List of usage examples for org.lwjgl.opengl GL20 glGetUniformLocation
@NativeType("GLint") public static int glGetUniformLocation(@NativeType("GLuint") int program, @NativeType("GLchar const *") CharSequence name)
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public int getUniformLocation(int program, String name) { return GL20.glGetUniformLocation(program, name); }
From source file:kubex.gui.DepthPeelingLiquidRenderer.java
License:Creative Commons License
/** * Performs the depth peeling rendering/* w w w . j a v a 2 s . c o m*/ */ @Override public void renderLayers(World w, int xres, int yres) { this.DPS.enable(); int upperLimitDepth = GL20.glGetUniformLocation(this.DPS.getID(), "upperLimitDepth"); int lowerLimitDepth = GL20.glGetUniformLocation(this.DPS.getID(), "lowerLimitDepth"); int upperLimitIndex = GL20.glGetUniformLocation(this.DPS.getID(), "upperLimitIndex"); GL20.glUniform1i(upperLimitDepth, KubexGame.LIQUIDLAYERS_TEXTURE_LOCATION); GL20.glUniform1i(lowerLimitDepth, KubexGame.BASEFBO_DEPTH_TEXTURE_LOCATION); GL20.glUniform1i(GL20.glGetUniformLocation(this.DPS.getID(), "xres"), xres); GL20.glUniform1i(GL20.glGetUniformLocation(this.DPS.getID(), "yres"), yres); w.overrideCurrentShader(this.DPS); //Makes world use the depth peeling shader when drawing chunks //Writes each liquid layer to a texture for (int i = 0; i < this.getNumLayers(); i++) { GL20.glUniform1i(upperLimitIndex, i - 1); glBindFramebuffer(GL_FRAMEBUFFER, this.layersFbos[i]); glClear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glViewport(0, 0, xres, yres); w.drawLiquids(); } this.DPS.disable(); }
From source file:lessur.util.shader.ShaderManager.java
License:GNU General Public License
/** * /* w w w. ja v a 2 s .c om*/ * @param program ID/index of the program * @param name Name of the variable * @param value Value to set the variable */ public void setUniform1(int program, String name, float value) { if (has_opengl2) { int loc = GL20.glGetUniformLocation(program, name); checkVariableLocation(loc, name); GL20.glUniform1f(loc, value); } else if (has_arb) { int loc = ARBShaderObjects.glGetUniformLocationARB(program, name); checkVariableLocation(loc, name); ARBShaderObjects.glUniform1fARB(loc, value); } }
From source file:lessur.util.shader.ShaderManager.java
License:GNU General Public License
/** * //from w ww . j a va 2s . c o m * @param program ID/index of the program * @param name Name of the variable * @param value Value to set the variable */ public void setUniform1i(int program, String name, int value) { if (has_opengl2) { int loc = GL20.glGetUniformLocation(program, name); checkVariableLocation(loc, name); GL20.glUniform1i(loc, value); } else if (has_arb) { int loc = ARBShaderObjects.glGetUniformLocationARB(program, name); checkVariableLocation(loc, name); ARBShaderObjects.glUniform1iARB(loc, value); } }
From source file:lessur.util.shader.ShaderManager.java
License:GNU General Public License
/** * /*from w ww .j a v a 2 s . c o m*/ * @param program ID/index of the program * @param name Name of the variable * @param value Value to set the variable */ public void setUniform2(int program, String name, FloatBuffer value) { if (has_opengl2) { int loc = GL20.glGetUniformLocation(program, name); checkVariableLocation(loc, name); GL20.glUniform2(loc, value); } else if (has_arb) { int loc = ARBShaderObjects.glGetUniformLocationARB(program, name); checkVariableLocation(loc, name); ARBShaderObjects.glUniform2ARB(loc, value); } }
From source file:lessur.util.shader.ShaderManager.java
License:GNU General Public License
/** * /*from ww w. j a va 2 s . co m*/ * @param program ID/index of the program * @param name Name of the variable * @param value Value to set the variable */ public void setUniform2i(int program, String name, IntBuffer value) { if (has_opengl2) { int loc = GL20.glGetUniformLocation(program, name); checkVariableLocation(loc, name); GL20.glUniform2(loc, value); } else if (has_arb) { int loc = ARBShaderObjects.glGetUniformLocationARB(program, name); checkVariableLocation(loc, name); ARBShaderObjects.glUniform2ARB(loc, value); } }
From source file:lessur.util.shader.ShaderManager.java
License:GNU General Public License
/** * //w w w .j ava2s . c o m * @param program ID/index of the program * @param name Name of the variable * @param value Value to set the variable */ public void setUniform3(int program, String name, FloatBuffer value) { if (has_opengl2) { int loc = GL20.glGetUniformLocation(program, name); checkVariableLocation(loc, name); GL20.glUniform3(loc, value); } else if (has_arb) { int loc = ARBShaderObjects.glGetUniformLocationARB(program, name); checkVariableLocation(loc, name); ARBShaderObjects.glUniform3ARB(loc, value); } }
From source file:lessur.util.shader.ShaderManager.java
License:GNU General Public License
/** * // w w w .j av a2s . co m * @param program ID/index of the program * @param name Name of the variable * @param value Value to set the variable */ public void setUniform3i(int program, String name, IntBuffer value) { if (has_opengl2) { int loc = GL20.glGetUniformLocation(program, name); checkVariableLocation(loc, name); GL20.glUniform3(loc, value); } else if (has_arb) { int loc = ARBShaderObjects.glGetUniformLocationARB(program, name); checkVariableLocation(loc, name); ARBShaderObjects.glUniform3ARB(loc, value); } }
From source file:lessur.util.shader.ShaderManager.java
License:GNU General Public License
/** * //from w w w. ja va2s.co m * @param program ID/index of the program * @param name Name of the variable * @param value Value to set the variable */ public void setUniform4(int program, String name, FloatBuffer value) { if (has_opengl2) { int loc = GL20.glGetUniformLocation(program, name); checkVariableLocation(loc, name); GL20.glUniform4(loc, value); } else if (has_arb) { int loc = ARBShaderObjects.glGetUniformLocationARB(program, name); checkVariableLocation(loc, name); ARBShaderObjects.glUniform4ARB(loc, value); } }
From source file:lessur.util.shader.ShaderManager.java
License:GNU General Public License
/** * /*from w w w .j a v a 2 s.co m*/ * @param program ID/index of the program * @param name Name of the variable * @param value Value to set the variable */ public void setUniform4i(int program, String name, IntBuffer value) { if (has_opengl2) { int loc = GL20.glGetUniformLocation(program, name); checkVariableLocation(loc, name); GL20.glUniform4(loc, value); } else if (has_arb) { int loc = ARBShaderObjects.glGetUniformLocationARB(program, name); checkVariableLocation(loc, name); ARBShaderObjects.glUniform4ARB(loc, value); } }