List of usage examples for org.lwjgl.opengl GL13 glActiveTexture
public static void glActiveTexture(@NativeType("GLenum") int texture)
From source file:fr.veridiangames.client.rendering.renderers.guis.FontRenderer.java
License:Open Source License
public void render(GuiShader shader, Color4f color, float dropShadow) { GL13.glActiveTexture(GL13.GL_TEXTURE0); font.fontTexture.bind(shader);//from w w w . j av a2 s. c om if (dropShadow != 0) { shader.setModelViewMatrix(Mat4.translate(x + dropShadow, y + dropShadow, 0)); shader.setColor(0, 0, 0, 0.8f * color.getAlpha()); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer(0, 3, GL_FLOAT, false, 5 * 4, 0); glVertexAttribPointer(1, 2, GL_FLOAT, false, 5 * 4, 12); glDrawArrays(GL_QUADS, 0, text.length() * 4); glEnableVertexAttribArray(1); glEnableVertexAttribArray(0); } shader.setModelViewMatrix(Mat4.translate(x, y, 0)); shader.setColor(color); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer(0, 3, GL_FLOAT, false, 5 * 4, 0); glVertexAttribPointer(1, 2, GL_FLOAT, false, 5 * 4, 12); glDrawArrays(GL_QUADS, 0, text.length() * 4); glEnableVertexAttribArray(1); glEnableVertexAttribArray(0); Texture.unbind(shader); }
From source file:game.entity.lwjgl.EntityRenderer.java
private void prepareTexturedModel(TexturedModel model) { RawModel rawModel = model.getRawModel(); if (rawModel.doesContainInvertedNormals()) { GL11.glDisable(GL11.GL_CULL_FACE); }/* ww w . ja v a 2 s. c o m*/ GL30.glBindVertexArray(rawModel.getVaoID()); GL20.glEnableVertexAttribArray(VERTEX_POSITIONS); GL20.glEnableVertexAttribArray(TEXTURE_COORDS); GL20.glEnableVertexAttribArray(NORMAL_VECTORS); this.loadUniformFloat("shineDamper", model.getModelTexture().getShineDamper()); this.loadUniformFloat("reflectivity", model.getModelTexture().getReflectivity()); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, model.getModelTexture().getTextureID()); }
From source file:game.skybox.lwjgl.SkyboxRenderer.java
public void render() { GL30.glBindVertexArray(cube.getVaoID()); GL20.glEnableVertexAttribArray(0);//ww w. j a v a 2 s. 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); }
From source file:game.terrain.lwjgl.TerrainRenderer.java
/** * * @param terrain//from w w w. j a va2 s . c o m */ private void bindTextures(Terrain terrain) { TerrainTexturePack texturePack = terrain.getTexturePack(); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texturePack.getBackgroundTexture().getTextureID()); GL13.glActiveTexture(GL13.GL_TEXTURE1); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texturePack.getrTexture().getTextureID()); GL13.glActiveTexture(GL13.GL_TEXTURE2); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texturePack.getgTexture().getTextureID()); GL13.glActiveTexture(GL13.GL_TEXTURE3); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texturePack.getbTexture().getTextureID()); GL13.glActiveTexture(GL13.GL_TEXTURE4); GL11.glBindTexture(GL11.GL_TEXTURE_2D, terrain.getBlendMap().getTextureID()); }
From source file:gui.lwjgl.GUIRenderer.java
@Override public void render(GUIRenderable element) { GL30.glBindVertexArray(element.getGUIElement().getVaoID()); GL20.glEnableVertexAttribArray(VERTEX_POSITIONS); GL20.glEnableVertexAttribArray(TEXTURE_COORDS); Matrix4f transformationMatrix = Maths.createTransformationMatrix( new Vector2f(((2.0f * element.getGUIElement().getPosition().x) / Display.getWidth() - 1), -1 * ((2.0f * element.getGUIElement().getPosition().y) / Display.getHeight()) + 1f), element.getGUIElement().getRotation(), element.getGUIElement().getWidth() / (float) (Display.getWidth() / 2), element.getGUIElement().getHeight() / (float) (Display.getHeight() / 2)); this.loadUniformMatrix("transformationMatrix", transformationMatrix); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, element.getGUIElement().getTexture().getTextureID()); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 6); GL20.glDisableVertexAttribArray(VERTEX_POSITIONS); GL20.glDisableVertexAttribArray(TEXTURE_COORDS); GL30.glBindVertexArray(0);/*from ww w .j a v a 2 s . c o m*/ }
From source file:hud.StatusOverlay.java
License:Open Source License
public void draw() { int energy = Math.round(player.getMech().getEnergy() * 2.56f); int armour = Math.round(player.getMech().getArmour() * 2.56f); int baseArmour = player.getHomeBase().getLife(); int ammo = Math.round(player.getMech().getAmmo() * 2.56f); baseStatus.setValue(baseArmour);// w w w .j a va 2 s . com if (player.getUnitOrder() != null) { if (player.getUnitOrder().ready()) { orderReadyIcon.bind(); } else { orderProcessingIcon.bind(); } GL11.glEnable(GL11.GL_BLEND); GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex2i(384, 16); GL11.glTexCoord2f(0, 1); GL11.glVertex2i(384, 48); GL11.glTexCoord2f(1, 1); GL11.glVertex2i(384 + 32, 48); GL11.glTexCoord2f(1, 0); GL11.glVertex2i(384 + 32, 16); GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND); } GL11.glDisable(GL11.GL_LIGHTING); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glDisable(GL11.GL_TEXTURE_2D); GL13.glActiveTexture(GL13.GL_TEXTURE1); GL11.glDisable(GL11.GL_TEXTURE_2D); energyStatus.draw(); armourStatus.draw(); baseStatus.draw(); ammoStatus.draw(); }
From source file:illarion.client.graphics.WeatherRenderer.java
License:Open Source License
/** * This function applies the post processing to the image. * * @param renderImage the image that is rendered to the screen, this image remains unchanged * @return the new image with the post processed graphics *///from w w w .java 2s. c om public Image postProcess(@Nonnull final Image renderImage) throws SlickException { load(); Image currentImage = renderImage; if (World.getWeather().isFog() && World.getWeather().isOutside()) { final Image tempImage = getNextProcessImage(renderImage.getWidth(), renderImage.getHeight()); final Graphics g = tempImage.getGraphics(); Graphics.setCurrent(g); fogShader.bind(); fogShader.setTexture(0); final float x = 0.5f * renderImage.getTextureWidth(); final float y = 0.5f * renderImage.getTextureHeight(); fogShader.setCenter(x, y); fogShader.setDensity(World.getWeather().getFog() * ((float) renderImage.getHeight() / 200.f)); g.drawImage(currentImage, 0, 0); fogShader.unbind(); currentImage = tempImage; } if (World.getWeather().isRain() && World.getWeather().isOutside()) { final Image tempImage = getNextProcessImage(renderImage.getWidth(), renderImage.getHeight()); final Graphics g = tempImage.getGraphics(); Graphics.setCurrent(g); GL13.glActiveTexture(GL13.GL_TEXTURE1); rainTexture.bind(); GL13.glActiveTexture(GL13.GL_TEXTURE0); renderImage.bind(); rainShader.bind(); rainShader.setBackgroundTexture(0); rainShader.setRainTexture(1); rainShader.setRainTextureOffset(rainTexture.getTextureOffsetX(), rainTexture.getTextureOffsetY()); rainShader.setRainTextureSize(rainTexture.getTextureWidth(), rainTexture.getTextureHeight()); rainShader.setRainTextureScale( (float) renderImage.getTexture().getTextureWidth() / (float) rainTexture.getTexture().getTextureWidth(), (float) renderImage.getTexture().getTextureHeight() / (float) rainTexture.getTexture().getTextureHeight()); rainShader.setIntensity(World.getWeather().getRain() / 100.f); rainShader.setGustStrength(Math.abs(World.getWeather().getGusts()) / 100.f); rainShader.setWindDirection(World.getWeather().getWind() / 100.f); rainShader.setAnimation(rainDropping); rainShader.setGustAnimation(gustAnimation); rainShader.setMapOffset(Camera.getInstance().getViewportOffsetX(), Camera.getInstance().getViewportOffsetY()); g.drawImage(currentImage, 0, 0); rainShader.unbind(); currentImage = tempImage; } return currentImage; }
From source file:io.root.gfx.glutils.GL.java
License:Apache License
public static void glActiveTexture(int texture) { GL13.glActiveTexture(texture); }
From source file:itdelatrisu.opsu.render.CurveRenderState.java
License:Open Source License
/** * Restore the old OpenGL state that's backed up in {@code state}. * @param state the old state to restore *///from www .j a v a2 s . c om private void endRender(RenderState state) { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_BLEND); GL20.glUseProgram(state.oldProgram); GL13.glActiveTexture(state.texUnit); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, state.oldArrayBuffer); if (!state.depthWriteEnabled) GL11.glDepthMask(false); if (!state.depthEnabled) GL11.glDisable(GL11.GL_DEPTH_TEST); if (state.texEnabled) GL11.glEnable(GL11.GL_TEXTURE_2D); if (state.smoothedPoly) GL11.glEnable(GL11.GL_POLYGON_SMOOTH); if (!state.blendEnabled) GL11.glDisable(GL11.GL_BLEND); }
From source file:ivengine.Util.java
License:Creative Commons License
/** * Loads a texture from a URL <filename> into a texture unit <textureUnit> *///w w w . j a v a2 s .c o m public static int loadPNGTexture(URL filename, int textureUnit) { ByteBuffer buf = null; int tWidth = 0; int tHeight = 0; try { // Open the PNG file as an InputStream InputStream in = filename.openStream(); // Link the PNG decoder to this stream PNGDecoder decoder = new PNGDecoder(in); // Get the width and height of the texture tWidth = decoder.getWidth(); tHeight = decoder.getHeight(); // Decode the PNG file in a ByteBuffer buf = ByteBuffer.allocateDirect(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buf, decoder.getWidth() * 4, Format.RGBA); buf.flip(); in.close(); } catch (IOException e) { e.printStackTrace(); System.exit(-1); } // Create a new texture object in memory and bind it int texId = GL11.glGenTextures(); GL13.glActiveTexture(textureUnit); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId); // All RGB bytes are aligned to each other and each component is 1 byte GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); // Upload the texture data and generate mip maps (for scaling) GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, tWidth, tHeight, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buf); //GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D); // Setup the ST coordinate system GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT); // Setup what to do when the texture has to be scaled 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); return texId; }