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:org.terasology.rendering.assets.GLSLShaderProgramInstance.java
License:Apache License
/** * Sets the shader uniform of the current shader of this shader * program to be the given value.//from w w w .j a v a 2 s .c o m * @param desc the uniform name, as used in the shader program itself. * @param f the value to set the uniform to. */ public void setFloat(String desc, float f) { int activeShaderProgramId = getActiveShaderProgramId(); if (activeShaderProgramId <= 0) { return; } enable(); boolean changed = true; Float val = prevValues.get(desc); if (val == null) { prevValues.put(desc, f); } else { changed = val != f; } if (changed) { prevValues.put(desc, f); int id = getUniformLocation(activeShaderProgramId, desc); GL20.glUniform1f(id, f); } }
From source file:org.terasology.rendering.assets.Material.java
License:Apache License
public void setFloat(String desc, float f) { if (isDisposed()) return;/*from w w w . j a v a2 s .com*/ enable(); int id = GL20.glGetUniformLocation(shaderProgram, desc); if (id != -1) { GL20.glUniform1f(id, f); } }
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
@Override public void setFloat(String desc, float f, boolean currentOnly) { if (isDisposed()) { return;// www. j a va 2 s . co m } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniform1f(id, f); } else { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform1f(id, f); } restoreStateAfterUniformsSet(); } }
From source file:org.terasology.rendering.particles.BlockParticle.java
License:Apache License
protected void renderParticle() { if (_displayLists[_blockType] == 0) { _displayLists[_blockType] = glGenLists(1); glNewList(_displayLists[_blockType], GL11.GL_COMPILE); drawParticle();//from w w w . j a va2 s .co m glEndList(); } float lightValue = _parent.getParent().getRenderingLightValueAt(_position); // Apply biome and overall color offset FloatBuffer colorBuffer = BufferUtils.createFloatBuffer(3); Vector4f color = BlockManager.getInstance().getBlock(_blockType).calcColorOffsetFor(Block.SIDE.FRONT, _parent.getParent().getActiveTemperature(), _parent.getParent().getActiveHumidity()); colorBuffer.put(color.x); colorBuffer.put(color.y); colorBuffer.put(color.z); colorBuffer.flip(); int colorOffset = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("particle"), "colorOffset"); int light = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("particle"), "light"); int texOffsetX = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("particle"), "texOffsetX"); int texOffsetY = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("particle"), "texOffsetY"); GL20.glUniform1f(light, lightValue * _lightOffset); GL20.glUniform1f(texOffsetX, _texOffsetX); GL20.glUniform1f(texOffsetY, _texOffsetY); GL20.glUniform3(colorOffset, colorBuffer); glCallList(_displayLists[_blockType]); }
From source file:org.terasology.rendering.physics.BulletPhysicsRenderer.java
License:Apache License
public void render() { _discreteDynamicsWorld.stepSimulation(Terasology.getInstance().getDelta() / 1000f); TextureManager.getInstance().bindTexture("terrain"); ShaderManager.getInstance().enableShader("block"); FloatBuffer colorBuffer = BufferUtils.createFloatBuffer(3); colorBuffer.put(1).put(1).put(1);/*from w w w. j a v a 2 s. c om*/ colorBuffer.flip(); int textured = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("block"), "textured"); GL20.glUniform1i(textured, 1); int colorOffset = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("block"), "colorOffset"); GL20.glUniform3(colorOffset, colorBuffer); int lightRef = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("block"), "light"); Player player = Terasology.getInstance().getActiveWorldRenderer().getPlayer(); FloatBuffer mBuffer = BufferUtils.createFloatBuffer(16); float[] mFloat = new float[16]; GL11.glPushMatrix(); GL11.glTranslated(-player.getPosition().x, -player.getPosition().y, -player.getPosition().z); for (BlockRigidBody b : _blocks) { Transform t = new Transform(); b.getMotionState().getWorldTransform(t); t.getOpenGLMatrix(mFloat); mBuffer.put(mFloat); mBuffer.flip(); GL11.glPushMatrix(); GL11.glMultMatrix(mBuffer); GL11.glScalef(0.5f, 0.5f, 0.5f); float lightValue = Terasology.getInstance().getActiveWorldRenderer() .getRenderingLightValueAt(new Vector3d(t.origin)); GL20.glUniform1f(lightRef, lightValue); BlockManager.getInstance().getBlock(b.getType()).render(); GL11.glPopMatrix(); } GL11.glPopMatrix(); ShaderManager.getInstance().enableShader(null); }
From source file:org.terasology.rendering.shader.ShaderProgram.java
License:Apache License
public void setFloat(String desc, float f) { enable(); int id = GL20.glGetUniformLocation(shaderProgram, desc); GL20.glUniform1f(id, f); }
From source file:ovh.tgrhavoc.gameengine.core.Shader.java
License:Open Source License
public void setUniformf(String name, float value) { GL20.glUniform1f(uniforms.get(name), value); }
From source file:playn.java.JavaGL20.java
License:Apache License
@Override public void glUniform1f(int location, float x) { GL20.glUniform1f(location, x); }
From source file:processing.lwjgl.PGL.java
License:Open Source License
public void uniform1f(int loc, float value) { GL20.glUniform1f(loc, value); }
From source file:processing.lwjgl.PLWJGL.java
License:Open Source License
public void uniform1f(int location, float value) { GL20.glUniform1f(location, value); }