Example usage for org.lwjgl.opengl GL20 glUseProgram

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

Introduction

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

Prototype

public static void glUseProgram(@NativeType("GLuint") int program) 

Source Link

Document

Installs a program object as part of current rendering state.

Usage

From source file:com.opengrave.og.base.Renderable2D.java

License:Open Source License

@Override
public void render(Matrix4f matrix, RenderStyle style) {
    Util.checkErr();//from  ww  w. j a  v  a2 s  . c  o m
    dealWithChange();
    Util.checkErr();
    if (vertexList.size() == 0) {
        return;
    }
    int pID = Resources.loadShader("gui.vs", "gui.fs").getProgram();
    GL20.glUseProgram(pID);
    GL30.glBindVertexArray(vaoID);
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);
    Util.checkErr();
    if (texture != null) {
        texture.bind(GL13.GL_TEXTURE0);
    }
    Util.setMatrices(pID, location2d);
    Util.checkErr();

    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size());
    Util.checkErr();
    if (texture != null) {
        texture.unbind();
    }
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    Util.checkErr();

    GL30.glBindVertexArray(0);
    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
    Util.checkErr();
}

From source file:com.opengrave.og.base.Renderable3D.java

License:Open Source License

@Override
public void render(Matrix4f matrix, RenderStyle style) {
    dealWithChange();//from  w  w w.  j a  v a 2 s  .c  o m
    int pID = Resources.loadShader("model.vs", "model.fs").getProgram();
    GL20.glUseProgram(pID);
    int texture = GL20.glGetUniformLocation(pID, "texture");
    int shadow = GL20.glGetUniformLocation(pID, "shadowMap");
    GL20.glUniform1i(texture, 0);
    GL20.glUniform1i(shadow, 1);
    GL30.glBindVertexArray(vao_ID);
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);
    GL20.glBindAttribLocation(pID, 0, "in_Position");
    GL20.glBindAttribLocation(pID, 1, "in_Normal");
    GL20.glBindAttribLocation(pID, 2, "in_TextureCoord");

    Util.checkErr();
    if (matList != null && matList.valid()) {
        matList.bind(pID, GL13.GL_TEXTURE0);
        Util.loadMaterials(matList, pID);

    }
    Util.checkErr();
    getContext().setMatrices(pID, matrix);
    getContext().bindShadowData(GL13.GL_TEXTURE2);
    getContext().bindLights(pID, GL13.GL_TEXTURE3);
    Util.setRenderStyle(pID, style);

    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    getContext().unbindLights();
    getContext().unbindShadowData();

    if (matList != null && matList.valid()) {
        matList.unbind();
    }
    Util.checkErr();

    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    Util.checkErr();

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
}

From source file:com.opengrave.og.base.Renderable3D.java

License:Open Source License

@Override
public void renderShadows(Matrix4f matrix, Shadow shadow) {
    dealWithChange();/*from   w w  w  .  ja  va2 s. c om*/

    int pID = Resources.loadShader("model.vs", "castshadow.fs").getProgram();
    GL20.glUseProgram(pID);
    GL30.glBindVertexArray(vao_ID);
    GL20.glEnableVertexAttribArray(0);
    GL20.glBindAttribLocation(pID, 0, "in_Position");

    Util.checkErr();
    getContext().setShadowMatrices(pID, matrix, shadow);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    Util.checkErr();

    GL20.glDisableVertexAttribArray(0);
    Util.checkErr();

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
}

From source file:com.opengrave.og.base.Renderable3D.java

License:Open Source License

@Override
public void renderForPicking(Matrix4f matrix, Pickable object) {
    dealWithChange();/*from   w  ww  .ja va  2 s .c  o m*/
    int pID = Resources.loadShader("model.vs", "pickingmodel.fs").getProgram();
    GL20.glUseProgram(pID);
    GL30.glBindVertexArray(vao_ID);
    GL20.glEnableVertexAttribArray(0);
    GL20.glBindAttribLocation(pID, 0, "in_Position");

    Util.checkErr();
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    getContext().setMatrices(pID, matrix);
    Picking.registerObject(pID, getContext(), object);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    Util.checkErr();

    GL20.glDisableVertexAttribArray(0);
    Util.checkErr();

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
}

From source file:com.opengrave.og.base.RenderableBoneAnimated.java

License:Open Source License

@Override
public void render(Matrix4f matrix, RenderStyle style) {
    // if (!visible) {
    // return;//from   w w w.ja va2 s. c  o  m
    // }
    GL11.glDisable(GL11.GL_CULL_FACE); // TODO Enable Face Culling, and be
    // absolutely sure that all tris are
    // facing the correct way
    dealWithChange();

    int pID = Resources.loadShader("animmodel.vs", "animmodel.fs").getProgram();
    GL20.glUseProgram(pID);
    int texture = GL20.glGetUniformLocation(pID, "texture");
    int shadow = GL20.glGetUniformLocation(pID, "shadowMap");
    GL20.glUniform1i(texture, 0);
    GL20.glUniform1i(shadow, 1);
    GL30.glBindVertexArray(vao_ID);
    GL20.glBindAttribLocation(pID, 0, "in_Position");
    GL20.glBindAttribLocation(pID, 1, "in_Normal");
    GL20.glBindAttribLocation(pID, 2, "in_TextureCoord");
    GL20.glBindAttribLocation(pID, 3, "in_BoneID");
    GL20.glBindAttribLocation(pID, 4, "in_BoneWeight");

    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);
    GL20.glEnableVertexAttribArray(3);
    GL20.glEnableVertexAttribArray(4);
    if (matList != null && matList.valid()) {
        matList.bind(pID, GL13.GL_TEXTURE0);
        Util.loadMaterials(matList, pID);

    }
    setBonesUniform(pID);

    getContext().setMatrices(pID, matrix);
    getContext().bindShadowData(GL13.GL_TEXTURE2);
    getContext().bindLights(pID, GL13.GL_TEXTURE3);
    Util.setRenderStyle(pID, style);
    // GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertCount);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    getContext().unbindLights();
    getContext().unbindShadowData();
    if (matList != null && matList.valid()) {
        matList.unbind();
    }
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    GL20.glDisableVertexAttribArray(3);
    GL20.glDisableVertexAttribArray(4);

    GL20.glUseProgram(0);
    GL30.glBindVertexArray(0);

    GL11.glEnable(GL11.GL_CULL_FACE);
}

From source file:com.opengrave.og.base.RenderableBoneAnimated.java

License:Open Source License

@Override
public void renderShadows(Matrix4f matrix, Shadow shadow) {
    // if (!visible) {
    // return;//from w  w  w  .j ava 2 s  .c  o m
    // }
    dealWithChange();

    int pID = Resources.loadShader("animmodel.vs", "animmodel.fs").getProgram();
    GL20.glUseProgram(pID);
    GL30.glBindVertexArray(vao_ID);
    GL20.glBindAttribLocation(pID, 0, "in_Position");
    GL20.glBindAttribLocation(pID, 3, "in_BoneID");
    GL20.glBindAttribLocation(pID, 4, "in_BoneWeight");

    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(3);
    GL20.glEnableVertexAttribArray(4);
    setBonesUniform(pID);
    getContext().setShadowMatrices(pID, matrix, shadow);
    // GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertCount);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);

    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(3);
    GL20.glDisableVertexAttribArray(4);

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);

}

From source file:com.opengrave.og.base.RenderableBoneAnimated.java

License:Open Source License

@Override
public void renderForPicking(Matrix4f matrix, Pickable object) {
    dealWithChange();/*  w  w w . jav  a 2s .  c o  m*/

    int pID = Resources.loadShader("animmodel.vs", "pickingmodel.fs").getProgram();
    GL20.glUseProgram(pID);
    GL30.glBindVertexArray(vao_ID);
    GL20.glBindAttribLocation(pID, 0, "in_Position");
    GL20.glBindAttribLocation(pID, 3, "in_BoneID");
    GL20.glBindAttribLocation(pID, 4, "in_BoneWeight");

    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(3);
    GL20.glEnableVertexAttribArray(4);
    setBonesUniform(pID);
    // Util.setShadowMatrices(pID, shadow, location, scale, rotation,
    // matrix);
    Picking.registerObject(pID, getContext(), object);
    getContext().setMatrices(pID, matrix);
    // GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertCount);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);

    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(3);
    GL20.glDisableVertexAttribArray(4);

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);

}

From source file:com.opengrave.og.base.RenderableBoneAnimatedStatic.java

License:Open Source License

@Override
public void setBonesUniform(int pID) {
    if (skeleton == null) {
        return;//from  w  w  w .  j  a v a2s .c om
    }
    FloatBuffer matrix44 = BufferUtils.createFloatBuffer(128 * 16);
    GL20.glUseProgram(pID);
    int boneNo = 0;
    for (Matrix4f m : skinningMatrixList) {
        m.store(matrix44);
        boneNo++;
    }
    // DAESceneNode bone = null;
    // while ((bone = skeleton.getBone(boneNo)) != null) {
    // bone.skinningMatrix.store(matrix44);
    // System.out.println(boneNo);
    // boneNo++;
    // }
    Matrix4f ident = new Matrix4f();
    while (boneNo < 128) {

        ident.store(matrix44);
        boneNo++;
    }

    matrix44.flip();
    Util.setUniformMat44(pID, "u_BoneTransform", matrix44);
}

From source file:com.opengrave.og.base.RenderableLines.java

License:Open Source License

@Override
public void render(Matrix4f matrix, RenderStyle style) {
    dealWithChange();/*from  ww w .  j a  va2 s  . c o m*/
    if (!visible) {
        return;
    }
    if (vertCount == 0) {
        return;
    }
    GL11.glPointSize(3f);

    int pID = Resources.loadShader("lines.vs", "lines.fs").getProgram();
    GL20.glUseProgram(pID);
    if (pID == 0) {
        return;
    }
    GL30.glBindVertexArray(vaoID);
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);

    Util.checkErr();

    getContext().setMatrices(pID, matrix);
    Util.checkErr();
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDrawArrays(GL11.GL_LINES, 0, vertCount);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    Util.checkErr();
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(0);
    Util.checkErr();

    GL30.glBindVertexArray(0);
    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
    Util.checkErr();

}

From source file:com.opengrave.og.base.RenderableLiquid.java

License:Open Source License

@Override
public void render(Matrix4f matrix, RenderStyle style) {
    dealWithChange();//  www  . ja v  a 2  s.com
    if (vertexList.size() == 0) {
        return;
    }
    int pID = Resources.loadShader("liquid.vs", "liquid.fs").getProgram();
    GL20.glUseProgram(pID);
    int atlas = GL20.glGetUniformLocation(pID, "arraytexture");
    int normals = GL20.glGetUniformLocation(pID, "arraytexturedata");
    int colours = GL20.glGetUniformLocation(pID, "colours");
    int flows = GL20.glGetUniformLocation(pID, "flows");
    int shadow = GL20.glGetUniformLocation(pID, "shadowMap");

    GL20.glUniform1i(atlas, 0);
    GL20.glUniform1i(normals, 1);
    GL20.glUniform1i(colours, 2);
    GL20.glUniform1i(flows, 3);
    GL20.glUniform1i(shadow, 4);
    GL30.glBindVertexArray(vaoID);

    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);

    getContext().setMatrices(pID, matrix);
    textureAtlas.bind(GL13.GL_TEXTURE0);
    normalAtlas.bind(GL13.GL_TEXTURE1);
    getColourTexture().bind(GL13.GL_TEXTURE2);
    getFlowTexture().bind(GL13.GL_TEXTURE3);

    getContext().bindShadowData(GL13.GL_TEXTURE4);
    getContext().bindLights(pID, GL13.GL_TEXTURE5);
    Util.setRenderStyle(pID, style);
    GL11.glDepthMask(false);
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size());
    GL11.glDepthMask(true);
    getContext().unbindLights();
    getContext().unbindShadowData();

    textureAtlas.unbind();
    getFlowTexture().unbind();
    getColourTexture().unbind();
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);

    GL30.glBindVertexArray(0);

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
}