List of usage examples for org.lwjgl.opengl GL13 GL_TEXTURE0
int GL_TEXTURE0
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From source file:com.bossletsplays.duthorix.rendering.Texture.java
License:Apache License
public void bind(int samplerSlot) { try {/*from w ww . j a v a 2 s . c o m*/ assert (samplerSlot >= 0 && samplerSlot <= 31); GL13.glActiveTexture(GL13.GL_TEXTURE0 + samplerSlot); glBindTexture(GL_TEXTURE_2D, manager.getID()); } catch (Exception e) { System.err.println("Could not bind texture: " + file); System.exit(1); } }
From source file:com.flowpowered.caustic.lwjgl.gl20.GL20Texture.java
License:MIT License
@Override public void bind(int unit) { checkCreated();// w w w . j a va 2s.co m if (unit != -1) { // Activate the texture unit GL13.glActiveTexture(GL13.GL_TEXTURE0 + unit); } // Bind the texture GL11.glBindTexture(GL11.GL_TEXTURE_2D, id); // Check for errors LWJGLUtil.checkForGLError(); }
From source file:com.github.begla.blockmania.world.main.World.java
License:Apache License
/** * Renders all chunks that are currently in the player's field of view. *//* www.j av a2 s. c o m*/ private void renderChunksAndEntities() { ShaderManager.getInstance().enableShader("chunk"); GL13.glActiveTexture(GL13.GL_TEXTURE1); TextureManager.getInstance().bindTexture("custom_lava_still"); GL13.glActiveTexture(GL13.GL_TEXTURE2); TextureManager.getInstance().bindTexture("custom_water_still"); GL13.glActiveTexture(GL13.GL_TEXTURE0); TextureManager.getInstance().bindTexture("terrain"); int daylight = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("chunk"), "daylight"); int swimming = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("chunk"), "swimming"); int lavaTexture = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("chunk"), "textureLava"); int waterTexture = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("chunk"), "textureWater"); int textureAtlas = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("chunk"), "textureAtlas"); GL20.glUniform1i(lavaTexture, 1); GL20.glUniform1i(waterTexture, 2); GL20.glUniform1i(textureAtlas, 0); int tick = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("chunk"), "tick"); GL20.glUniform1f(tick, _tick); GL20.glUniform1f(daylight, getDaylight()); GL20.glUniform1i(swimming, _player.isHeadUnderWater() ? 1 : 0); // OPAQUE ELEMENTS for (int i = 0; i < _visibleChunks.size(); i++) { Chunk c = _visibleChunks.get(i); c.render(ChunkMesh.RENDER_TYPE.OPAQUE); c.render(ChunkMesh.RENDER_TYPE.LAVA); if ((Boolean) ConfigurationManager.getInstance().getConfig().get("System.Debug.chunkOutlines")) { c.getAABB().render(); } } for (int i = 0; i < _visibleChunks.size(); i++) { Chunk c = _visibleChunks.get(i); c.render(ChunkMesh.RENDER_TYPE.BILLBOARD_AND_TRANSLUCENT); } for (int j = 0; j < 2; j++) { // ANIMATED WATER for (int i = 0; i < _visibleChunks.size(); i++) { Chunk c = _visibleChunks.get(i); if (j == 0) { glColorMask(false, false, false, false); } else { glColorMask(true, true, true, true); } c.render(ChunkMesh.RENDER_TYPE.WATER); } } _mobManager.renderAll(); ShaderManager.getInstance().enableShader("block"); _bulletPhysicsRenderer.render(); ShaderManager.getInstance().enableShader(null); }
From source file:com.github.kajdreef.mazerunnermvn.Object.Cube.java
public void init() { Vertex v0 = new Vertex(); v0.setXYZ(0f, 1f, 1f);/*from w w w.j av a 2s .c o m*/ v0.setRGB(1, 0, 0); v0.setST(0, 0); Vertex v1 = new Vertex(); v1.setXYZ(0f, 0f, 1f); v1.setRGB(0, 1, 0); v1.setST(0, 1); Vertex v2 = new Vertex(); v2.setXYZ(1f, 0f, 1f); v2.setRGB(0, 0, 1); v2.setST(1, 1); Vertex v3 = new Vertex(); v3.setXYZ(1f, 1f, 1f); v3.setRGB(1, 1, 1); v3.setST(1, 0); Vertex v4 = new Vertex(); v4.setXYZ(0f, 1f, 0f); v4.setRGB(1, 0, 0); v4.setST(1, 0); Vertex v5 = new Vertex(); v5.setXYZ(0f, 0f, 0f); v5.setRGB(0, 1, 0); v5.setST(1, 1); Vertex v6 = new Vertex(); v6.setXYZ(1f, 0f, 0f); v6.setRGB(0, 0, 1); v6.setST(0, 1); Vertex v7 = new Vertex(); v7.setXYZ(1f, 1f, 0f); v7.setRGB(1, 1, 1); v7.setST(0, 0); vertices = new Vertex[] { v0, v1, v2, v3, v4, v5, v6, v7 }; indicesData = new byte[] { // front 0, 1, 2, 2, 3, 0, // right 3, 2, 6, 6, 7, 3, // back 7, 6, 5, 5, 4, 7, //Left 4, 5, 1, 1, 0, 4 }; createVBO(); // Get texture from the HashMap and place it in the right texture unit textureDiff = Textures.getTexture("brickwall.png"); if (textureDiff == null) { log.logError("Error loading texture!"); } setTextureUnit(textureDiff, GL13.GL_TEXTURE0); }
From source file:com.github.kajdreef.mazerunnermvn.Object.GameObject.java
/** * Render the Object./* ww w. jav a2 s. c o m*/ */ public void render() { FloatBuffer matrix44Buffer = BufferUtils.createFloatBuffer(16); modelMatrix.store(matrix44Buffer); matrix44Buffer.flip(); GL20.glUniformMatrix4(ShaderProgram.getMML(), false, matrix44Buffer); // Bind the texture GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId); // Bind to the VAO that has all the information about the quad vertices GL30.glBindVertexArray(vaoId); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); // Bind to the index VBO that has all the information about the order of the vertices GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboIndicesId); // Draw the vertices GL11.glDrawElements(GL11.GL_TRIANGLES, indicesData.length, GL11.GL_UNSIGNED_BYTE, 0); // Put everything back to default (deselect) GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL20.glDisableVertexAttribArray(2); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); }
From source file:com.google.gapid.glviewer.gl.Texture.java
License:Apache License
static void activate(int unit) { GL13.glActiveTexture(GL13.GL_TEXTURE0 + unit); }
From source file:com.grillecube.client.opengl.GLTexture.java
/** set pixels data */ public final void setData(BufferedImage img) { if (img == null) { return;/* ww w. j av a 2 s .c o m*/ } byte[] pixels = ImageUtils.getImagePixels(img); ByteBuffer buffer = BufferUtils.createByteBuffer(pixels.length); buffer.put(pixels); buffer.flip(); this.data = img; this.bind(GL13.GL_TEXTURE0, GL11.GL_TEXTURE_2D); this.image2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, img.getWidth(), img.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer); this.parameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); this.parameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); this.unbind(GL11.GL_TEXTURE_2D); this.width = img.getWidth(); this.height = img.getHeight(); }
From source file:com.grillecube.client.opengl.GLTexture.java
/** generate a mipmap (texture lod) */ public final void generateMipmap(float bias) { this.bind(GL13.GL_TEXTURE0, GL11.GL_TEXTURE_2D); GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D); this.parameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); this.parameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, bias); }
From source file:com.grillecube.client.renderer.gui.font.FontModel.java
/** render this font model */ public void render() { if (this.hasState(FontModel.STATE_TEXT_UP_TO_DATE) == false) { this.updateText(); }/* w w w.j a v a2 s . c o m*/ if (this.vertexCount == 0 || this.font == null) { return; } GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); this.vao.bind(); this.font.getTexture().bind(GL13.GL_TEXTURE0, GL11.GL_TEXTURE_2D); this.vao.draw(GL11.GL_TRIANGLES, 0, this.vertexCount); }
From source file:com.grillecube.client.renderer.gui.ProgramTexturedQuad.java
public void loadQuadTextured(GLTexture glTexture, float ux, float uy, float vx, float vy, float alpha, Matrix4f transformMatrix) {/*from ww w . j a v a 2 s . c om*/ glTexture.bind(GL13.GL_TEXTURE0, GL11.GL_TEXTURE_2D); super.loadUniformMatrix(this.transfMatrix, transformMatrix); super.loadUniformVec(this.uvs, ux, uy, vx, vy); super.loadUniformFloat(this.alpha, alpha); }