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 setMatrix3(String desc, FloatBuffer value, boolean currentOnly) { if (isDisposed()) { return;//w ww . j a v a 2 s.c om } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniformMatrix3(id, false, 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, value); } restoreStateAfterUniformsSet(); } }
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
@Override public void setMatrix4(String desc, Matrix4f value, boolean currentOnly) { if (isDisposed()) { return;//from ww w . j av a 2s. c o m } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniformMatrix4(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.glUniformMatrix4(id, false, MatrixUtils.matrixToFloatBuffer(value)); } restoreStateAfterUniformsSet(); } }
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
@Override public void setMatrix4(String desc, FloatBuffer value, boolean currentOnly) { if (isDisposed()) { return;/* w w w.jav a 2 s . c o m*/ } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniformMatrix4(id, false, value); } else { TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniformMatrix4(id, false, value); } restoreStateAfterUniformsSet(); } }
From source file:org.terasology.rendering.opengl.GLSLMaterial.java
License:Apache License
private void restoreStateAfterUniformsSet() { if (shaderManager.getActiveMaterial() == this) { GL20.glUseProgram(getActiveShaderProgramId()); } else {/*from w ww . j ava 2s. c o m*/ enable(); } }
From source file:org.terasology.rendering.shader.ShaderProgram.java
License:Apache License
public void enable() { ShaderProgram activeProgram = ShaderManager.getInstance().getActiveShaderProgram(); if (activeProgram != this) { GL13.glActiveTexture(GL13.GL_TEXTURE0); GL20.glUseProgram(shaderProgram); // Make sure the shader manager knows that this program is currently active ShaderManager.getInstance().setActiveShaderProgram(this); // Set the shader parameters if available if (parameters != null) { parameters.applyParameters(this); }/*from w w w . j a va 2 s . co m*/ } }
From source file:org.terasology.rendering.ShaderManager.java
License:Apache License
public void disableShader() { GL20.glUseProgram(0); activeMaterial = null; }
From source file:org.terasology.rendering.ShaderManagerLwjgl.java
License:Apache License
@Override public void disableShader() { GL20.glUseProgram(0); activeMaterial = null; }
From source file:ovh.tgrhavoc.gameengine.core.Shader.java
License:Open Source License
public void bind() { GL20.glUseProgram(pointer); }
From source file:playn.java.JavaGL20.java
License:Apache License
@Override public void glUseProgram(int program) { GL20.glUseProgram(program); }
From source file:processing.lwjgl.PGL.java
License:Open Source License
public void useProgram(int prog) { GL20.glUseProgram(prog); }