Example usage for org.lwjgl.opengl GL13 glActiveTexture

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

Introduction

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

Prototype

public static void glActiveTexture(@NativeType("GLenum") int texture) 

Source Link

Document

Selects which texture unit subsequent texture state calls will affect.

Usage

From source file:ar.com.quark.backend.lwjgl.opengl.DesktopGLES20.java

License:Apache License

/**
 * {@inheritDoc}
 */
@Override
public void glActiveTexture(int stage) {
    GL13.glActiveTexture(stage);
}

From source file:br.com.perin.renderEngine.Renderer.java

public void render(TexturedModel model) {
    RawModel raw = model.getRawModel();//from   ww  w. ja va  2s  .c  om
    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.ja v  a2  s.c om
    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;//from w  ww.  j av a  2  s  .com
    }

    //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 . ja va  2s  . c o  m*/
    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 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   www.  j a v  a  2s.c o  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]);/*from w ww .  j  av  a  2 s.  co m*/
    GL13.glActiveTexture(GL13.GL_TEXTURE1);
    Texture.bind(textures[U_INDEX]);
    GL13.glActiveTexture(GL13.GL_TEXTURE2);
    Texture.bind(textures[V_INDEX]);
    super.loop();
}

From source file:com.badlogic.gdx.backends.jglfw.JglfwGL20.java

License:Apache License

public void glActiveTexture(int texture) {
    GL13.glActiveTexture(texture);
}