Example usage for org.lwjgl.opengl GL13 GL_TEXTURE0

List of usage examples for org.lwjgl.opengl GL13 GL_TEXTURE0

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL13 GL_TEXTURE0.

Prototype

int GL_TEXTURE0

To view the source code for org.lwjgl.opengl GL13 GL_TEXTURE0.

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Document

Accepted by the texture parameter of ActiveTexture and MultiTexCoord.

Usage

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();
}