List of usage examples for org.lwjgl.opengl GL20 glUniform4f
public static void glUniform4f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2, @NativeType("GLfloat") float v3)
From source file:ar.com.quark.backend.lwjgl.opengl.DesktopGLES20.java
License:Apache License
/** * {@inheritDoc}/*from ww w . j a va 2s . c om*/ */ @Override public void glUniform4f(int name, float i1, float i2, float i3, float i4) { GL20.glUniform4f(name, i1, i2, i3, i4); }
From source file:com.badlogic.gdx.backends.jglfw.JglfwGL20.java
License:Apache License
public void glUniform4f(int location, float x, float y, float z, float w) { GL20.glUniform4f(location, x, y, z, w); }
From source file:com.flowpowered.caustic.lwjgl.gl20.GL20Program.java
License:MIT License
@Override public void setUniform(String name, Vector4f v) { checkCreated();/*from w ww . ja v a2s. co m*/ if (!isDirty(name, v)) { return; } GL20.glUniform4f(uniforms.get(name), v.getX(), v.getY(), v.getZ(), v.getW()); uniformValues.put(name, v); LWJGLUtil.checkForGLError(); }
From source file:com.github.begla.blockmania.game.mobs.GelatinousCube.java
License:Apache License
public void render() { super.render(); glPushMatrix();/*from www .j a v a 2 s . c o m*/ glTranslatef(getPosition().x - _parent.getWorldProvider().getRenderingReferencePoint().x, getPosition().y - _parent.getWorldProvider().getRenderingReferencePoint().y, getPosition().z - _parent.getWorldProvider().getRenderingReferencePoint().z); glRotatef((float) _yaw, 0f, 1f, 0f); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); TextureManager.getInstance().bindTexture("slime"); // Setup the shader ShaderManager.getInstance().enableShader("gelatinousCube"); int tick = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("gelatinousCube"), "tick"); GL20.glUniform1f(tick, _parent.getTick()); int cOffset = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("gelatinousCube"), "colorOffset"); GL20.glUniform4f(cOffset, COLORS[_randomColorId].x, COLORS[_randomColorId].y, COLORS[_randomColorId].z, 1.0f); int light = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("gelatinousCube"), "light"); GL20.glUniform1f(light, calcLightValue()); if (_displayListOuterBody == -1 || _displayListInnerBody == -1) { generateDisplayList(); } glPushMatrix(); glScalef(_randomSize, _randomSize, _randomSize); glCallList(_displayListInnerBody); glCallList(_displayListOuterBody); glPopMatrix(); glDisable(GL11.GL_TEXTURE_2D); glDisable(GL_BLEND); ShaderManager.getInstance().enableShader(null); glPopMatrix(); }
From source file:com.github.begla.blockmania.world.horizon.Skysphere.java
License:Apache License
public void render() { updateClouds();/*from w ww .j ava 2 s.co 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, float w) { GL20.glUniform4f(location, x, y, z, w); }
From source file:com.grillecube.engine.opengl.object.GLProgram.java
protected void loadUniformVec(int location, Vector4f vec) { GL20.glUniform4f(location, vec.x, vec.y, vec.z, vec.w); }
From source file:com.opengrave.og.base.Picking.java
License:Open Source License
public static void registerObject(int pid, RenderView context, Pickable t) { int r = (int) (lastInt % 256); int g = (int) ((lastInt >> 8) % 256); int b = (int) ((lastInt >> 16) % 256); int i = GL20.glGetUniformLocation(pid, "pickCol"); if (i == -1) { return;/*www . j a v a2s . c o m*/ } GL20.glUniform4f(i, r / 255f, g / 255f, b / 255f, 1f); allPickables.put(lastInt, t); lastInt++; }
From source file:com.opengrave.og.engine.RenderView.java
License:Open Source License
public void bindLights(int pID, int texture) { GL20.glUseProgram(pID);//w w w. j a va 2 s . com 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.opengrave.og.Util.java
License:Open Source License
public static void setUniform(int pID, String string, Vector4f color) { // System.out.println("Program "+pID); Util.checkErr();/*w ww . j a v a 2 s . c o m*/ int i = GL20.glGetUniformLocation(pID, string); Util.checkErr(); if (i == -1) { // System.out.println("Cannot find uniform '"+string+"'"); // Thread.dumpStack(); } else { GL20.glUniform4f(i, color.x, color.y, color.z, color.w); Util.checkErr(); } }