List of usage examples for org.lwjgl.opengl GL20 glUniform1f
public static void glUniform1f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0)
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; }