Example usage for com.badlogic.gdx.graphics.glutils ShaderProgram setUniform3fv

List of usage examples for com.badlogic.gdx.graphics.glutils ShaderProgram setUniform3fv

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.glutils ShaderProgram setUniform3fv.

Prototype

public void setUniform3fv(int location, float[] values, int offset, int length) 

Source Link

Usage

From source file:com.lyeeedar.Roguelike3D.Graphics.Lights.LightManager.java

License:Open Source License

public void applyDynamicLights(ShaderProgram shader) {
    if (maxLightsPerModel == 0)
        return;//  w w  w  . java  2 s.  c om
    shader.setUniform3fv("u_light_positions", positions, 0, maxLightsPerModel * 3);
    shader.setUniform3fv("u_light_colours", colors, 0, maxLightsPerModel * 3);
    shader.setUniform1fv("u_light_attenuations", attenuations, 0, maxLightsPerModel);
    shader.setUniform1fv("u_light_powers", powers, 0, maxLightsPerModel);
}

From source file:de.redlion.badminton.render.LightManager.java

License:Apache License

/** Apply lights GLES2.0, call calculateLights before aplying */
public void applyLights(ShaderProgram shader) {
    shader.setUniform3fv("lightsPos", positions, 0, maxLightsPerModel * 3);
    shader.setUniform3fv("lightsCol", colors, 0, maxLightsPerModel * 3);
    shader.setUniform1fv("lightsInt", intensities, 0, maxLightsPerModel);
}

From source file:seventh.client.gfx.effects.ExplosionEffect.java

License:Open Source License

@Override
public void update(TimeStep timeStep) {

    /* Always clear out the data, this will get
     * overridden by the next loop if the explosion 
     * is active//from w  w w. jav  a2s.c o m
     */
    for (int i = 0; i < this.instances.length; i++) {
        this.shaderData[i] = -0.1f;
        this.shaderData[i + 1] = -0.1f;
        this.shaderData[i + 2] = 0;
    }

    int activeCount = 0;
    for (int i = 0; i < this.instances.length; i++) {
        this.instances[i].update(timeStep);

        if (this.instances[i].isActive()) {
            this.instances[i].set(shaderData, activeCount++);
        }
    }

    ShaderProgram shader = ExplosionEffectShader.getInstance().getShader();
    shader.begin();
    shader.setUniform3fv("shockData", this.shaderData, 0, this.shaderData.length);
    shader.setUniformf("shockParams", 10.0f, 0.08f, 0.1f);
    shader.end();

}