List of usage examples for org.lwjgl.opengl GL20 nglUniformMatrix4fv
public static void nglUniformMatrix4fv(int location, int count, boolean transpose, long value)
From source file:ar.com.quark.backend.lwjgl.opengl.DesktopGLES20.java
License:Apache License
/** * {@inheritDoc}//from www . j a v a2 s.com */ @Override public void glUniformMatrix4fv(int name, boolean transpose, Float32Array buffer) { GL20.nglUniformMatrix4fv(name, buffer.remaining() >> 6, transpose, MemoryUtil.memAddress(buffer.<ByteBuffer>data())); }
From source file:com.samrj.devil.gl.ShaderProgram.java
License:Open Source License
/** * Specifies the value of a uniform variable for this program. Program must * be in use. Returns true if and only if the uniform exists and is active. * //from www .j a va 2s . c om * @param name The name of the uniform to specify. * @return Whether or not the uniform exists and is active. */ public boolean uniformMat4(String name, Mat4 matrix) { if (DGL.currentProgram() != this) throw new IllegalStateException("Program must be in use."); int loc = GL20.glGetUniformLocation(id, name); if (loc < 0) return false; long address = MemStack.wrap(matrix); GL20.nglUniformMatrix4fv(loc, 1, false, address); MemStack.pop(); return true; }
From source file:com.samrj.devil.gl.ShaderProgram.java
License:Open Source License
/** * Specifies the values of a uniform variable array for this program. Must * be in use. Returns true if and only if the uniform exists and is active. * //from w w w . j av a2 s . co m * @param name The name of the uniform array to specify. * @param array An array of values to set the uniform to. * @return Whether or not the uniform exists and is active. */ public boolean uniformMat4v(String name, Mat4... array) { if (DGL.currentProgram() != this) throw new IllegalStateException("Program must be in use."); int loc = GL20.glGetUniformLocation(id, name); if (loc < 0) return false; long address = MemStack.wrapv(array); GL20.nglUniformMatrix4fv(loc, array.length, false, address); MemStack.pop(); return true; }
From source file:com.samrj.devil.graphics.MeshSkinner.java
/** * Loads the bone matrices to the shader uniform with the given name. * //from ww w .j a v a 2 s .c o m * @param shader The shader program to load into. * @param arrayName The name of the matrix array variable to set. */ public void uniformMats(ShaderProgram shader, String arrayName) { int loc = shader.getUniformLocation(arrayName); GL20.nglUniformMatrix4fv(loc, bones.size(), false, matBlock.address); }
From source file:com.samrj.devil.graphics.MeshSkinner.java
public void uniformPrevMats(ShaderProgram shader, String arrayName) { if (!prevMatricesEnabled()) throw new IllegalStateException(); int loc = shader.getUniformLocation(arrayName); GL20.nglUniformMatrix4fv(loc, bones.size(), false, prevMatBlock.address); }