List of usage examples for org.lwjgl.opengl GL20 glUniform3f
public static void glUniform3f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2)
From source file:ar.com.quark.backend.lwjgl.opengl.DesktopGLES20.java
License:Apache License
/** * {@inheritDoc}// w ww. j ava 2s. c o m */ @Override public void glUniform3f(int name, float i1, float i2, float i3) { GL20.glUniform3f(name, i1, i2, i3); }
From source file:com.badlogic.gdx.backends.jglfw.JglfwGL20.java
License:Apache License
public void glUniform3f(int location, float x, float y, float z) { GL20.glUniform3f(location, x, y, z); }
From source file:com.flowpowered.caustic.lwjgl.gl20.GL20Program.java
License:MIT License
@Override public void setUniform(String name, Vector3f v) { checkCreated();//from ww w . j ava2 s . com if (!isDirty(name, v)) { return; } GL20.glUniform3f(uniforms.get(name), v.getX(), v.getY(), v.getZ()); uniformValues.put(name, v); LWJGLUtil.checkForGLError(); }
From source file:com.github.begla.blockmania.world.horizon.Skysphere.java
License:Apache License
public void render() { updateClouds();//from w w w . j a va 2 s .c o m glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL13.GL_TEXTURE_CUBE_MAP); GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, _textureIds.get(0)); _sunPosAngle = (float) Math.toRadians(360.0 * _parent.getWorldProvider().getTime() - 90.0); Vector4f sunNormalise = new Vector4f(0.0f, (float) Math.cos(_sunPosAngle), (float) Math.sin(_sunPosAngle), 1.0f); sunNormalise.normalize(); _zenithColor = getAllWeatherZenith(sunNormalise.y); ShaderManager.getInstance().enableShader("sky"); int sunPos = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("sky"), "sunPos"); GL20.glUniform4f(sunPos, 0.0f, (float) Math.cos(_sunPosAngle), (float) Math.sin(_sunPosAngle), 1.0f); int time = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("sky"), "time"); GL20.glUniform1f(time, (float) _parent.getWorldProvider().getTime()); int sunAngle = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("sky"), "sunAngle"); GL20.glUniform1f(sunAngle, _sunPosAngle); int turbidity = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("sky"), "turbidity"); GL20.glUniform1f(turbidity, _turbidity); int zenith = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("sky"), "zenith"); GL20.glUniform3f(zenith, _zenithColor.x, _zenithColor.y, _zenithColor.z); // DRAW THE SKYSPHERE drawSphere(); glDisable(GL13.GL_TEXTURE_CUBE_MAP); ShaderManager.getInstance().enableShader("clouds"); // Apply daylight int lightClouds = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("clouds"), "light"); GL20.glUniform1f(lightClouds, getDaylight()); // DRAW THE CLOUDS drawClouds(); ShaderManager.getInstance().enableShader(null); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); }
From source file:com.grillecube.client.opengl.GLProgram.java
protected void loadUniformVec(int location, float x, float y, float z) { GL20.glUniform3f(location, x, y, z); }
From source file:com.grillecube.engine.opengl.object.GLProgram.java
protected void loadUniformVec(int location, Vector3f vec) { GL20.glUniform3f(location, vec.x, vec.y, vec.z); }
From source file:com.opengrave.og.engine.RenderView.java
License:Open Source License
public void bindLights(int pID, int texture) { GL20.glUseProgram(pID);//from w ww .j ava2 s. c o m int lights = MainThread.config.getInteger("lightCount", 16); int showShadows = GL20.glGetUniformLocation(pID, "showShadows"); GL20.glUniform1i(showShadows, hasshadows ? 1 : 0); Util.checkErr(); if (cam instanceof FlyByCamera) { int eyepos = GL20.glGetUniformLocation(pID, "eyepos"); Util.checkErr(); Location camL = ((FlyByCamera) cam).getCameraLocation(); Util.checkErr(); GL20.glUniform3f(eyepos, camL.getFullXAsFloat(), camL.getFullYAsFloat(), camL.getZ()); Util.checkErr(); } if (hasshadows) { int lightDir = GL20.glGetUniformLocation(pID, "sunDir"); Vector3f dir = sceneNode.getSkyLight().getDirection().normalise(null); GL20.glUniform3f(lightDir, dir.x, dir.y, dir.z); int sunStr = GL20.glGetUniformLocation(pID, "sunStr"); GL20.glUniform1f(sunStr, sceneNode.getSkyLight().getIntensity()); } if (!shadows) { return; } int lightCount = GL20.glGetUniformLocation(pID, "lightCount"); GL20.glUniform1i(lightCount, lights); if (lights < 4) { lights = 4; } for (int i = 0; i < lights; i++) { ShadowCube ls; if (i >= lightShadows.size()) { ls = new ShadowCube(MainThread.config.getInteger("shadowSize", 1024)); lightShadows.add(ls); } ls = lightShadows.get(i); if (ls == null) { continue; } PointLightNode light = ls.getLight(); if (light == null) { continue; } int cube = GL20.glGetUniformLocation(pID, "cube" + i); int lightcolour = GL20.glGetUniformLocation(pID, "lights[" + i + "].colour"); int lightposition = GL20.glGetUniformLocation(pID, "lights[" + i + "].position"); int lightpower = GL20.glGetUniformLocation(pID, "lights[" + i + "].power"); Vector3f loc = light.getPosition().toVector3(); if (cam != null) { // loc = light.getPosition().minus(cam.getLocation()); // loc = cam.minus(light.getPosition()); } Util.checkErr(); // Only upload a shadow texture location if we're having shadows for // the light. Basic has lights but no shadows if (i < showShadows) { GL20.glUniform1i(cube, texture + i - GL13.GL_TEXTURE0); ls.getFramebuffer().bindDepthTexture(texture + i); } Util.checkErr(); GL20.glUniform4f(lightcolour, light.getColour().x, light.getColour().y, light.getColour().z, light.getColour().w); Util.checkErr(); GL20.glUniform4f(lightposition, loc.x, loc.y, loc.z, 1f); Util.checkErr(); GL20.glUniform1f(lightpower, light.getPower()); Util.checkErr(); Util.checkErr(); } }
From source file:com.redthirddivision.quad.rendering.shaders.Shader.java
License:Apache License
public void setUniform(int location, Vector3f value) { GL20.glUniform3f(location, value.x, value.y, value.z); }
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 ww .j a va 2s. c o m * @param name The name of the uniform to specify. * @return Whether or not the uniform exists and is active. */ public boolean uniform3f(String name, float x, float y, float z) { if (DGL.currentProgram() != this) throw new IllegalStateException("Program must be in use."); int loc = GL20.glGetUniformLocation(id, name); if (loc < 0) return false; GL20.glUniform3f(loc, x, y, z); return true; }
From source file:com.sgflt.ShaderManager.ShaderManager.java
License:Apache License
/** * Pass an LWJGL Vector3f to the active shader. The shader to which the value will be passed must be bound. * //from w w w . j a v a 2 s . c o m * @param varName Name of the variable that is in the shader program. Must be an exact match. * @param v */ public void putVector3f(String varName, Vector3f v) throws NullPointerException { if (v == null) { throw new NullPointerException("Vector3f passed is null."); } if (activeShader != null) { int location = GL20.glGetUniformLocation(activeShader.shaderProgram, varName); GL20.glUniform3f(location, v.x, v.y, v.z); } }