Example usage for org.lwjgl.opengl GL20 glUniform1i

List of usage examples for org.lwjgl.opengl GL20 glUniform1i

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 glUniform1i.

Prototype

public static void glUniform1i(@NativeType("GLint") int location, @NativeType("GLint") int v0) 

Source Link

Document

Specifies the value of an int uniform variable for the current program object.

Usage

From source file:ar.com.quark.backend.lwjgl.opengl.DesktopGLES20.java

License:Apache License

/**
 * {@inheritDoc}
 */
@Override
public void glUniform1i(int name, int i1) {
    GL20.glUniform1i(name, i1);
}

From source file:cn.academy.core.client.render.shader.ShaderMask.java

License:GNU General Public License

private ShaderMask() {
    this.linkShader(Resources.getShader("mask.vert"), GL20.GL_VERTEX_SHADER);
    this.linkShader(Resources.getShader("mask.frag"), GL20.GL_FRAGMENT_SHADER);
    this.compile();
    this.useProgram();
    GL20.glUniform1i(this.getUniformLocation("texture"), 0);
    GL20.glUniform1i(this.getUniformLocation("mask"), MASK_TEXID);
    GL20.glUseProgram(0);/*from  w  w  w. j a v  a2s.c o m*/
}

From source file:cn.lambdalib.util.client.shader.ShaderMono.java

License:MIT License

private ShaderMono() {
    this.linkShader(getShader("simple.vert"), GL20.GL_VERTEX_SHADER);
    this.linkShader(getShader("mono.frag"), GL20.GL_FRAGMENT_SHADER);
    this.compile();

    this.useProgram();
    GL20.glUniform1i(GL20.glGetUniformLocation(this.getProgramID(), "sampler"), 0);
    GL20.glUseProgram(0);/*from   w w w. jav a 2  s.com*/
}

From source file:cn.lambdalib.util.client.shader.ShaderSimple.java

License:MIT License

private ShaderSimple() {
    this.linkShader(getShader("simple.vert"), GL20.GL_VERTEX_SHADER);
    this.linkShader(getShader("simple.frag"), GL20.GL_FRAGMENT_SHADER);
    this.compile();

    this.useProgram();
    GL20.glUniform1i(GL20.glGetUniformLocation(this.getProgramID(), "sampler"), 0);
    GL20.glUseProgram(0);//  w  w  w . j a v  a  2s  . com
}

From source file:com.adavr.player.context.YUVVideoContext.java

License:Open Source License

@Override
public void setup() {
    super.setup();
    // Setup YUV/*from   w  w w. j a v  a  2  s.  c  o  m*/
    textures[Y_INDEX] = Texture.create(GL30.GL_R8, width, height, GL11.GL_RED, GL11.GL_UNSIGNED_BYTE, null);
    textures[U_INDEX] = Texture.create(GL30.GL_R8, width / 2, height / 2, GL11.GL_RED, GL11.GL_UNSIGNED_BYTE,
            null);
    textures[V_INDEX] = Texture.create(GL30.GL_R8, width / 2, height / 2, GL11.GL_RED, GL11.GL_UNSIGNED_BYTE,
            null);

    int location;
    Program.bind(program);
    {
        location = program.getUniformLocation("y_tex");
        GL20.glUniform1i(location, 0);
        location = program.getUniformLocation("u_tex");
        GL20.glUniform1i(location, 1);
        location = program.getUniformLocation("v_tex");
        GL20.glUniform1i(location, 2);
    }
    Program.unbind();
}

From source file:com.badlogic.gdx.backends.jglfw.JglfwGL20.java

License:Apache License

public void glUniform1i(int location, int x) {
    GL20.glUniform1i(location, x);
}

From source file:com.domsplace.FaultEngine.Shader.ShaderProgram.java

License:Apache License

public void setVariableByID(int id, int stuff) {
    GL20.glUniform1i(id, stuff);
}

From source file:com.flowpowered.caustic.lwjgl.gl20.GL20Program.java

License:MIT License

@Override
public void setUniform(String name, boolean b) {
    checkCreated();//from  ww  w . j  a  v a 2s .co  m
    if (!isDirty(name, b)) {
        return;
    }
    GL20.glUniform1i(uniforms.get(name), b ? 1 : 0);
    uniformValues.put(name, b);
    LWJGLUtil.checkForGLError();
}

From source file:com.flowpowered.caustic.lwjgl.gl20.GL20Program.java

License:MIT License

@Override
public void setUniform(String name, int i) {
    checkCreated();/*from  w w  w . j a  va  2 s.  co m*/
    if (!isDirty(name, i)) {
        return;
    }
    GL20.glUniform1i(uniforms.get(name), i);
    uniformValues.put(name, i);
    LWJGLUtil.checkForGLError();
}

From source file:com.github.begla.blockmania.world.main.World.java

License:Apache License

/**
 * Renders all chunks that are currently in the player's field of view.
 *///  ww  w . ja  va 2  s. c om
private void renderChunksAndEntities() {

    ShaderManager.getInstance().enableShader("chunk");

    GL13.glActiveTexture(GL13.GL_TEXTURE1);
    TextureManager.getInstance().bindTexture("custom_lava_still");
    GL13.glActiveTexture(GL13.GL_TEXTURE2);
    TextureManager.getInstance().bindTexture("custom_water_still");
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    TextureManager.getInstance().bindTexture("terrain");

    int daylight = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("chunk"), "daylight");
    int swimming = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("chunk"), "swimming");

    int lavaTexture = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("chunk"), "textureLava");
    int waterTexture = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("chunk"),
            "textureWater");
    int textureAtlas = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("chunk"),
            "textureAtlas");
    GL20.glUniform1i(lavaTexture, 1);
    GL20.glUniform1i(waterTexture, 2);
    GL20.glUniform1i(textureAtlas, 0);

    int tick = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("chunk"), "tick");

    GL20.glUniform1f(tick, _tick);
    GL20.glUniform1f(daylight, getDaylight());
    GL20.glUniform1i(swimming, _player.isHeadUnderWater() ? 1 : 0);

    // OPAQUE ELEMENTS
    for (int i = 0; i < _visibleChunks.size(); i++) {
        Chunk c = _visibleChunks.get(i);

        c.render(ChunkMesh.RENDER_TYPE.OPAQUE);
        c.render(ChunkMesh.RENDER_TYPE.LAVA);

        if ((Boolean) ConfigurationManager.getInstance().getConfig().get("System.Debug.chunkOutlines")) {
            c.getAABB().render();
        }
    }

    for (int i = 0; i < _visibleChunks.size(); i++) {
        Chunk c = _visibleChunks.get(i);

        c.render(ChunkMesh.RENDER_TYPE.BILLBOARD_AND_TRANSLUCENT);
    }

    for (int j = 0; j < 2; j++) {
        // ANIMATED WATER
        for (int i = 0; i < _visibleChunks.size(); i++) {
            Chunk c = _visibleChunks.get(i);

            if (j == 0) {
                glColorMask(false, false, false, false);
            } else {
                glColorMask(true, true, true, true);
            }

            c.render(ChunkMesh.RENDER_TYPE.WATER);
        }
    }

    _mobManager.renderAll();

    ShaderManager.getInstance().enableShader("block");
    _bulletPhysicsRenderer.render();

    ShaderManager.getInstance().enableShader(null);
}