List of usage examples for org.lwjgl.opengl GL20 glUseProgram
public static void glUseProgram(@NativeType("GLuint") int program)
From source file:com.opengrave.og.base.RenderableMultitex.java
License:Open Source License
@Override public void renderShadows(Matrix4f matrix, Shadow shadow) { dealWithChange();//from ww w.j a v a2s.co m if (vertexList.size() == 0) { return; } int pID = Resources.loadShader("terrainshadow.vs", "castshadow.fs").getProgram(); GL20.glUseProgram(pID); GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); getContext().setShadowMatrices(pID, matrix, shadow); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size()); // System.out.println(getClass().getName()+" : "+vertexList.size()+" rendered"); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableMultitex.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { dealWithChange();//w w w .j a v a2 s . com if (vertexList.size() == 0) { return; } // GL11.glBindTexture(GL11.GL_TEXTURE_2D, // Resources.loadTexture("tex/blank.png").id); int pID = Resources.loadShader("terrain.vs", "terrain.fs").getProgram(); GL20.glUseProgram(pID); int atlas = GL20.glGetUniformLocation(pID, "arraytexture"); int colours = GL20.glGetUniformLocation(pID, "colours"); int shadow = GL20.glGetUniformLocation(pID, "shadowMap"); int normals = GL20.glGetUniformLocation(pID, "arraytexturedata"); GL20.glUniform1i(atlas, 0); GL20.glUniform1i(colours, 1); GL20.glUniform1i(normals, 2); GL20.glUniform1i(shadow, 3); GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glEnableVertexAttribArray(3); GL20.glBindAttribLocation(pID, 0, "in_Position"); GL20.glBindAttribLocation(pID, 1, "in_TextureCoord"); GL20.glBindAttribLocation(pID, 2, "in_TexIndex"); GL20.glBindAttribLocation(pID, 3, "in_Normal"); getContext().setMatrices(pID, matrix); GL20.glUniform1i(GL20.glGetUniformLocation(pID, "hidden"), hidden); textureAtlas.bind(GL13.GL_TEXTURE0); getColourTexture().bind(GL13.GL_TEXTURE1); normalAtlas.bind(GL13.GL_TEXTURE2); getContext().bindShadowData(GL13.GL_TEXTURE3); getContext().bindLights(pID, GL13.GL_TEXTURE4); Util.setRenderStyle(pID, style); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size()); getContext().unbindLights(); getContext().unbindShadowData(); textureAtlas.unbind(); // HGMainThread.shadowMap.unbind(); getColourTexture().unbind(); // System.out.println(getClass().getName()+" : "+vertexList.size()+" rendered"); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL20.glDisableVertexAttribArray(3); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableMultitex.java
License:Open Source License
@Override public void renderForPicking(Matrix4f matrix, Pickable object) { dealWithChange();/* w ww . j ava 2s .co m*/ if (vertexList.size() == 0) { return; } int pID = Resources.loadShader("terrainshadow.vs", "pickingmodel.fs").getProgram(); GL20.glUseProgram(pID); GL30.glBindVertexArray(vaoID); GL20.glEnableVertexAttribArray(0); getContext().setMatrices(pID, matrix); Picking.registerObject(pID, getContext(), object); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size()); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:com.opengrave.og.base.RenderableParticles.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { dealWithChange();/*from w ww . ja va 2 s. c om*/ if (matList == null || !matList.valid()) { return; } GL30.glBindVertexArray(idVao); int pID = Resources.loadShader("particle.vs", "particle.fs").getProgram(); GL20.glUseProgram(pID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glBindAttribLocation(pID, 0, "in_Position"); GL20.glBindAttribLocation(pID, 1, "in_Colour"); GL20.glBindAttribLocation(pID, 2, "in_Scale"); Util.checkErr(); int texture = GL20.glGetUniformLocation(pID, "tex"); GL20.glUniform1i(texture, 0); int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale"); GL20.glUniform1f(wSS, getContext().width / 1024f); getContext().setMatrices(pID, matrix); if (matList != null && matList.valid()) { matList.bind(pID, GL13.GL_TEXTURE0); } GL11.glEnable(GL20.GL_POINT_SPRITE); GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); GL11.glDepthMask(false); GL11.glDrawArrays(GL11.GL_POINTS, 0, size); GL11.glDepthMask(true); GL11.glDisable(GL20.GL_POINT_SPRITE); GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); 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); Util.checkErr(); }
From source file:com.opengrave.og.base.RenderableParticles.java
License:Open Source License
@Override public void renderForPicking(Matrix4f matrix, Pickable object) { dealWithChange();/*from w w w . ja va 2s. c om*/ GL30.glBindVertexArray(idVao); int pID = Resources.loadShader("particle.vs", "pickingmodel.fs").getProgram(); GL20.glUseProgram(pID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(2); GL20.glBindAttribLocation(pID, 0, "in_Position"); GL20.glBindAttribLocation(pID, 2, "in_Scale"); Util.checkErr(); int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale"); GL20.glUniform1f(wSS, MainThread.lastW / 1024f); getContext().setMatrices(pID, matrix); GL11.glEnable(GL20.GL_POINT_SPRITE); GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); Picking.registerObject(pID, getContext(), object); GL11.glDrawArrays(GL11.GL_POINTS, 0, size); GL11.glDisable(GL20.GL_POINT_SPRITE); GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); Util.checkErr(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(2); Util.checkErr(); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); Util.checkErr(); }
From source file:com.opengrave.og.base.RenderablePoints.java
License:Open Source License
@Override public void render(Matrix4f matrix, RenderStyle style) { Util.checkErr();/*from w ww . j a v a 2s. c o m*/ dealWithChange(); if (!visible) { return; } if (vertCount == 0) { return; } Util.checkErr(); GL11.glDisable(GL11.GL_DEPTH_TEST); Util.checkErr(); GL11.glPointSize(3f); Util.checkErr(); int pID = Resources.loadShader("particle.vs", "particle.fs").getProgram(); Util.checkErr(); GL20.glUseProgram(pID); Util.checkErr(); if (pID == 0) { return; } Util.checkErr(); GL30.glBindVertexArray(vaoID); Util.checkErr(); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); Util.checkErr(); int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale"); GL20.glUniform1f(wSS, MainThread.lastW / 1024f); getContext().setMatrices(pID, matrix); Util.checkErr(); if (tex != null) { tex.bind(GL13.GL_TEXTURE0); } GL11.glEnable(GL20.GL_POINT_SPRITE); GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); GL11.glDrawArrays(GL11.GL_POINTS, 0, vertCount); GL11.glDisable(GL20.GL_POINT_SPRITE); GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE); if (tex != null) { tex.unbind(); } Util.checkErr(); 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(); GL11.glEnable(GL11.GL_DEPTH_TEST); }
From source file:com.opengrave.og.engine.RenderView.java
License:Open Source License
public void setMatrices(int pID, Matrix4f modelView) { GL20.glUseProgram(pID); Util.setUniformMat44(pID, "M", modelView); Matrix4f MV = viewMatrix.mult(modelView, null); Util.setUniformMat44(pID, "V", viewMatrix); Util.setUniformMat44(pID, "MV", MV); Matrix4f MVP = projectionMatrix.mult(MV, null); Util.setUniformMat44(pID, "MVP", MVP); Matrix3f N = makeNormalMatrix(modelView); Util.setUniformMat33(pID, "N", N); // FIXME Was M 3x3, watch out for the bugs this'll cause if (shadows && hasshadows) { Matrix4f shadowBMVP = Util.shadowBiasMatrix.mult(sceneNode.getSkyLight().getMVP(modelView, this), null); Util.setUniformMat44(pID, "shadowBMVP", shadowBMVP); }//from ww w. ja v a 2s.co m }
From source file:com.opengrave.og.engine.RenderView.java
License:Open Source License
public void setShadowMatrices(int pID, Matrix4f modelView, Shadow shadow) { GL20.glUseProgram(pID); Util.setUniformMat44(pID, "M", modelView); Matrix4f MVP = shadow.getMVP(modelView, this); Util.setUniformMat44(pID, "MVP", MVP); }
From source file:com.opengrave.og.engine.RenderView.java
License:Open Source License
public void bindLights(int pID, int texture) { GL20.glUseProgram(pID); int lights = MainThread.config.getInteger("lightCount", 16); int showShadows = GL20.glGetUniformLocation(pID, "showShadows"); GL20.glUniform1i(showShadows, hasshadows ? 1 : 0); Util.checkErr();/*from w w w .j a v a2 s. c om*/ if (cam instanceof FlyByCamera) { int eyepos = GL20.glGetUniformLocation(pID, "eyepos"); Util.checkErr(); Location camL = ((FlyByCamera) cam).getCameraLocation(); Util.checkErr(); GL20.glUniform3f(eyepos, camL.getFullXAsFloat(), camL.getFullYAsFloat(), camL.getZ()); Util.checkErr(); } if (hasshadows) { int lightDir = GL20.glGetUniformLocation(pID, "sunDir"); Vector3f dir = sceneNode.getSkyLight().getDirection().normalise(null); GL20.glUniform3f(lightDir, dir.x, dir.y, dir.z); int sunStr = GL20.glGetUniformLocation(pID, "sunStr"); GL20.glUniform1f(sunStr, sceneNode.getSkyLight().getIntensity()); } if (!shadows) { return; } int lightCount = GL20.glGetUniformLocation(pID, "lightCount"); GL20.glUniform1i(lightCount, lights); if (lights < 4) { lights = 4; } for (int i = 0; i < lights; i++) { ShadowCube ls; if (i >= lightShadows.size()) { ls = new ShadowCube(MainThread.config.getInteger("shadowSize", 1024)); lightShadows.add(ls); } ls = lightShadows.get(i); if (ls == null) { continue; } PointLightNode light = ls.getLight(); if (light == null) { continue; } int cube = GL20.glGetUniformLocation(pID, "cube" + i); int lightcolour = GL20.glGetUniformLocation(pID, "lights[" + i + "].colour"); int lightposition = GL20.glGetUniformLocation(pID, "lights[" + i + "].position"); int lightpower = GL20.glGetUniformLocation(pID, "lights[" + i + "].power"); Vector3f loc = light.getPosition().toVector3(); if (cam != null) { // loc = light.getPosition().minus(cam.getLocation()); // loc = cam.minus(light.getPosition()); } Util.checkErr(); // Only upload a shadow texture location if we're having shadows for // the light. Basic has lights but no shadows if (i < showShadows) { GL20.glUniform1i(cube, texture + i - GL13.GL_TEXTURE0); ls.getFramebuffer().bindDepthTexture(texture + i); } Util.checkErr(); GL20.glUniform4f(lightcolour, light.getColour().x, light.getColour().y, light.getColour().z, light.getColour().w); Util.checkErr(); GL20.glUniform4f(lightposition, loc.x, loc.y, loc.z, 1f); Util.checkErr(); GL20.glUniform1f(lightpower, light.getPower()); Util.checkErr(); Util.checkErr(); } }
From source file:com.opengrave.og.light.Depth2DFramebuffer.java
License:Open Source License
public void dumpTestingImage() { // TESTING//from w ww . jav a 2s . c o m GL11.glDisable(GL11.GL_DEPTH_TEST); int pID = Resources.loadShader("test.vs", "test.fs").getProgram(); GL20.glUseProgram(pID); int shadow = GL20.glGetUniformLocation(pID, "shadowMap"); GL20.glUniform1i(shadow, 0); GL30.glBindVertexArray(vao_ID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); shadowMap.bind(GL13.GL_TEXTURE0); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, count * 3); shadowMap.unbind(); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glUseProgram(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); GL11.glEnable(GL11.GL_DEPTH_TEST); // END TESTING }