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:com.opengrave.og.light.Depth2DFramebuffer.java
License:Open Source License
public void dumpTestingImage() { // TESTING/* w ww . ja v a2 s . c o m*/ GL11.glDisable(GL11.GL_DEPTH_TEST); int pID = Resources.loadShader("test.vs", "test.fs").getProgram(); GL20.glUseProgram(pID); int shadow = GL20.glGetUniformLocation(pID, "shadowMap"); GL20.glUniform1i(shadow, 0); GL30.glBindVertexArray(vao_ID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); shadowMap.bind(GL13.GL_TEXTURE0); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, count * 3); shadowMap.unbind(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); GL11.glEnable(GL11.GL_DEPTH_TEST); // END TESTING }
From source file:com.opengrave.og.Util.java
License:Open Source License
public static void setRenderStyle(int pID, RenderStyle style) { int i = 0;//w ww.jav a 2 s . c om if (style == RenderStyle.GRAYSCALE) { i = 1; } else if (style == RenderStyle.SEPIA) { i = 2; } else if (style == RenderStyle.HALO) { i = 3; } GL20.glUniform1i(GL20.glGetUniformLocation(pID, "renderStyle"), i); }
From source file:com.redthirddivision.quad.rendering.shaders.Shader.java
License:Apache License
public void setUniform(int location, int value) { GL20.glUniform1i(location, value); }
From source file:com.samrj.devil.gl.ShaderProgram.java
License:Open Source License
/** * Specifies the value of a uniform variable for this program. Program must * be in use. Returns true if and only if the uniform exists and is active. * //from ww w .j ava2 s.c o m * @param name The name of the uniform to specify. * @param x The value to set the uniform to. * @return Whether or not the uniform exists and is active. */ public boolean uniform1i(String name, int x) { if (DGL.currentProgram() != this) throw new IllegalStateException("Program must be in use."); int loc = GL20.glGetUniformLocation(id, name); if (loc < 0) return false; GL20.glUniform1i(loc, x); return true; }
From source file:com.sgflt.ShaderManager.ShaderManager.java
License:Apache License
/** * Pass an integer to the active shader. The shader to which the value will be passed must be bound. * //from ww w . j a v a2 s . c om * @param varName String name of the variable that is in the shader program. Must be an exact match. * @param x Primitive integer to be passed to the shader. */ public void putInt(String varName, int x) { if (activeShader != null) { //Grab the location of the variable int location = GL20.glGetUniformLocation(activeShader.shaderProgram, varName); //Pass the value to the variable location GL20.glUniform1i(location, x); } }
From source file:com.xrbpowered.gl.examples.GLFractal.java
License:Open Source License
@Override protected void setupResources() { super.setupResources(); palette = new Texture("palette.png"); shader = new PostProcessShader("post_fractal_f.glsl") { private int aspectLocation; private int pivotLocation; private int zoomLocation; private int maxiLocation; @Override//from ww w . ja v a2 s. co m protected void storeUniformLocations() { super.storeUniformLocations(); aspectLocation = GL20.glGetUniformLocation(pId, "aspect"); pivotLocation = GL20.glGetUniformLocation(pId, "pivot"); zoomLocation = GL20.glGetUniformLocation(pId, "zoom"); maxiLocation = GL20.glGetUniformLocation(pId, "maxi"); GL20.glUseProgram(pId); GL20.glUniform1i(GL20.glGetUniformLocation(pId, "palette"), 0); GL20.glUseProgram(0); } @Override public void updateUniforms() { super.updateUniforms(); GL20.glUniform1f(aspectLocation, (float) Display.getWidth() / (float) Display.getHeight()); GL20.glUniform2f(pivotLocation, pivotx, pivoty); GL20.glUniform1f(zoomLocation, zoom); GL20.glUniform1i(maxiLocation, maxi); } }; uiDebugPane.setVisible(false); resetBuffer(); }
From source file:com.xrbpowered.gl.examples.GLGlass.java
License:Open Source License
@Override protected void setupResources() { super.setupResources(); glassShader = new GlassShader(); diffuse = new Texture("checker.png"); alpha1 = BufferTexture.createPlainColor(4, 4, new Color(0x22777777, true)); alpha2 = BufferTexture.createPlainColor(4, 4, new Color(0x00ffffff, true)); normal = new Texture("glass_n.png"); blurMask = new Texture("glass_blur.png"); plane = FastMeshBuilder.plane(4f, 1, 1, StandardShader.standardVertexInfo, null); Random random = new Random(); objectActors = new StaticMeshActor[NUM_OBJECTS]; for (int i = 0; i < NUM_OBJECTS; i++) { objectActors[i] = StaticMeshActor.make(scene, plane, StandardShader.getInstance(), diffuse, noSpecularTexture, plainNormalTexture); objectActors[i].position.x = random.nextFloat() * OBJECT_RANGE * 2f - OBJECT_RANGE; objectActors[i].position.y = random.nextFloat() * OBJECT_RANGE * 2f - OBJECT_RANGE; objectActors[i].position.z = random.nextFloat() * OBJECT_RANGE * 2f - OBJECT_RANGE; objectActors[i].rotation.x = (float) Math.PI / 2f; objectActors[i].updateTransform(); }//from w ww .j a v a2 s. com planeActors1 = new StaticMeshActor[NUM_PLANES]; planeActors2 = new StaticMeshActor[NUM_PLANES]; for (int i = 0; i < NUM_PLANES; i++) { planeActors1[i] = StaticMeshActor.make(scene, plane, StandardShader.getInstance(), alpha1, plainSpecularTexture, normal); planeActors1[i].setShader(glassShader); planeActors2[i] = StaticMeshActor.make(scene, plane, StandardShader.getInstance(), alpha2, noSpecularTexture, normal); planeActors2[i].setShader(glassShader); planeActors1[i].position.x = random.nextFloat() * OBJECT_RANGE * 2f - OBJECT_RANGE; planeActors1[i].position.y = random.nextFloat() * OBJECT_RANGE * 2f - OBJECT_RANGE; planeActors1[i].position.z = random.nextFloat() * OBJECT_RANGE * 2f - OBJECT_RANGE; planeActors1[i].rotation.x = (float) Math.PI / 2f; planeActors2[i].position = planeActors1[i].position; planeActors2[i].rotation = planeActors1[i].rotation; planeActors1[i].updateTransform(); planeActors2[i].updateTransform(); } interBuffers = new OffscreenBuffers(getTargetWidth(), getTargetHeight(), false); blurBuffers = new OffscreenBuffers(getTargetWidth() / 6, getTargetHeight() / 6, false); postProc = new PostProcessShader("post_blur_f.glsl") { @Override protected void storeUniformLocations() { super.storeUniformLocations(); GL20.glUseProgram(pId); GL20.glUniform1i(GL20.glGetUniformLocation(pId, "numSamples"), 5); GL20.glUniform1f(GL20.glGetUniformLocation(pId, "range"), 15f); GL20.glUseProgram(0); } }; lightActor.rotation = new Vector3f((float) Math.PI, 0, 0); lightActor.updateTransform(); }
From source file:com.xrbpowered.gl.examples.GLPerlin.java
License:Open Source License
@Override protected void setupResources() { super.setupResources(); shader = new PostProcessShader("post_noise_f.glsl") { private int pivotLocation; private int scaleLocation; private int seedLocation; @Override/*from ww w. ja v a 2 s . c om*/ protected void storeUniformLocations() { super.storeUniformLocations(); pivotLocation = GL20.glGetUniformLocation(pId, "pivot"); scaleLocation = GL20.glGetUniformLocation(pId, "scale"); seedLocation = GL20.glGetUniformLocation(pId, "seed"); GL20.glUseProgram(pId); GL20.glUniform1i(GL20.glGetUniformLocation(pId, "palette"), 0); GL20.glUseProgram(0); } @Override public void updateUniforms() { super.updateUniforms(); GL20.glUniform2f(pivotLocation, pivotx, pivoty); GL20.glUniform2f(scaleLocation, buffer.getWidth() / 2, buffer.getHeight() / 2); GL20.glUniform1i(seedLocation, seed); } }; resetBuffer(); }
From source file:com.xrbpowered.gl.res.shaders.PostProcessShader.java
License:Open Source License
@Override protected void storeUniformLocations() { timeLocation = GL20.glGetUniformLocation(pId, "time"); GL20.glUseProgram(pId);//from ww w. j a va 2s .c om GL20.glUniform1i(GL20.glGetUniformLocation(pId, "colorBuf"), 0); GL20.glUseProgram(0); }
From source file:com.xrbpowered.gl.res.shaders.Shader.java
License:Open Source License
protected void initSamplers(String[] names) { GL20.glUseProgram(pId);/* w w w . jav a2 s .c o m*/ for (int i = 0; i < names.length; i++) { GL20.glUniform1i(GL20.glGetUniformLocation(pId, names[i]), i); } GL20.glUseProgram(0); }