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.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 ww . j a v a2 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 setInt(String desc, int i) { enable(); int id = GL20.glGetUniformLocation(shaderProgram, desc); GL20.glUniform1i(id, i); }
From source file:ovh.tgrhavoc.gameengine.core.Shader.java
License:Open Source License
public void setUniformi(String name, int value) { GL20.glUniform1i(uniforms.get(name), value); }
From source file:playn.java.JavaGL20.java
License:Apache License
@Override public void glUniform1i(int location, int x) { GL20.glUniform1i(location, x); }
From source file:processing.lwjgl.PGL.java
License:Open Source License
public void uniform1i(int loc, int value) { GL20.glUniform1i(loc, value); }
From source file:processing.lwjgl.PLWJGL.java
License:Open Source License
public void uniform1i(int location, int value) { GL20.glUniform1i(location, value); }
From source file:processing.opengl.PLWJGL.java
License:Open Source License
@Override public void uniform1i(int location, int value) { GL20.glUniform1i(location, value); }
From source file:renderEngine.ShaderProgram.java
/** * Loads an integer value to the uniform variable in the specified location. * * @param location The location of the uniform variable to which the integer * needs to be loaded./*from w w w. j a va 2 s .c o m*/ * @param value The value that needs to be loaded into the uniform variable. */ protected void loadInt(int location, int value) { GL20.glUniform1i(location, value); }
From source file:se.angergard.engine.graphics.ShaderProgram.java
License:Apache License
/** Sets the uniform with the given name with the given Integer. You need the {@link #addUniform(String) addUniform} before * being able to set the uniform./*from w ww.j a va 2s . co m*/ * * @param uniform The uniform name * @param i Integer * @return This ShaderProgram */ public ShaderProgram setUniform1i(String uniform, int i) { GL20.glUniform1i(uniforms.get(uniform), i); return this; }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glUniform1i(int a, int b) { GL20.glUniform1i(a, b); }