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:playn.java.JavaGL20.java
License:Apache License
@Override public int glGetUniformLocation(int program, String name) { return GL20.glGetUniformLocation(program, name); }
From source file:processing.lwjgl.PGL.java
License:Open Source License
public int getUniformLocation(int prog, String name) { return GL20.glGetUniformLocation(prog, name); }
From source file:renderEngine.ShaderProgram.java
/** * Get the location for a uniform variable. * * @param uniformName The name of the uniform variable for which the * location will be returned./*w ww. j a v a2 s .c om*/ * @return The location of a uniform variable specified by the name. */ protected int getUniformLocation(String uniformName) { return GL20.glGetUniformLocation(programID, uniformName); }
From source file:se.angergard.engine.graphics.ShaderProgram.java
License:Apache License
/** Add the uniform to the uniforms hashmap * @param Uniform name/* w w w. ja v a 2s . c o m*/ * @return This ShaderProgram */ public ShaderProgram addUniform(String uniform) { int location = GL20.glGetUniformLocation(program, uniform); if (location == -1) { System.err.println("Can't find uniform location :" + uniform); } else { uniforms.put(uniform, location); } return this; }
From source file:sketchwars.map.MapWater.java
private void setShaderVariables(float angleOffset) { int waveAngleLoc = GL20.glGetUniformLocation(shader.getProgram(), "wave_angle"); GL20.glUniform1f(waveAngleLoc, waveAngle + angleOffset); int waveLengthLoc = GL20.glGetUniformLocation(shader.getProgram(), "wave_length"); GL20.glUniform1f(waveLengthLoc, WAVE_LENGTH); int ampliLoc = GL20.glGetUniformLocation(shader.getProgram(), "amplitude"); GL20.glUniform1f(ampliLoc, WAVE_AMPLITUDE); int yOffsetLoc = GL20.glGetUniformLocation(shader.getProgram(), "y_offset"); GL20.glUniform1f(yOffsetLoc, Y_OFFSET); }
From source file:thebounzer.org.lwgldemo.Chapter5.java
License:Open Source License
@Override public void loopCycle() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); float f = (float) (time * Math.PI * 0.1f); Matrix4f modelViewM = new Matrix4f(); Matrix4f mat = new Matrix4f(); Matrix4f transOne = new Matrix4f(); Matrix4f transTwo = new Matrix4f(); Matrix4f rotaOne = new Matrix4f(); Matrix4f rotaTwo = new Matrix4f(); Matrix4f.translate(new Vector3f(0.0f, 0.0f, -0.4f), mat, transOne); Matrix4f.translate(new Vector3f((float) Math.sin(2.1f * f) * 0.5f, (float) Math.cos(1.7f * f) * 0.5f, (float) Math.sin(1.3f * f) * (float) Math.cos(1.5 * f) * 2.0f), mat, transTwo); Matrix4f.rotate(time * 45.0f, new Vector3f(0.0f, 1.0f, 0.0f), mat, rotaOne); Matrix4f.rotate(time * 81.0f, new Vector3f(1.0f, 0.0f, 0.0f), mat, rotaTwo); Matrix4f.mul(modelViewM, transOne, modelViewM); Matrix4f.mul(modelViewM, transTwo, modelViewM); Matrix4f.mul(modelViewM, rotaOne, modelViewM); Matrix4f.mul(modelViewM, rotaTwo, modelViewM); GL20.glUseProgram(program.getId());/*w w w .j a v a 2 s. co m*/ FloatBuffer matrixBuf = BufferUtils.createFloatBuffer(16); modelViewM.store(matrixBuf); matrixBuf.flip(); int uniLoc = GL20.glGetUniformLocation(program.getId(), "mv_matrix"); GL20.glUniformMatrix4(uniLoc, false, matrixBuf); int uniProjMatLoc = GL20.glGetUniformLocation(program.getId(), "proj_matrix"); GL20.glUniformMatrix4(uniProjMatLoc, false, matrixBuf); vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); GL11.glDrawArrays(GL11.GL_POINTS, 0, 36); GL20.glUseProgram(0); time += 0.001f; }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static int glGetUniformLocation(int a, ByteBuffer b) { return GL20.glGetUniformLocation(a, b); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static int glGetUniformLocation(int a, CharSequence b) { return GL20.glGetUniformLocation(a, b); }
From source file:uk.co.ifs_studios.engine.shader.ShaderProgram.java
License:Open Source License
/** * Create uniform.//from ww w . jav a 2 s . co m * * @param name * - Name of variable uniform. * @return - Uniform ID. */ public int addUniform(String name) { return GL20.glGetUniformLocation(this.id, name); }
From source file:vertigo.graphics.lwjgl.ShaderUtils.java
License:Open Source License
public static ShaderProg updateShader(ShaderProg prog) { int progID = -1; System.out.println("updateShader:\n" + prog.getVertexSource() + "\n------\n" + prog.getFragmentSource()); if (prog.isDirty()) { try {//from w w w . ja v a 2 s . c om progID = attachVFShaders(prog); } catch (Exception ex) { System.out.println("Exception attachShaders"); Logger.getLogger(LWJGL_Renderer.class.getName()).log(Level.SEVERE, null, ex); // Renderer or LWJGL_Renderer ? } prog.setHandle(progID); GL20.glUseProgram(progID); for (Uniform uniform : prog.getAllUniforms()) { System.out.println("uniform " + uniform.getName()); prog.setUniformLocation(uniform.getName(), GL20.glGetUniformLocation(progID, uniform.getName())); } for (Attribute attribute : prog.getAllAttributes()) { System.out.println("attr " + attribute.getName()); prog.setAttributeLocation(attribute.getName(), GL20.glGetAttribLocation(progID, attribute.getName())); } GL20.glUseProgram(0); } return prog; }