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:main.TerrainRenderer.java

private void prepareTerrain(Terrain terrain) {
    RawModel rawModel = terrain.getModel();
    GL30.glBindVertexArray(rawModel.getVaoId());
    GL20.glEnableVertexAttribArray(0);/*from  w w w  .j  av a 2 s  .  c  o m*/
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);
    ModelTexture texture = terrain.getTexture();
    shader.loadShineVariables(texture.getShineDamper(), texture.getReflectivity());
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureId());
}

From source file:map.MapVertex.java

License:Open Source License

public void draw(float texScale) {
    GL11.glNormal3f(norm.x, norm.y, norm.z);
    GL13.glMultiTexCoord2f(GL13.GL_TEXTURE0, pos.x * texScale, pos.y * texScale);
    GL13.glMultiTexCoord2f(GL13.GL_TEXTURE1, pos.x, pos.y);
    GL11.glVertex3f(pos.x, pos.y, pos.z);
}

From source file:me.sunchiro.game.engine.gl.Graphic.java

License:Open Source License

public void createWindow(int width, int height, String name) {
    this.width = width;
    this.height = height;
    glfwSetErrorCallback(errorCallback = Callbacks.errorCallbackPrint(System.err));
    if (glfwInit() != GL11.GL_TRUE)
        throw new IllegalStateException("Unable to initialize GLFW");
    glfwDefaultWindowHints(); // optional, the current window hints are
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_VISIBLE, GL11.GL_FALSE); // the window will stay
    // hidden//  ww w  .j  av  a  2  s .  c  om
    glfwWindowHint(GLFW_RESIZABLE, GL11.GL_TRUE); // the window will be
    // resizable
    window = glfwCreateWindow(width, height, name, NULL, NULL);
    if (window == NULL)
        throw new RuntimeException("Failed to create the GLFW window");
    // glfwSetKeyCallback(window,this.keyCallback = keyCallback);
    glfwSetWindowSizeCallback(window, resizeCallback());
    ByteBuffer vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
    glfwSetWindowPos(window, (vidmode.asIntBuffer().get(0) - width) / 2,
            (vidmode.asIntBuffer().get(1) - height) / 2);
    glfwMakeContextCurrent(window);
    Graphic.instance = this;
    glfwSwapInterval(1);
    GL.createCapabilities();
    setCapabilities();

    glfwShowWindow(window);

    // Setup an XNA like background color
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glDepthFunc(GL11.GL_LESS);

    GL11.glClearColor(bgColor.x, bgColor.y, bgColor.z, 0);
    // Map the internal OpenGL coordinate system to the entire screen
    GL11.glViewport(0, 0, width, height);
    matBuff = BufferUtils.createFloatBuffer(16);
    vaoId = GL30.glGenVertexArrays();
    vboiId = GL15.glGenBuffers();
    vboId = GL15.glGenBuffers();
    tid_charmap = texManager.loadTexture("textures/charmap.png", GL13.GL_TEXTURE0);
    shader.setupShader();
    // testQuad();

}

From source file:me.sunchiro.game.engine.gl.Graphic.java

License:Open Source License

public void loadTexture(String[] filename) {
    for (String file : filename) {
        texManager.loadTexture(file, GL13.GL_TEXTURE0);
    }
}

From source file:me.sunchiro.game.engine.gl.Graphic.java

License:Open Source License

private synchronized void render() {
    GL11.glClearColor(bgColor.x, bgColor.y, bgColor.z, 0);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    GL20.glUseProgram(shader.getPID());//  w  w w. j  av  a  2s. co  m
    //

    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL30.glBindVertexArray(vaoId);

    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texManager.getTexture(tid));
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId);
    long offset = 0;
    int shift = 0;
    GL11.glAlphaFunc(GL11.GL_GREATER, 0.4f);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    for (Drawable object : objects) {
        Matrix4f finalMVP = new Matrix4f(mvpMat);
        Matrix4f modelMat = new Matrix4f();
        Matrix4f scaler = new Matrix4f();
        scaler.scale(object.scale * allScale);
        modelMat.translate(object.translation);
        modelMat.rotateXYZ(object.rotation.x, object.rotation.y, object.rotation.z);
        finalMVP.mul(modelMat);
        finalMVP.mul(scaler);
        finalMVP.get(0, matBuff);
        if (object.isChar) {
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, texManager.getTexture(tid_charmap));
        }
        GL20.glUniformMatrix4fv(shader.getMVPLocation(), false, matBuff);
        GL20.glUniform1i(shader.getInverseLocation(), object.inverseAlpha ? 1 : 0);
        if (object.isVisible())
            GL32.glDrawElementsBaseVertex(GL11.GL_TRIANGLES, object.getIndices().length, GL11.GL_UNSIGNED_BYTE,
                    offset, shift);

        offset += object.getIndices().length;
        shift += object.getVertex().length;
        if (object.isChar) {
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, texManager.getTexture(tid));
        }
    }
    render2d(offset, shift);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    GL30.glBindVertexArray(0);
    //
    GL20.glUseProgram(0);
    glfwSwapBuffers(window);
    glfwPollEvents();

}

From source file:net.betabears.the2dlibrary.graphics.Image.java

/**
 * Binds this image and prepares rendering. Make sure to call
 * glEnable(GL_TEXTURE_2D) before./*w  w  w .j  av  a 2s .c  om*/
 */
public void bind() {
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, id);
    GL33.glBindSampler(0, samplerID);
}

From source file:org.fenggui.binding.render.lwjgl.LWJGLOpenGL.java

License:Open Source License

public void activateTexture(int i) {
    try {//from w  w  w. java2s. c  om
        GL13.glActiveTexture(GL13.GL_TEXTURE0 + i);
    } catch (java.lang.IllegalStateException e) {
        // Unsupported, ignore.
    }
}

From source file:org.jge.render.RenderEngine.java

License:Open Source License

public RenderEngine bindTexture(Texture texture, int samplerSlot) {
    assert (samplerSlot >= 0 && samplerSlot <= 31) : "Sampler slot must be >= 0 and <= 31";
    GL13.glActiveTexture(GL13.GL_TEXTURE0 + samplerSlot);
    glBindTexture(texture.getResource().getTarget(), texture.getResource().getID());
    this.boundTexture = texture;
    return this;
}

From source file:org.jogamp.glg2d.impl.shader.GL2ES2ImageDrawer.java

License:Apache License

@Override
protected void begin(Texture texture, AffineTransform xform, Color bgcolor) {
    /*//from www  . j a va 2 s  . c  o m
     * FIXME This is unexpected since we never disable blending, but in some
     * cases it interacts poorly with multiple split panes, scroll panes and the
     * text renderer to disable blending.
     */
    g2d.setComposite(g2d.getComposite());

    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);

    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    texture.bind();

    shader.use(true);

    if (bgcolor == null) {
        white.clear();
        white.put(white_static, 0, 3);
        white.put(g2d.getUniformsObject().colorHook.getAlpha());
        shader.setColor(white);
    } else {
        FloatBuffer rgba = g2d.getUniformsObject().colorHook.getRGBA();
        shader.setColor(rgba);
    }

    if (xform == null) {
        shader.setTransform(g2d.getUniformsObject().transformHook.getGLMatrixData());
    } else {
        shader.setTransform(g2d.getUniformsObject().transformHook.getGLMatrixData(xform));
    }

    shader.setTextureUnit(0);
}

From source file:org.spout.engine.renderer.shader.variables.TextureSamplerShaderVariable.java

License:Open Source License

public void bind(int unit) {
    GL13.glActiveTexture(GL13.GL_TEXTURE0 + unit);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

    if (((Client) Spout.getEngine()).getRenderMode() != RenderMode.GL30) {
        GL20.glUniform1i(location, textureID);

    } else {/*from  w  ww  .  ja  va 2s  . co  m*/
        GL30.glUniform1ui(location, textureID);
    }

}