List of usage examples for org.lwjgl.opengl GL20 glUseProgram
public static void glUseProgram(@NativeType("GLuint") int program)
From source file:renderEngine.ShaderProgram.java
/** * Starts the program. */ public final void start() { GL20.glUseProgram(programID); }
From source file:renderEngine.ShaderProgram.java
/** * Stops the program. */ public final void stop() { GL20.glUseProgram(0); }
From source file:se.angergard.engine.graphics.RenderUtil.java
License:Apache License
/** Unbind's all shaders, */ public static void unbindShader() { GL20.glUseProgram(0); }
From source file:se.angergard.engine.graphics.ShaderProgram.java
License:Apache License
/** Binds the program to the graphic card. * @return This ShaderProgram */ public ShaderProgram bind() { GL20.glUseProgram(program); return this; }
From source file:thebounzer.org.lwgldemo.Chapter3.java
License:Open Source License
@Override public void loopCycle() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL20.glUseProgram(program.getId()); vaoId = GL30.glGenVertexArrays();//from w w w.j a v a 2 s. c om GL30.glBindVertexArray(vaoId); attributesBind(time += 0.01f); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3); GL20.glUseProgram(0); }
From source file:thebounzer.org.lwgldemo.Chapter5.java
License:Open Source License
@Override public void loopCycle() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); float f = (float) (time * Math.PI * 0.1f); Matrix4f modelViewM = new Matrix4f(); Matrix4f mat = new Matrix4f(); Matrix4f transOne = new Matrix4f(); Matrix4f transTwo = new Matrix4f(); Matrix4f rotaOne = new Matrix4f(); Matrix4f rotaTwo = new Matrix4f(); Matrix4f.translate(new Vector3f(0.0f, 0.0f, -0.4f), mat, transOne); Matrix4f.translate(new Vector3f((float) Math.sin(2.1f * f) * 0.5f, (float) Math.cos(1.7f * f) * 0.5f, (float) Math.sin(1.3f * f) * (float) Math.cos(1.5 * f) * 2.0f), mat, transTwo); Matrix4f.rotate(time * 45.0f, new Vector3f(0.0f, 1.0f, 0.0f), mat, rotaOne); Matrix4f.rotate(time * 81.0f, new Vector3f(1.0f, 0.0f, 0.0f), mat, rotaTwo); Matrix4f.mul(modelViewM, transOne, modelViewM); Matrix4f.mul(modelViewM, transTwo, modelViewM); Matrix4f.mul(modelViewM, rotaOne, modelViewM); Matrix4f.mul(modelViewM, rotaTwo, modelViewM); GL20.glUseProgram(program.getId()); FloatBuffer matrixBuf = BufferUtils.createFloatBuffer(16); modelViewM.store(matrixBuf);//w ww. j ava 2 s. c o m matrixBuf.flip(); int uniLoc = GL20.glGetUniformLocation(program.getId(), "mv_matrix"); GL20.glUniformMatrix4(uniLoc, false, matrixBuf); int uniProjMatLoc = GL20.glGetUniformLocation(program.getId(), "proj_matrix"); GL20.glUniformMatrix4(uniProjMatLoc, false, matrixBuf); vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); GL11.glDrawArrays(GL11.GL_POINTS, 0, 36); GL20.glUseProgram(0); time += 0.001f; }
From source file:thebounzer.org.lwgldemo.glutils.ShaderProgram.java
License:Open Source License
public void destroy() { GL20.glUseProgram(0); for (GenericShader shader : programShaders) deleteShader(shader); GL20.glDeleteProgram(pId); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glUseProgram(int a) { GL20.glUseProgram(a); currentProgram = a; }
From source file:uk.co.ifs_studios.engine.shader.ShaderProgram.java
License:Open Source License
/** * Use program. */ public void use() { GL20.glUseProgram(this.id); }
From source file:uk.co.ifs_studios.engine.shader.ShaderProgram.java
License:Open Source License
/** * Set used program to null. */ public void unuse() { GL20.glUseProgram(0); }