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: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);
}