List of usage examples for org.lwjgl.opengl GL20 glUseProgram
public static void glUseProgram(@NativeType("GLuint") int program)
From source file:ar.com.quark.backend.lwjgl.opengl.DesktopGLES20.java
License:Apache License
/** * {@inheritDoc} */ @Override public void glUseProgram(int name) { GL20.glUseProgram(name); }
From source file:br.com.perin.shaders.ShaderProgram.java
public void start() { GL20.glUseProgram(programId); }
From source file:br.com.perin.shaders.ShaderProgram.java
public void stop() { GL20.glUseProgram(0); }
From source file:cn.academy.ability.client.ui.CPBar.java
License:GNU General Public License
private void drawOverload(float overload) { //Draw plain background color4d(1, 1, 1, 0.8);//from w ww . ja va 2s .co m RenderUtils.loadTexture(TEX_BACK_OVERLOAD); HudUtils.rect(WIDTH, HEIGHT); // Draw back color4d(1, 1, 1, 1); if (shaderLoaded) { shaderOverloaded.useProgram(); shaderOverloaded.updateTexOffset((GameTimer.getTime() % 10000L) / 10000.0f); } GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glEnable(GL11.GL_TEXTURE_2D); RenderUtils.loadTexture(TEX_MASK); GL13.glActiveTexture(GL13.GL_TEXTURE0); RenderUtils.loadTexture(TEX_FRONT_OVERLOAD); final double x0 = 30, width2 = WIDTH - x0 - 20; HudUtils.rect(x0, 0, 0, 0, width2, HEIGHT, width2, HEIGHT); GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glDisable(GL11.GL_TEXTURE_2D); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL20.glUseProgram(0); // Highlight color4d(1, 1, 1, 0.3 + 0.35 * (Math.sin(GameTimer.getTime() / 200.0) + 1)); RenderUtils.loadTexture(TEX_OVERLOAD_HIGHLIGHT); HudUtils.rect(WIDTH, HEIGHT); }
From source file:cn.academy.ability.client.ui.CPBar.java
License:GNU General Public License
private void drawCPBar(float prog, boolean cantuse) { float pre_mAlpha = mAlpha; if (cantuse) { mAlpha *= 0.3f;//from w ww . java 2 s . c om } //We need a cut-angle effect so this must be done manually autoLerp(cpColors, prog); prog = 0.16f + prog * 0.8f; final double OFF = 103 * sin41, X0 = 47, Y0 = 30, WIDTH = 883, HEIGHT = 84; Tessellator t = Tessellator.instance; double len = WIDTH * prog, len2 = len - OFF; if (shaderLoaded) { shaderCPBar.useProgram(); } GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glEnable(GL11.GL_TEXTURE_2D); RenderUtils.loadTexture(overlayTexture); GL13.glActiveTexture(GL13.GL_TEXTURE0); RenderUtils.loadTexture(TEX_CP); t.startDrawingQuads(); addVertex(X0 + (WIDTH - len), Y0); addVertex(X0 + (WIDTH - len2), Y0 + HEIGHT); addVertex(X0 + WIDTH, Y0 + HEIGHT); addVertex(X0 + WIDTH, Y0); t.draw(); GL20.glUseProgram(0); GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glDisable(GL11.GL_TEXTURE_2D); GL13.glActiveTexture(GL13.GL_TEXTURE0); mAlpha = pre_mAlpha; }
From source file:cn.academy.ability.client.ui.KeyHintUI.java
License:GNU General Public License
private void drawSingle(int keyCode, KeyDelegate c, SkillCooldown data) { ResourceLocation icon = c.getIcon(); // Back/* w w w . j ava 2 s . c o m*/ RenderUtils.loadTexture(TEX_BACK); color4d(1, 1, 1, 1); HudUtils.rect(122, 0, 185, 83); IFont font = Resources.font(); // KeyHint { double wx = 180, wy = 27; if (!canUseAbility || data.getTickLeft() > 0) { color4d(0.7, 0.7, 0.7, 1); ShaderMono.instance().useProgram(); } if (keyCode >= 0) { String name = Keyboard.getKeyName(keyCode); if (name.length() <= 2) { //Short preference drawBack(TEX_KEY_SHORT); } else { drawBack(TEX_KEY_LONG); } font.draw(name, wx, wy, option); } else { if (keyCode == KeyManager.MOUSE_LEFT) { drawBack(TEX_MOUSE_L); } else if (keyCode == KeyManager.MOUSE_RIGHT) { drawBack(TEX_MOUSE_R); } else { drawBack(TEX_MOUSE_GENERIC); font.draw("" + (keyCode + 100), wx, wy, option); } } color4d(1, 1, 1, 1); } // Logo color4d(1, 1, 1, 1); RenderUtils.loadTexture(TEX_ICON_BACK); HudUtils.rect(216, 5, 72, 72); DelegateState state = c.getState(); float prog = (float) data.getTickLeft() / data.getMaxTick(); float thisSinAlpha = (state.sinEffect ? sinAlpha : 1); float alpha; if (prog == 0.0f) { alpha = state.alpha * (0.4f + thisSinAlpha * 0.6f); } else { alpha = 0.4f; } final double ICON_SIZE = 62; color4d(1, 1, 1, alpha); RenderUtils.loadTexture(icon); HudUtils.rect(221, 10, ICON_SIZE, ICON_SIZE); double prevA = state.glowColor.a; state.glowColor.a *= thisSinAlpha; ACRenderingHelper.drawGlow(221, 10, ICON_SIZE, ICON_SIZE, 5, state.glowColor); state.glowColor.a = prevA; GL20.glUseProgram(0); if (prog != 0) { color4d(0.6, 0.6, 0.6, .3); HudUtils.colorRect(221, 10 + ICON_SIZE * (1 - prog), ICON_SIZE, ICON_SIZE * prog); } }
From source file:cn.academy.core.client.render.ray.RendererRayGlow.java
License:GNU General Public License
@Override protected void draw(T ray, Vec3 start, Vec3 end, Vec3 dir) { if (RenderUtils.isInShadowPass()) { return;//from w ww . j a v a 2s . com } glDisable(GL_CULL_FACE); glAlphaFunc(GL_GREATER, 0.05f); glEnable(GL_BLEND); ShaderSimple.instance().useProgram(); Tessellator t = Tessellator.instance; Vec3 look = VecUtils.subtract(end, start).normalize(); end = VecUtils.add(end, VecUtils.multiply(look, endFix)); start = VecUtils.add(start, VecUtils.multiply(look, startFix)); Vec3 mid1 = VecUtils.add(start, VecUtils.multiply(look, width)); Vec3 mid2 = VecUtils.add(end, VecUtils.multiply(look, -width)); double preA = color.a; color.a = preA * ray.getAlpha() * ray.getGlowAlpha(); color.bind(); color.a = preA; double width = this.width * ray.getWidth(); RenderUtils.loadTexture(blendIn); this.drawBoard(start, mid1, dir, width); RenderUtils.loadTexture(tile); this.drawBoard(mid1, mid2, dir, width); RenderUtils.loadTexture(blendOut); this.drawBoard(mid2, end, dir, width); GL20.glUseProgram(0); glEnable(GL_CULL_FACE); glAlphaFunc(GL_GEQUAL, 0.1f); }
From source file:cn.academy.core.client.render.shader.ShaderMask.java
License:GNU General Public License
private ShaderMask() { this.linkShader(Resources.getShader("mask.vert"), GL20.GL_VERTEX_SHADER); this.linkShader(Resources.getShader("mask.frag"), GL20.GL_FRAGMENT_SHADER); this.compile(); this.useProgram(); GL20.glUniform1i(this.getUniformLocation("texture"), 0); GL20.glUniform1i(this.getUniformLocation("mask"), MASK_TEXID); GL20.glUseProgram(0); }
From source file:cn.academy.core.client.render.shader.ShaderMask.java
License:GNU General Public License
public void end() { GL13.glActiveTexture(GL13.GL_TEXTURE0 + MASK_TEXID); GL11.glDisable(GL11.GL_TEXTURE_2D); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL20.glUseProgram(0); }
From source file:cn.academy.support.nei.FusorRecipeHandler.java
License:GNU General Public License
@Override public void drawBackground(int recipe) { ShaderMono.instance().useProgram();//from w w w. ja va 2s. c o m RenderUtils.loadTexture(new ResourceLocation(getGuiTexture())); HudUtils.rect(24.5f, 0, 0, 0, 115, 66, 115, 66); GL20.glUseProgram(0); }