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:opengl.test.object.endgame.endgame.java
@Override protected void initUniformValues() { this.bind();/*from ww w . jav a 2 s. co m*/ modelID = GL20.glGetUniformLocation(this.getProgramID(), "model"); Matrix4F m = new Matrix4F(); GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer()); viewID = GL20.glGetUniformLocation(this.getProgramID(), "view"); Matrix4F v = new Matrix4F(); GL20.glUniformMatrix4fv(viewID, false, v.toFloatBuffer()); projectionID = GL20.glGetUniformLocation(this.getProgramID(), "projection"); Matrix4F p = new Matrix4F(); GL20.glUniformMatrix4fv(projectionID, false, p.toFloatBuffer()); this.unbind(); }
From source file:opengl.test.object.lineCube.java
@Override protected void initUniformValues() { this.bind();/*from w w w .ja va 2s .c o m*/ modelID = GL20.glGetUniformLocation(this.getProgramID(), "model"); x_calc = 0; y_calc = 0; if (x == 0) y_calc = 0.3f; if (x == 1) y_calc = 0; if (x == 2) y_calc = -0.3f; if (y == 0) x_calc = -0.3f; if (y == 1) x_calc = 0f; if (y == 2) x_calc = 0.3f; Matrix4F m = Matrix4F.ratio(0.3f, 0.3f, 0.3f).nhanMaTran(Matrix4F.move(x_calc, y_calc, 0f)) .nhanMaTran(Model); GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer()); viewID = GL20.glGetUniformLocation(this.getProgramID(), "view"); Matrix4F v = new Matrix4F(); GL20.glUniformMatrix4fv(viewID, false, v.toFloatBuffer()); projectionID = GL20.glGetUniformLocation(this.getProgramID(), "projection"); Matrix4F p = new Matrix4F(); GL20.glUniformMatrix4fv(projectionID, false, p.toFloatBuffer()); this.unbind(); }
From source file:opengl.test.object.tree.testobject.leaf.java
private void initUniformValues() { this.bind();/*from ww w . j av a2s .co m*/ modelID = GL20.glGetUniformLocation(this.getProgramID(), "model"); Matrix4F m = new Matrix4F(); GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer()); viewID = GL20.glGetUniformLocation(this.getProgramID(), "view"); Matrix4F v = new Matrix4F(); GL20.glUniformMatrix4fv(viewID, false, v.toFloatBuffer()); projectionID = GL20.glGetUniformLocation(this.getProgramID(), "projection"); Matrix4F p = new Matrix4F(); GL20.glUniformMatrix4fv(projectionID, false, p.toFloatBuffer()); this.unbind(); }
From source file:opengl.test.object.XO.java
@Override protected void initUniformValues() { this.bind();//from w w w . j a v a 2 s .c om if (x != -1 && y != -1) { modelID = GL20.glGetUniformLocation(this.getProgramID(), "model"); x_calc = 0; y_calc = 0; if (x == 0) y_calc = 0.3f; if (x == 1) y_calc = 0; if (x == 2) y_calc = -0.3f; if (y == 0) x_calc = -0.3f; if (y == 1) x_calc = 0f; if (y == 2) x_calc = 0.3f; Matrix4F m = Matrix4F.ratio(0.10f, 0.10f, 0.10f).nhanMaTran(Matrix4F.rotateOX(90)) .nhanMaTran(Matrix4F.move(x_calc, y_calc, -0.0005f)); GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer()); } else { modelID = GL20.glGetUniformLocation(this.getProgramID(), "model"); Matrix4F m = new Matrix4F(); GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer()); } viewID = GL20.glGetUniformLocation(this.getProgramID(), "view"); Matrix4F v = new Matrix4F(); GL20.glUniformMatrix4fv(viewID, false, v.toFloatBuffer()); projectionID = GL20.glGetUniformLocation(this.getProgramID(), "projection"); Matrix4F p = new Matrix4F(); GL20.glUniformMatrix4fv(projectionID, false, p.toFloatBuffer()); this.unbind(); }
From source file:org.bonsaimind.badgersvoyage.opengl.RenderObject.java
License:Open Source License
protected void createOpenGL(int programId) { modelMatrix = new Matrix4f(); modelMatrixLocation = GL20.glGetUniformLocation(programId, "modelMatrix"); modelMatrixBuffer = BufferUtils.createFloatBuffer(16); verticesCount = vertices.length / 3; verticesBuffer = BufferUtils.createFloatBuffer(vertices.length); verticesBuffer.put(vertices);/*from w w w . j a va 2s .c o m*/ verticesBuffer.flip(); vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); vboId = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL30.glBindVertexArray(0); }
From source file:org.bonsaimind.badgersvoyage.tools.planetstudio.Camera.java
License:Open Source License
public Camera(float aspectRatio, Vector3f camera, float farPlane, float fieldOfView, float nearPlane, int programId) { this.aspectRatio = aspectRatio; this.camera = camera; this.farPlane = farPlane; this.fieldOfView = fieldOfView; this.nearPlane = nearPlane; this.programId = programId; this.projectionMatrix = new Matrix4f(); this.projectionMatrixLocation = GL20.glGetUniformLocation(this.programId, "projectionMatrix"); ErrorChecker.exitOnOpenGlError("ProjectionMatrixLocation."); this.viewMatrix = new Matrix4f(); this.viewMatrixLocation = GL20.glGetUniformLocation(this.programId, "viewMatrix"); ErrorChecker.exitOnOpenGlError("ViewMatrixLocation."); this.yScale = 1 / (float) Math.tan(Math.toRadians(this.fieldOfView / 2f)); this.xScale = this.yScale / aspectRatio; this.frustumLength = this.farPlane - this.nearPlane; this.projectionMatrix.m00 = this.xScale; this.projectionMatrix.m11 = this.yScale; this.projectionMatrix.m22 = -((this.farPlane - this.nearPlane) / this.frustumLength); this.projectionMatrix.m23 = -1; this.projectionMatrix.m32 = -((2 * nearPlane * farPlane) / frustumLength); this.buffer = BufferUtils.createFloatBuffer(16); }
From source file:org.jogamp.glg2d.impl.shader.AnyModePipeline.java
License:Apache License
@Override protected void setupUniformsAndAttributes() { super.setupUniformsAndAttributes(); transformLocation = GL20.glGetUniformLocation(programId, "u_transform"); colorLocation = GL20.glGetUniformLocation(programId, "u_color"); vertCoordLocation = GL20.glGetAttribLocation(programId, "a_vertCoord"); }
From source file:org.jogamp.glg2d.impl.shader.GeometryShaderStrokePipeline.java
License:Apache License
@Override protected void setupUniformsAndAttributes() { super.setupUniformsAndAttributes(); transformLocation = GL20.glGetUniformLocation(programId, "u_transform"); colorLocation = GL20.glGetUniformLocation(programId, "u_color"); lineWidthLocation = GL20.glGetUniformLocation(programId, "u_lineWidth"); miterLimitLocation = GL20.glGetUniformLocation(programId, "u_miterLimit"); joinTypeLocation = GL20.glGetUniformLocation(programId, "u_joinType"); drawEndLocation = GL20.glGetUniformLocation(programId, "u_drawEnd"); capTypeLocation = GL20.glGetUniformLocation(programId, "u_capType"); vertCoordLocation = GL20.glGetAttribLocation(programId, "a_vertCoord"); vertBeforeLocation = GL20.glGetAttribLocation(programId, "a_vertBefore"); vertAfterLocation = GL20.glGetAttribLocation(programId, "a_vertAfter"); }
From source file:org.jogamp.glg2d.impl.shader.GL2ES2ImagePipeline.java
License:Apache License
@Override protected void setupUniformsAndAttributes() { super.setupUniformsAndAttributes(); transformLocation = GL20.glGetUniformLocation(programId, "u_transform"); colorLocation = GL20.glGetUniformLocation(programId, "u_color"); textureLocation = GL20.glGetUniformLocation(programId, "u_tex"); vertCoordLocation = GL20.glGetAttribLocation(programId, "a_vertCoord"); texCoordLocation = GL20.glGetAttribLocation(programId, "a_texCoord"); }
From source file:org.jogamp.glg2d.impl.shader.text.TextPipeline.java
License:Apache License
@Override protected void setupUniformsAndAttributes() { super.setupUniformsAndAttributes(); xOffsetLocation = GL20.glGetUniformLocation(programId, "u_xoffset"); yOffsetLocation = GL20.glGetUniformLocation(programId, "u_yoffset"); }