List of usage examples for org.lwjgl.opengl GL20 glUseProgram
public static void glUseProgram(@NativeType("GLuint") int program)
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
@Override public void setFloat1(String desc, FloatBuffer buffer, boolean currentOnly) { if (isDisposed()) { return;/*from w ww . ja va 2 s. c om*/ } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniform1(id, buffer); } else { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform1(id, buffer); } restoreStateAfterUniformsSet(); } }
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
@Override public void setFloat2(String desc, float f1, float f2, boolean currentOnly) { if (isDisposed()) { return;//ww w. j a v a 2s.com } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniform2f(id, f1, f2); } else { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform2f(id, f1, f2); } restoreStateAfterUniformsSet(); } }
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
@Override public void setFloat2(String desc, FloatBuffer buffer, boolean currentOnly) { if (isDisposed()) { return;//from w w w.j av a 2 s . c om } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniform2(id, buffer); } else { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform2(id, buffer); } restoreStateAfterUniformsSet(); } }
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
@Override public void setFloat3(String desc, float f1, float f2, float f3, boolean currentOnly) { if (isDisposed()) { return;/*from ww w .j a va 2 s. co m*/ } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniform3f(id, f1, f2, f3); } else { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform3f(id, f1, f2, f3); } restoreStateAfterUniformsSet(); } }
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
@Override public void setFloat3(String desc, FloatBuffer buffer, boolean currentOnly) { if (isDisposed()) { return;//w w w . jav a2 s . c o m } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniform3(id, buffer); } else { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform3(id, buffer); } restoreStateAfterUniformsSet(); } }
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 w ww.jav a 2 s . c om*/ } 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.opengl.GLSLMaterial.java
License:Apache License
@Override public void setFloat4(String desc, FloatBuffer buffer, boolean currentOnly) { if (isDisposed()) { return;/*from www. j ava2 s . c o m*/ } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniform4(id, buffer); } else { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform4(id, buffer); } restoreStateAfterUniformsSet(); } }
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
@Override public void setInt(String desc, int i, boolean currentOnly) { if (isDisposed()) { return;//from w ww . j a v a 2s . c om } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniform1i(id, i); } else { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform1i(id, i); } restoreStateAfterUniformsSet(); } }
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
@Override public void setBoolean(String desc, boolean value, boolean currentOnly) { if (isDisposed()) { return;//from ww w . j a v a2 s .c o m } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniform1i(id, value ? 1 : 0); } else { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform1i(id, value ? 1 : 0); } restoreStateAfterUniformsSet(); } }
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
@Override public void setMatrix3(String desc, Matrix3f value, boolean currentOnly) { if (isDisposed()) { return;//from w w w. j a v a 2 s . c om } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniformMatrix3(id, false, MatrixUtils.matrixToFloatBuffer(value)); } else { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniformMatrix3(id, false, MatrixUtils.matrixToFloatBuffer(value)); } restoreStateAfterUniformsSet(); } }