Example usage for org.lwjgl.opengl ARBShaderObjects glUniform2fARB

List of usage examples for org.lwjgl.opengl ARBShaderObjects glUniform2fARB

Introduction

In this page you can find the example usage for org.lwjgl.opengl ARBShaderObjects glUniform2fARB.

Prototype

public static native void glUniform2fARB(@NativeType("GLint") int location, @NativeType("GLfloat") float v0,
        @NativeType("GLfloat") float v1);

Source Link

Document

vec2 version of #glUniform4fARB Uniform4fARB .

Usage

From source file:com.a2client.corex.ShaderUniform.java

License:Open Source License

public void setValue(Vec2f data) {
    if (ID != -1) {
        if (Type == Const.SHADER_UNIFORM_TYPE.utVec2)
            ARBShaderObjects.glUniform2fARB(ID, data.x, data.y);
        else/*from   w ww.j  a va  2  s .  c  om*/
            Log.error("shader unifrorm set wrong val" + Type + " must be utVec2");
    }
}

From source file:com.ardor3d.scene.state.lwjgl.shader.LwjglShaderUtil.java

License:Open Source License

private static void updateShaderUniform(final ShaderVariableFloat2 shaderUniform) {
    ARBShaderObjects.glUniform2fARB(shaderUniform.variableID, shaderUniform.value1, shaderUniform.value2);
}

From source file:com.mtbs3d.minecrift.VRRenderer.java

License:LGPL

private void doDistortionAndSuperSample() {
    int FBWidth = this.mc.displayFBWidth;
    int FBHeight = this.mc.displayFBHeight;

    if (this.mc.vrSettings.useDistortion || this.mc.vrSettings.useSupersample || this.mc.vrSettings.useFXAA) {
        // Setup ortho projection
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();//  w ww .ja  v a  2 s .c  om
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();

        GL11.glTranslatef(0.0f, 0.0f, -0.7f);
    }

    if (this.mc.vrSettings.useSupersample) {
        FBWidth = (int) ceil(this.mc.displayFBWidth * this.mc.vrSettings.superSampleScaleFactor);
        FBHeight = (int) ceil(this.mc.displayFBHeight * this.mc.vrSettings.superSampleScaleFactor);
    }

    if (mc.vrSettings.useDistortion) {
        //mc.checkGLError("Before distortion");

        preDistortionFBO.bindTexture();

        if (this.mc.vrSettings.useFXAA) {
            //chain into the FXAA FBO
            fxaaFBO.bindRenderTarget();
        } else if (this.mc.vrSettings.useSupersample) {
            //chain into the superSample FBO
            postDistortionFBO.bindRenderTarget();
        } else {
            unbindFBORenderTarget();
        }

        GL11.glClearColor(1.0f, 1.0f, 1.0f, 0.5f);
        GL11.glClearDepth(1.0D);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer on the framebuffer to black

        // Render onto the entire screen framebuffer
        GL11.glViewport(0, 0, FBWidth, FBHeight);

        // Set the distortion shader as in use
        ARBShaderObjects.glUseProgramObjectARB(_Distortion_shaderProgramId);

        // Set up the fragment shader uniforms
        ARBShaderObjects.glUniform1iARB(_DistortionShader_RenderTextureUniform, 0);

        if (this.mc.vrSettings.useDistortionTextureLookupOptimisation) {
            distortParams.bindTexture_Unit1();
            ARBShaderObjects.glUniform1iARB(_DistortionShader_DistortionMapUniform, 1);
        }

        ARBShaderObjects.glUniform1iARB(_DistortionShader_half_screenWidthUniform,
                distortParams.half_screenWidth);
        ARBShaderObjects.glUniform2fARB(_DistortionShader_LeftLensCenterUniform, distortParams.leftLensCenterX,
                distortParams.leftLensCenterY);
        ARBShaderObjects.glUniform2fARB(_DistortionShader_RightLensCenterUniform,
                distortParams.rightLensCenterX, distortParams.rightLensCenterY);
        ARBShaderObjects.glUniform2fARB(_DistortionShader_LeftScreenCenterUniform,
                distortParams.leftScreenCenterX, distortParams.leftScreenCenterY);
        ARBShaderObjects.glUniform2fARB(_DistortionShader_RightScreenCenterUniform,
                distortParams.rightScreenCenterX, distortParams.rightScreenCenterY);
        ARBShaderObjects.glUniform2fARB(_DistortionShader_ScaleUniform, distortParams.scaleX,
                distortParams.scaleY);
        ARBShaderObjects.glUniform2fARB(_DistortionShader_ScaleInUniform, distortParams.scaleInX,
                distortParams.scaleInY);
        ARBShaderObjects.glUniform4fARB(_DistortionShader_HmdWarpParamUniform, distortParams.DistortionK[0],
                distortParams.DistortionK[1], distortParams.DistortionK[2], distortParams.DistortionK[3]);
        ARBShaderObjects.glUniform4fARB(_DistortionShader_ChromAbParamUniform, distortParams.ChromaticAb[0],
                distortParams.ChromaticAb[1], distortParams.ChromaticAb[2], distortParams.ChromaticAb[3]);

        drawQuad();

        // Stop shader use
        ARBShaderObjects.glUseProgramObjectARB(0);

        OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
        //mc.checkGLError("After distortion");
    }

    if (this.mc.vrSettings.useFXAA) {
        fxaaFBO.bindTexture();

        if (this.mc.vrSettings.useSupersample) {
            //chain into the superSample FBO
            postDistortionFBO.bindRenderTarget();
        } else {
            unbindFBORenderTarget();
        }

        GL11.glClearColor(1.0f, 1.0f, 1.0f, 0.5f);
        GL11.glClearDepth(1.0D);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer on the framebuffer to black

        // Render onto the entire screen framebuffer
        GL11.glViewport(0, 0, FBWidth, FBHeight);

        // Set the distortion shader as in use
        ARBShaderObjects.glUseProgramObjectARB(_FXAA_shaderProgramId);

        // Set up the fragment shader uniforms
        ARBShaderObjects.glUniform1iARB(_FXAA_RenderTextureUniform, 0);
        ARBShaderObjects.glUniform2fARB(_FXAA_RenderedTextureSizeUniform, (float) FBWidth, (float) FBHeight);

        drawQuad();

        // Stop shader use
        ARBShaderObjects.glUseProgramObjectARB(0);

        OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
        //ShaderHelper.checkGLError("After fxaa");
    }

    if (this.mc.vrSettings.useSupersample) {
        // Now switch to 1st pass target framebuffer
        postSuperSampleFBO.bindRenderTarget();

        // Bind the FBO
        postDistortionFBO.bindTexture();

        GL11.glClearColor(0.0f, 0.0f, 1.0f, 0.5f);
        GL11.glClearDepth(1.0D);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer on the framebuffer to black

        // Render onto the entire screen framebuffer
        GL11.glViewport(0, 0, this.mc.displayFBWidth, FBHeight);

        // Set the downsampling shader as in use
        ARBShaderObjects.glUseProgramObjectARB(_Lanczos_shaderProgramId);

        // Set up the fragment shader uniforms
        ARBShaderObjects.glUniform1fARB(_LanczosShader_texelWidthOffsetUniform,
                1.0f / (3.0f * (float) this.mc.displayFBWidth));
        ARBShaderObjects.glUniform1fARB(_LanczosShader_texelHeightOffsetUniform, 0.0f);
        ARBShaderObjects.glUniform1iARB(_LanczosShader_inputImageTextureUniform, 0);

        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

        // Pass 1
        drawQuad();

        // mc.checkGLError("After Lanczos Pass1");

        // Pass 2
        // Now switch to 2nd pass screen framebuffer
        unbindFBORenderTarget();
        postSuperSampleFBO.bindTexture();

        GL11.glViewport(0, 0, this.mc.displayFBWidth, this.mc.displayFBHeight);
        GL11.glClearColor(0.0f, 0.0f, 1.0f, 0.5f);
        GL11.glClearDepth(1.0D);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

        // Bind the texture
        GL13.glActiveTexture(GL13.GL_TEXTURE0);

        // Set up the fragment shader uniforms for pass 2
        ARBShaderObjects.glUniform1fARB(_LanczosShader_texelWidthOffsetUniform, 0.0f);
        ARBShaderObjects.glUniform1fARB(_LanczosShader_texelHeightOffsetUniform,
                1.0f / (3.0f * (float) this.mc.displayFBHeight));
        ARBShaderObjects.glUniform1iARB(_LanczosShader_inputImageTextureUniform, 0);

        drawQuad();

        // Stop shader use
        ARBShaderObjects.glUseProgramObjectARB(0);
        // mc.checkGLError("After Lanczos Pass2");
    }
}

From source file:flash.display.ShaderParameter.java

License:Open Source License

public void JITB$applyParameter(final int programId) {
    final int location = ARBShaderObjects.glGetUniformLocationARB(programId, name());

    if (_type.equals(ShaderParameterType.FLOAT)) {
        ARBShaderObjects.glUniform1fARB(location, getFloat(0));
    } else if (_type.equals(ShaderParameterType.FLOAT2)) {
        ARBShaderObjects.glUniform2fARB(location, getFloat(0), getFloat(1));
    } else if (_type.equals(ShaderParameterType.FLOAT3)) {
        ARBShaderObjects.glUniform3fARB(location, getFloat(0), getFloat(1), getFloat(2));
    } else if (_type.equals(ShaderParameterType.FLOAT4)) {
        ARBShaderObjects.glUniform4fARB(location, getFloat(0), getFloat(1), getFloat(2), getFloat(3));
    }/*from ww w  .j  a v a2 s . co m*/
}

From source file:lessur.util.shader.ShaderManager.java

License:GNU General Public License

/**
 * /*from  w ww  .  j av a 2 s  . co  m*/
 * @param program ID/index of the program
 * @param name Name of the variable
 * @param value Value to set the variable
 */
public void setUniformFloatArray(int program, String name, float values[]) {
    if (has_opengl2) {
        int loc = GL20.glGetUniformLocation(program, name);
        checkVariableLocation(loc, name);
        if (values.length == 1)
            GL20.glUniform1f(loc, values[0]);
        if (values.length == 2)
            GL20.glUniform2f(loc, values[0], values[1]);
        else if (values.length == 3)
            GL20.glUniform3f(loc, values[0], values[1], values[2]);
        else if (values.length == 4)
            GL20.glUniform4f(loc, values[0], values[1], values[2], values[3]);
    } else if (has_arb) {
        int loc = ARBShaderObjects.glGetUniformLocationARB(program, name);
        checkVariableLocation(loc, name);
        if (values.length == 1)
            ARBShaderObjects.glUniform1fARB(loc, values[0]);
        if (values.length == 2)
            ARBShaderObjects.glUniform2fARB(loc, values[0], values[1]);
        else if (values.length == 3)
            ARBShaderObjects.glUniform3fARB(loc, values[0], values[1], values[2]);
        else if (values.length == 4)
            ARBShaderObjects.glUniform4fARB(loc, values[0], values[1], values[2], values[3]);
    }
}