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:org.spout.renderer.lwjgl.gl20.GL20Program.java
License:Open Source License
@Override public void setUniform(String name, int i) { checkCreated();/*from w w w . java2 s. co m*/ if (!uniforms.containsKey(name)) { return; } GL20.glUniform1i(uniforms.get(name), i); LWJGLUtil.checkForGLError(); }
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); glPushMatrix();// w w w . j a va2 s . c om 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; }
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./*ww w . j av a 2 s . c o m*/ * @param desc the uniform name, as used in the shader program itself. * @param i */ public void setInt(String desc, int i) { int activeShaderProgramId = getActiveShaderProgramId(); if (activeShaderProgramId <= 0) { return; } enable(); int id = getUniformLocation(activeShaderProgramId, desc); GL20.glUniform1i(id, i); }
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 ww w . j av a 2 s .c o m*/ * @param desc the uniform name, as used in the shader program itself. * @param b */ public void setBoolean(String desc, boolean b) { int activeShaderProgramId = getActiveShaderProgramId(); if (activeShaderProgramId <= 0) { return; } enable(); int id = getUniformLocation(activeShaderProgramId, desc); GL20.glUniform1i(id, b ? 1 : 0); }
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 va 2 s. c o m * @param desc the uniform name, as used in the shader program itself. * @param i */ public void setIntForAllPermutations(String desc, int i) { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform1i(id, i); } enable(); }
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. ja v a 2s. c o m*/ * @param desc the uniform name, as used in the shader program itself. * @param b */ public void setBooleanForAllPermutations(String desc, boolean b) { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform1i(id, b ? 1 : 0); } enable(); }
From source file:org.terasology.rendering.assets.Material.java
License:Apache License
public void setInt(String desc, int i) { if (isDisposed()) return;/*from w w w.j a v a2 s . co m*/ enable(); int id = GL20.glGetUniformLocation(shaderProgram, desc); if (id != -1) { GL20.glUniform1i(id, i); } }
From source file:org.terasology.rendering.assets.Material.java
License:Apache License
public void setTexture(String desc, Texture texture) { if (isDisposed()) return;//w ww .jav a 2 s .c o m int texId = -1; if (bindMap.containsKey(desc)) { texId = bindMap.get(desc); } else { // TODO: do this initially, and try and have similar textures in similar slots for all materials. ParamMetadata metadata = shader.getParameter(desc); if (metadata == null) { return; } enable(); texId = textureIndex++; int id = GL20.glGetUniformLocation(shaderProgram, desc); GL20.glUniform1i(id, texId); bindMap.put(desc, texId); } textureMap.put(texId, texture); }
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
@Override public void setInt(String desc, int i, boolean currentOnly) { if (isDisposed()) { return;/* w w w .j a va 2s .c om*/ } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniform1i(id, i); } else { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform1i(id, i); } restoreStateAfterUniformsSet(); } }
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
@Override public void setBoolean(String desc, boolean value, boolean currentOnly) { if (isDisposed()) { return;//from w ww.j a va 2s. c om } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniform1i(id, value ? 1 : 0); } else { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform1i(id, value ? 1 : 0); } restoreStateAfterUniformsSet(); } }