List of usage examples for org.lwjgl.opengl GL13 GL_TEXTURE0
int GL_TEXTURE0
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From source file:akarnokd.opengl.experiment.SimpleLighting.java
License:Apache License
public static void main(String[] args) { // <editor-fold desc="Init." defaultstate="collapsed"> G3D.init(800, 600);/*from w w w. ja va 2 s . c o m*/ Texture.enable(); glClearColor(0.5f, 0.5f, 0.5f, 1f); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightModel(GL_LIGHT_MODEL_AMBIENT, floats(0.25f, 0.25f, 0.25f, 1f)); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_DIFFUSE); glMaterialf(GL_FRONT, GL_SHININESS, 32f); Planet planet = Planet.create("res/earthmap1k.jpg", 10, 100); planet.position(0, 0, 0); // </editor-fold> ShaderProgram sp = ShaderProgram.createFromResource("specularlight.vert", "specularlight.frag"); G3D.loop(30, () -> { planet.tex.useWith(GL13.GL_TEXTURE0); sp.setUniformi("texture1", 0); sp.use(); // <editor-fold desc="Place Earth." defaultstate="collapsed"> glLoadIdentity(); glTranslatef(0, 0, -50); glRotatef(90f, 1, 0, 0); glLight(GL_LIGHT0, GL_POSITION, floats(-20, 30, 0, 1)); planet.drawFull(); planet.rotate += 0.5; // </editor-fold> sp.stop(); }); }
From source file:br.com.perin.renderEngine.Renderer.java
public void render(TexturedModel model) { RawModel raw = model.getRawModel();/*from w w w .j a v a 2 s . com*/ GL30.glBindVertexArray(raw.getVaoId()); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, model.getTexture().getId()); // Essa linha est com problemas. GL11.glDrawElements(GL11.GL_TRIANGLES, raw.getVertexCount(), GL11.GL_UNSIGNED_INT, 0); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL30.glBindVertexArray(0); }
From source file:cn.academy.ability.client.ui.CPBar.java
License:GNU General Public License
private void drawOverload(float overload) { //Draw plain background color4d(1, 1, 1, 0.8);//from w w w. j a v a 2 s.co m RenderUtils.loadTexture(TEX_BACK_OVERLOAD); HudUtils.rect(WIDTH, HEIGHT); // Draw back color4d(1, 1, 1, 1); if (shaderLoaded) { shaderOverloaded.useProgram(); shaderOverloaded.updateTexOffset((GameTimer.getTime() % 10000L) / 10000.0f); } GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glEnable(GL11.GL_TEXTURE_2D); RenderUtils.loadTexture(TEX_MASK); GL13.glActiveTexture(GL13.GL_TEXTURE0); RenderUtils.loadTexture(TEX_FRONT_OVERLOAD); final double x0 = 30, width2 = WIDTH - x0 - 20; HudUtils.rect(x0, 0, 0, 0, width2, HEIGHT, width2, HEIGHT); GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glDisable(GL11.GL_TEXTURE_2D); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL20.glUseProgram(0); // Highlight color4d(1, 1, 1, 0.3 + 0.35 * (Math.sin(GameTimer.getTime() / 200.0) + 1)); RenderUtils.loadTexture(TEX_OVERLOAD_HIGHLIGHT); HudUtils.rect(WIDTH, HEIGHT); }
From source file:cn.academy.ability.client.ui.CPBar.java
License:GNU General Public License
private void drawCPBar(float prog, boolean cantuse) { float pre_mAlpha = mAlpha; if (cantuse) { mAlpha *= 0.3f;/*www.j av a 2s. c om*/ } //We need a cut-angle effect so this must be done manually autoLerp(cpColors, prog); prog = 0.16f + prog * 0.8f; final double OFF = 103 * sin41, X0 = 47, Y0 = 30, WIDTH = 883, HEIGHT = 84; Tessellator t = Tessellator.instance; double len = WIDTH * prog, len2 = len - OFF; if (shaderLoaded) { shaderCPBar.useProgram(); } GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glEnable(GL11.GL_TEXTURE_2D); RenderUtils.loadTexture(overlayTexture); GL13.glActiveTexture(GL13.GL_TEXTURE0); RenderUtils.loadTexture(TEX_CP); t.startDrawingQuads(); addVertex(X0 + (WIDTH - len), Y0); addVertex(X0 + (WIDTH - len2), Y0 + HEIGHT); addVertex(X0 + WIDTH, Y0 + HEIGHT); addVertex(X0 + WIDTH, Y0); t.draw(); GL20.glUseProgram(0); GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glDisable(GL11.GL_TEXTURE_2D); GL13.glActiveTexture(GL13.GL_TEXTURE0); mAlpha = pre_mAlpha; }
From source file:cn.academy.core.client.render.shader.ShaderMask.java
License:GNU General Public License
public void start(ResourceLocation texture) { this.useProgram(); GL13.glActiveTexture(GL13.GL_TEXTURE0 + MASK_TEXID); GL11.glEnable(GL11.GL_TEXTURE_2D);/*from w w w. j ava 2 s. com*/ RenderUtils.loadTexture(texture); GL13.glActiveTexture(GL13.GL_TEXTURE0); }
From source file:cn.academy.core.client.render.shader.ShaderMask.java
License:GNU General Public License
public void maskTexCoord(double u, double v) { GL13.glMultiTexCoord2d(GL13.GL_TEXTURE0 + MASK_TEXID, u, v); }
From source file:cn.academy.core.client.render.shader.ShaderMask.java
License:GNU General Public License
public void end() { GL13.glActiveTexture(GL13.GL_TEXTURE0 + MASK_TEXID); GL11.glDisable(GL11.GL_TEXTURE_2D); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL20.glUseProgram(0); }
From source file:com.a2client.corex.Material.java
License:Open Source License
public void bind() { Material mat = ModeMat.get(Render.Mode); if (mat != null) { Render.setCullFace(params.CullFace); Render.setBlendType(params.BlendType); Render.setDepthWrite(params.DepthWrite); Render.setAlphaTest(params.AlphaTest); if (shader != null) { shader.bind();//from w w w . ja v a 2 s.co m uniform[muModelMatrix_idx].setValue(Render.ModelMatrix); if (Render.Mode == RENDER_MODE.rmOpaque || Render.Mode == RENDER_MODE.rmOpacity) { GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glMatrixMode(GL11.GL_TEXTURE); GL11.glLoadIdentity(); GL11.glMatrixMode(GL11.GL_MODELVIEW); // ? ?? ? // ? ? ? uniform[muLightPos_idx].setValue(Render.um_light_pos); uniform[muLightParam_idx].setValue(Render.um_light_param); uniform[muViewPos_idx].setValue(Render.view_pos); uniform[muAmbient_idx].setValue(Render.ambient); uniform[muTexOffset_idx].setValue(Render.tex_offset); uniform[muFog_idx].setValue(Render.fog); uniform[muMaterial_idx].setValue(params.Uniform); if (params.ReceiveShadow) { uniform[muLightMatrix_idx].setValue(Render.lights[0].matrix); textures[SamplerID[MATERIAL_SAMPLER.msShadow.ordinal()].ID] = Render.lights[0].shadow_map; } } else if (Render.Mode == RENDER_MODE.rmShadow) { uniform[muLightPos_idx].setValue(Render.lights[0].pos); // TODO : shadow mode // ???? Uniform[muMaterial].Value(Params.Uniform, 1); ?? 4f ? diffuse uniform[muMaterial_idx].setValue(params.Diffuse); } } for (int i = 0; i < textures.length; i++) { if (textures[i] != null) textures[i].bind(i); } } }
From source file:com.adavr.player.context.LogoContext.java
License:Open Source License
@Override public void loop() { GL13.glActiveTexture(GL13.GL_TEXTURE0); Texture.bind(texture); super.loop(); }
From source file:com.adavr.player.context.YUVVideoContext.java
License:Open Source License
@Override public void loop() { GL13.glActiveTexture(GL13.GL_TEXTURE0); Texture.bind(textures[Y_INDEX]);/* w w w . j a v a 2 s .com*/ GL13.glActiveTexture(GL13.GL_TEXTURE1); Texture.bind(textures[U_INDEX]); GL13.glActiveTexture(GL13.GL_TEXTURE2); Texture.bind(textures[V_INDEX]); super.loop(); }