Example usage for org.lwjgl.opengl GL13 GL_TEXTURE_CUBE_MAP

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

Introduction

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

Prototype

int GL_TEXTURE_CUBE_MAP

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

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Document

When the pname parameter of TexGendv, TexGenfv, and TexGeniv is TEXTURE_GEN_MODE, then the array params may also contain NORMAL_MAP or REFLECTION_MAP.

Usage

From source file:com.github.begla.blockmania.world.horizon.Skysphere.java

License:Apache License

public void render() {
    updateClouds();/*from w  w w.ja va  2s .  c  om*/

    glDisable(GL_CULL_FACE);
    glDisable(GL_DEPTH_TEST);

    glEnable(GL13.GL_TEXTURE_CUBE_MAP);
    GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, _textureIds.get(0));
    _sunPosAngle = (float) Math.toRadians(360.0 * _parent.getWorldProvider().getTime() - 90.0);
    Vector4f sunNormalise = new Vector4f(0.0f, (float) Math.cos(_sunPosAngle), (float) Math.sin(_sunPosAngle),
            1.0f);
    sunNormalise.normalize();

    _zenithColor = getAllWeatherZenith(sunNormalise.y);

    ShaderManager.getInstance().enableShader("sky");

    int sunPos = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("sky"), "sunPos");
    GL20.glUniform4f(sunPos, 0.0f, (float) Math.cos(_sunPosAngle), (float) Math.sin(_sunPosAngle), 1.0f);

    int time = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("sky"), "time");
    GL20.glUniform1f(time, (float) _parent.getWorldProvider().getTime());

    int sunAngle = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("sky"), "sunAngle");
    GL20.glUniform1f(sunAngle, _sunPosAngle);

    int turbidity = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("sky"), "turbidity");
    GL20.glUniform1f(turbidity, _turbidity);

    int zenith = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("sky"), "zenith");
    GL20.glUniform3f(zenith, _zenithColor.x, _zenithColor.y, _zenithColor.z);

    // DRAW THE SKYSPHERE
    drawSphere();

    glDisable(GL13.GL_TEXTURE_CUBE_MAP);

    ShaderManager.getInstance().enableShader("clouds");
    // Apply daylight
    int lightClouds = GL20.glGetUniformLocation(ShaderManager.getInstance().getShader("clouds"), "light");
    GL20.glUniform1f(lightClouds, getDaylight());

    // DRAW THE CLOUDS
    drawClouds();
    ShaderManager.getInstance().enableShader(null);

    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
}

From source file:com.github.begla.blockmania.world.horizon.Skysphere.java

License:Apache License

private void loadStarTextures() {
    int internalFormat = GL11.GL_RGBA8, format = GL12.GL_BGRA;

    GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, _textureIds.get(0));

    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL12.GL_TEXTURE_WRAP_R, GL12.GL_CLAMP_TO_EDGE);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);

    for (int i = 0; i < 6; i++) {

        byte[] data = TextureManager.getInstance().getTexture("stars" + (i + 1)).getTextureData();
        ByteBuffer byteBuffer = BufferUtils.createByteBuffer(data.length);
        byteBuffer.put(data);//from  w w w  . j a va2  s .co m
        byteBuffer.flip();

        GL11.glTexImage2D(GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalFormat, 256, 256, 0, format,
                GL11.GL_UNSIGNED_BYTE, byteBuffer);
    }
}

From source file:com.opengrave.og.light.Depth2DFramebuffer.java

License:Open Source License

@Override
public void bindDraw() {
    Util.checkErr();//from   www .j a  va  2 s .c  om

    for (int i = GL13.GL_TEXTURE0; i < GL13.GL_TEXTURE31; i++) {
        GL13.glActiveTexture(i);
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
        GL11.glBindTexture(GL30.GL_TEXTURE_2D_ARRAY, 0);
        GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, 0);
    }
    Util.checkErr();
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebuffer);
    Util.checkErr();
    GL11.glDisable(GL11.GL_BLEND);
    Util.checkErr();
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glDepthMask(true);
    Util.checkErr();
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    Util.checkErr();
    GL11.glViewport(0, 0, framebufferSize, framebufferSize);

}

From source file:com.opengrave.og.light.TextureCubeShadowMap.java

License:Open Source License

public TextureCubeShadowMap(int size) {
    texture = GL11.glGenTextures();/*from   w w w  .  j a va 2s  .  c o m*/
    GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texture);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    Util.checkErr();
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    Util.checkErr();
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
    Util.checkErr();
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
    Util.checkErr();
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL12.GL_TEXTURE_WRAP_R, GL12.GL_CLAMP_TO_EDGE);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL14.GL_TEXTURE_COMPARE_MODE, GL11.GL_NONE);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL14.GL_DEPTH_TEXTURE_MODE, GL11.GL_INTENSITY);
    // GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP,
    // GL12.GL_TEXTURE_BASE_LEVEL, 0);
    // GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP,
    // GL12.GL_TEXTURE_MAX_LEVEL, 0);

    for (int i = 0; i < 6; i++) {
        GL11.glTexImage2D(GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL11.GL_DEPTH_COMPONENT, size, size, 0,
                GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (FloatBuffer) null);
    }
    Util.checkErr();
    GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, 0);

    // texture2 = GL11.glGenTextures();
    // GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture2);
    // GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0,GL11.GL_RGB, size, size,
    // 0,GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (FloatBuffer)null);
    // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER,
    // GL11.GL_NEAREST);
    // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,
    // GL11.GL_NEAREST);
    // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S,
    // GL12.GL_CLAMP_TO_EDGE);
    // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T,
    // GL12.GL_CLAMP_TO_EDGE);
    // GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);

}

From source file:com.opengrave.og.light.TextureCubeShadowMap.java

License:Open Source License

@Override
public int getTextureType() {
    return GL13.GL_TEXTURE_CUBE_MAP;
}

From source file:com.xrbpowered.gl.res.SkyBox.java

License:Open Source License

public void draw() {
    shader.use();
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texture.getId());
    cube.draw();
    shader.unuse();
}

From source file:com.xrbpowered.gl.res.textures.CubeTexture.java

License:Open Source License

public CubeTexture(String pathFormat) {
    try {//from   w  ww .j a  va2  s .co  m
        texId = GL11.glGenTextures();
        GL13.glActiveTexture(GL13.GL_TEXTURE0);
        GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texId);

        IntBuffer buf = null;

        for (int i = 0; i < 6; i++) {
            //            BufferedImage img = load(new FileInputStream(String.format("assets/"+pathFormat, FACE_NAMES[i])));
            BufferedImage img = AssetManager.defaultAssets.loadImage(String.format(pathFormat, FACE_NAMES[i]));
            buf = getPixels(img, buf);
            put(GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, img.getWidth(), img.getHeight(), buf);
        }

        GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
        GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
        GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
        GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
        GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL12.GL_TEXTURE_WRAP_R, GL12.GL_CLAMP_TO_EDGE);
        GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, 0);

        Client.checkError();
    } catch (Exception e) {
        e.printStackTrace();
        System.exit(-1);
    }
}

From source file:dataAccess.lwjgl.VAO_Loader.java

public static int loadCubeMap(String... textureFiles) {
    int texID = GL11.glGenTextures();
    GL13.glActiveTexture(texID);/*from w  w  w . j av a2  s  .  c  om*/
    GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texID);

    for (int i = 0; i < textureFiles.length; i++) {
        TextureData data = dataAccess.fileLoaders.TextureLoader
                .decodeTextureFile("res/textures/skybox/" + textureFiles[i] + ".png");
        GL11.glTexImage2D(GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL11.GL_RGBA, data.getWidth(),
                data.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, data.getBuffer());
    }
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
    GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
    textureMap.put("cubeMap", texID);
    return texID;
}

From source file:game.skybox.lwjgl.SkyboxRenderer.java

public void render() {
    GL30.glBindVertexArray(cube.getVaoID());
    GL20.glEnableVertexAttribArray(0);/*from   w w w  .j  a v a  2s.  co m*/
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, texture);
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, cube.getVertexCount());
    GL20.glDisableVertexAttribArray(0);
    GL30.glBindVertexArray(0);
}