List of usage examples for org.lwjgl.opengl GL20 glUniform1i
public static void glUniform1i(@NativeType("GLint") int location, @NativeType("GLint") int v0)
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); }