if (lineWidthLocation >= 0) {
        GL20.glUniform1f(lineWidthLocation, stroke.getLineWidth());
    }/*from  w w w .j  a v  a  2s. co m*/

    if (miterLimitLocation >= 0) {
        GL20.glUniform1f(miterLimitLocation, stroke.getMiterLimit());
    }

    if (joinTypeLocation >= 0) {
        GL20.glUniform1i(joinTypeLocation, stroke.getLineJoin());
    }

    if (capTypeLocation >= 0) {
        GL20.glUniform1i(capTypeLocation, stroke.getEndCap());
    }
}

From source file:org.jogamp.glg2d.impl.shader.text.TextPipeline.java

License:Apache License

public void setLocation(float x, float y) {
    if (xOffsetLocation >= 0) {
        GL20.glUniform1f(xOffsetLocation, x);
    }/*from   w w  w  .  j av a  2s. c  o  m*/

    if (yOffsetLocation >= 0) {
        GL20.glUniform1f(yOffsetLocation, y);
    }
}

From source file:org.oscim.gdx.LwjglGL20.java

License:Apache License

public void uniform1f(int location, float x) {
    GL20.glUniform1f(location, x);
}

From source file:org.spout.engine.renderer.shader.variables.FloatShaderVariable.java

License:Open Source License

@Override
public void assign() {
    GL20.glUniform1f(location, value);
}

From source file:org.spout.renderer.lwjgl.gl20.GL20Program.java

License:Open Source License

@Override
public void setUniform(String name, float f) {
    checkCreated();/*from  w ww . j  a  va 2  s.com*/
    if (!uniforms.containsKey(name)) {
        return;
    }
    GL20.glUniform1f(uniforms.get(name), f);
    LWJGLUtil.checkForGLError();
}

From source file:org.terasology.logic.characters.GelatinousCube.java

License:Apache License

public void render() {
    super.render();

    glPushMatrix();//from  w w  w  . j a v a2  s .  c om

    glTranslated(getPosition().x - _parent.getWorldProvider().getRenderingReferencePoint().x,
            getPosition().y - _parent.getWorldProvider().getRenderingReferencePoint().y,
            getPosition().z - _parent.getWorldProvider().getRenderingReferencePoint().z);
    glRotatef((float) _yaw, 0f, 1f, 0f);

    TextureManager.getInstance().bindTexture("slime");

    // Setup the shader
    ShaderManager.getInstance().enableShader("gelatinousCube");
    int tick = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("gelatinousCube"), "tick");
    GL20.glUniform1f(tick, _parent.getTick());
    int cOffset = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("gelatinousCube"),
            "colorOffset");
    GL20.glUniform4f(cOffset, COLORS[_randomColorId].x, COLORS[_randomColorId].y, COLORS[_randomColorId].z,
            1.0f);
    int light = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("gelatinousCube"), "light");
    GL20.glUniform1f(light, _parent.getRenderingLightValueAt(getPosition()));

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    _mesh.render();

    glDisable(GL_BLEND);

    ShaderManager.getInstance().enableShader(null);

    glPopMatrix();
}

From source file:org.terasology.logic.characters.Player.java

License:Apache License

/**
 * Renders a simple hand displayed in front of the player's first person perspective.
 *//* w w  w  .  j a v  a2  s .  c o m*/
public void renderHand() {
    glEnable(GL11.GL_TEXTURE_2D);
    TextureManager.getInstance().bindTexture("char");
    ShaderManager.getInstance().enableShader("block");

    int light = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("block"), "light");
    GL20.glUniform1f(light, _parent.getRenderingLightValueAt(getPosition()));

    // Make sure the hand is not affected by the biome color. ZOMBIES!!!!
    FloatBuffer colorBuffer = BufferUtils.createFloatBuffer(3);
    colorBuffer.put(1.0f);
    colorBuffer.put(1.0f);
    colorBuffer.put(1.0f);
    colorBuffer.flip();

    int colorOffset = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("block"), "colorOffset");
    GL20.glUniform3(colorOffset, colorBuffer);

    glPushMatrix();
    glTranslatef(0.8f, -1.1f + (float) calcBobbingOffset((float) Math.PI / 8f, 0.05f, 2.5f)
            - _handMovementAnimationOffset * 0.5f, -1.0f - _handMovementAnimationOffset * 0.5f);
    glRotatef(-45f - _handMovementAnimationOffset * 64.0f, 1.0f, 0.0f, 0.0f);
    glRotatef(35f, 0.0f, 1.0f, 0.0f);
    glTranslatef(0f, 0.25f, 0f);
    glScalef(0.3f, 0.6f, 0.3f);

    if (_handMesh == null) {
        Vector2f texPos = new Vector2f(40.0f * 0.015625f, 32.0f * 0.03125f);
        Vector2f texWidth = new Vector2f(4.0f * 0.015625f, -12.0f * 0.03125f);

        MeshCollection.addBlockMesh(new Vector4f(1, 1, 1, 1), texPos, texWidth, 1.0f, 1.0f, 0.5f, 0.0f, 0.0f,
                0.0f);
        _handMesh = Tessellator.getInstance().generateMesh();
        Tessellator.getInstance().resetAll();
    }

    _handMesh.render();

    glPopMatrix();

    glDisable(GL11.GL_TEXTURE_2D);

    ShaderManager.getInstance().enableShader(null);

}

From source file:org.terasology.model.inventory.ItemBlock.java

License:Apache License

@Override
public boolean renderFirstPersonView() {
    Block activeBlock = BlockManager.getInstance().getBlock(_blockId);

    TextureManager.getInstance().bindTexture("terrain");
    ShaderManager.getInstance().enableShader("block");

    // Adjust the brightness of the block according to the current position of the player
    int light = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("block"), "light");
    GL20.glUniform1f(light, Terasology.getInstance().getActiveWorldRenderer().getRenderingLightValue());

    // Apply biome and overall color offset
    FloatBuffer colorBuffer = BufferUtils.createFloatBuffer(3);
    Vector4f color = activeBlock.calcColorOffsetFor(Block.SIDE.FRONT,
            Terasology.getInstance().getActiveWorldRenderer().getActiveTemperature(),
            Terasology.getInstance().getActiveWorldRenderer().getActiveTemperature());
    colorBuffer.put(color.x);/*w ww  .  j a  v a 2s . c om*/
    colorBuffer.put(color.y);
    colorBuffer.put(color.z);

    colorBuffer.flip();
    int colorOffset = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("block"), "colorOffset");
    GL20.glUniform3(colorOffset, colorBuffer);

    glEnable(GL11.GL_BLEND);

    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glAlphaFunc(GL_GREATER, 0.1f);

    glPushMatrix();

    glTranslatef(1.0f,
            -1.3f + (float) getParent().calcBobbingOffset((float) Math.PI / 8f, 0.05f, 2.5f)
                    - getParent().getHandMovementAnimationOffset() * 0.5f,
            -1.5f - getParent().getHandMovementAnimationOffset() * 0.5f);
    glRotatef(-25f - getParent().getHandMovementAnimationOffset() * 64.0f, 1.0f, 0.0f, 0.0f);
    glRotatef(35f, 0.0f, 1.0f, 0.0f);
    glTranslatef(0f, 0.25f, 0f);

    activeBlock.render();

    glPopMatrix();

    glDisable(GL11.GL_BLEND);

    ShaderManager.getInstance().enableShader(null);

    return true;
}

From source file:org.terasology.model.inventory.VoxelItem.java

License:Apache License

@Override
public boolean renderFirstPersonView() {
    ShaderManager.getInstance().enableShader("block");
    int light = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("block"), "light");
    GL20.glUniform1f(light, Terasology.getInstance().getActiveWorldRenderer().getRenderingLightValue());
    int textured = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("block"), "textured");
    GL20.glUniform1i(textured, 0);//from  w  ww.  j a va  2s .c  o m

    glPushMatrix();

    glTranslatef(1.0f,
            -1.3f + (float) getParent().calcBobbingOffset((float) Math.PI / 8f, 0.05f, 2.5f)
                    - getParent().getHandMovementAnimationOffset() * 0.5f,
            -1.5f - getParent().getHandMovementAnimationOffset() * 0.5f);
    glRotatef(-getParent().getHandMovementAnimationOffset() * 64.0f, 1.0f, 0.0f, 0.0f);
    glRotatef(-20f, 1.0f, 0.0f, 0.0f);
    glRotatef(-80f, 0.0f, 1.0f, 0.0f);
    glRotatef(45f, 0.0f, 0.0f, 1.0f);

    if (_itemMesh == null)
        _itemMesh = MeshFactory.getInstance().generateItemMesh(_iconX, _iconY);

    _itemMesh.render();

    glPopMatrix();

    ShaderManager.getInstance().enableShader(null);

    return true;
}