List of usage examples for org.lwjgl.opengl GL20 glUniform2f
public static void glUniform2f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1)
From source file:ar.com.quark.backend.lwjgl.opengl.DesktopGLES20.java
License:Apache License
/** * {@inheritDoc}/*from w ww . j a v a 2s.c o m*/ */ @Override public void glUniform2f(int name, float i1, float i2) { GL20.glUniform2f(name, i1, i2); }
From source file:com.badlogic.gdx.backends.jglfw.JglfwGL20.java
License:Apache License
public void glUniform2f(int location, float x, float y) { GL20.glUniform2f(location, x, y); }
From source file:com.flowpowered.caustic.lwjgl.gl20.GL20Program.java
License:MIT License
@Override public void setUniform(String name, Vector2f v) { checkCreated();// w w w. j av a2 s .co m if (!isDirty(name, v)) { return; } GL20.glUniform2f(uniforms.get(name), v.getX(), v.getY()); uniformValues.put(name, v); LWJGLUtil.checkForGLError(); }
From source file:com.grillecube.client.opengl.GLProgram.java
protected void loadUniformVec(int location, float x, float y) { GL20.glUniform2f(location, x, y); }
From source file:com.grillecube.engine.opengl.object.GLProgram.java
protected void loadUniformVec(int location, Vector2f vec) { GL20.glUniform2f(location, vec.x, vec.y); }
From source file:com.redthirddivision.quad.rendering.shaders.Shader.java
License:Apache License
public void setUniform(int location, Vector2f value) { GL20.glUniform2f(location, value.x, value.y); }
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 w w w.j av a2 s . c o m * @param name The name of the uniform to specify. * @return Whether or not the uniform exists and is active. */ public boolean uniform2f(String name, float x, float y) { if (DGL.currentProgram() != this) throw new IllegalStateException("Program must be in use."); int loc = GL20.glGetUniformLocation(id, name); if (loc < 0) return false; GL20.glUniform2f(loc, x, y); return true; }
From source file:com.sgflt.ShaderManager.ShaderManager.java
License:Apache License
/** * Pass an LWJGL Vector2f to the active shader. The shader to which the value will be passed must be bound. * //from w w w. j ava 2 s. c om * @param varName Name of the variable that is in the shader program. Must be an exact match. * @param v LWJGL Vector2f. */ public void putVector2f(String varName, Vector2f v) throws NullPointerException { if (v == null) { throw new NullPointerException("Vector2f passed is null."); } if (activeShader != null) { int location = GL20.glGetUniformLocation(activeShader.shaderProgram, varName); GL20.glUniform2f(location, v.x, v.y); } }
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 a 2 s .com*/ 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.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 w ww . j a va 2s . c o m 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(); }