Example usage for org.lwjgl.opengl GL20 glUniform4f

List of usage examples for org.lwjgl.opengl GL20 glUniform4f

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 glUniform4f.

Prototype

public static void glUniform4f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0,
        @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2, @NativeType("GLfloat") float v3) 

Source Link

Document

Specifies the value of a vec4 uniform variable for the current program object.

Usage

From source file:org.terasology.logic.characters.GelatinousCube.java

License:Apache License

public void render() {
    super.render();

    glPushMatrix();/*w w  w.  j a  v  a 2  s .c om*/

    glTranslated(getPosition().x - _parent.getWorldProvider().getRenderingReferencePoint().x,
            getPosition().y - _parent.getWorldProvider().getRenderingReferencePoint().y,
            getPosition().z - _parent.getWorldProvider().getRenderingReferencePoint().z);
    glRotatef((float) _yaw, 0f, 1f, 0f);

    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, _parent.getRenderingLightValueAt(getPosition()));

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    _mesh.render();

    glDisable(GL_BLEND);

    ShaderManager.getInstance().enableShader(null);

    glPopMatrix();
}

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 . ja v  a  2 s .c om
 * @param desc the uniform name, as used in the shader program itself.
 * @param f1
 * @param f2
 * @param f3
 * @param f4 
 */
public void setFloat4(String desc, float f1, float f2, float f3, float f4) {
    int activeShaderProgramId = getActiveShaderProgramId();

    if (activeShaderProgramId <= 0) {
        return;
    }

    enable();
    int id = getUniformLocation(activeShaderProgramId, desc);
    GL20.glUniform4f(id, f1, f2, f3, f4);
}

From source file:org.terasology.rendering.assets.Material.java

License:Apache License

public void setFloat4(String desc, float f1, float f2, float f3, float f4) {
    if (isDisposed())
        return;/*from   w  w w . j a va 2s .  co  m*/

    enable();
    int id = GL20.glGetUniformLocation(shaderProgram, desc);
    if (id != -1) {
        GL20.glUniform4f(id, f1, f2, f3, f4);
    }
}

From source file:org.terasology.rendering.opengl.GLSLMaterial.java

License:Apache License

@Override
public void setFloat4(String desc, float f1, float f2, float f3, float f4, boolean currentOnly) {
    if (isDisposed()) {
        return;/*from   ww  w  .  j  av a  2  s  .c o m*/
    }
    if (currentOnly) {
        enable();
        int id = getUniformLocation(getActiveShaderProgramId(), desc);
        GL20.glUniform4f(id, f1, f2, f3, f4);
    } else {
        TIntIntIterator it = shaderPrograms.iterator();
        while (it.hasNext()) {
            it.advance();

            GL20.glUseProgram(it.value());
            int id = getUniformLocation(it.value(), desc);
            GL20.glUniform4f(id, f1, f2, f3, f4);
        }

        restoreStateAfterUniformsSet();
    }
}

From source file:org.terasology.rendering.shader.ShaderProgram.java

License:Apache License

public void setFloat4(String desc, float f1, float f2, float f3, float f4) {
    enable();/*from  w  ww. ja  v  a2  s .  co m*/
    int id = GL20.glGetUniformLocation(shaderProgram, desc);
    GL20.glUniform4f(id, f1, f2, f3, f4);
}

From source file:playn.java.JavaGL20.java

License:Apache License

@Override
public void glUniform4f(int location, float x, float y, float z, float w) {
    GL20.glUniform4f(location, x, y, z, w);
}

From source file:processing.lwjgl.PGL.java

License:Open Source License

public void uniform4f(int loc, float value0, float value1, float value2, float value3) {
    GL20.glUniform4f(loc, value0, value1, value2, value3);
}

From source file:processing.lwjgl.PLWJGL.java

License:Open Source License

public void uniform4f(int location, float value0, float value1, float value2, float value3) {
    GL20.glUniform4f(location, value0, value1, value2, value3);
}

From source file:processing.opengl.PLWJGL.java

License:Open Source License

@Override
public void uniform4f(int location, float value0, float value1, float value2, float value3) {
    GL20.glUniform4f(location, value0, value1, value2, value3);
}

From source file:se.angergard.engine.graphics.ShaderProgram.java

License:Apache License

public ShaderProgram setUniformVec4(String uniform, Color color) {
    GL20.glUniform4f(uniforms.get(uniform), color.getRed(), color.getGreen(), color.getBlue(),
            color.getAlpha());/*  w  ww  .java2s  .c o m*/
    return this;
}