Example usage for org.lwjgl.opengl GL20 glGetUniformLocation

List of usage examples for org.lwjgl.opengl GL20 glGetUniformLocation

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 glGetUniformLocation.

Prototype

@NativeType("GLint")
public static int glGetUniformLocation(@NativeType("GLuint") int program,
        @NativeType("GLchar const *") CharSequence name) 

Source Link

Document

Returns the location of a uniform variable.

Usage

From source file:com.opengrave.og.base.Picking.java

License:Open Source License

public static void registerObject(int pid, RenderView context, Pickable t) {
    int r = (int) (lastInt % 256);
    int g = (int) ((lastInt >> 8) % 256);
    int b = (int) ((lastInt >> 16) % 256);
    int i = GL20.glGetUniformLocation(pid, "pickCol");
    if (i == -1) {
        return;// w  w  w  .  j  av  a  2 s .  c o  m
    }
    GL20.glUniform4f(i, r / 255f, g / 255f, b / 255f, 1f);
    allPickables.put(lastInt, t);
    lastInt++;
}

From source file:com.opengrave.og.base.Renderable3D.java

License:Open Source License

@Override
public void render(Matrix4f matrix, RenderStyle style) {
    dealWithChange();/*from  w ww .  ja va2 s. com*/
    int pID = Resources.loadShader("model.vs", "model.fs").getProgram();
    GL20.glUseProgram(pID);
    int texture = GL20.glGetUniformLocation(pID, "texture");
    int shadow = GL20.glGetUniformLocation(pID, "shadowMap");
    GL20.glUniform1i(texture, 0);
    GL20.glUniform1i(shadow, 1);
    GL30.glBindVertexArray(vao_ID);
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);
    GL20.glBindAttribLocation(pID, 0, "in_Position");
    GL20.glBindAttribLocation(pID, 1, "in_Normal");
    GL20.glBindAttribLocation(pID, 2, "in_TextureCoord");

    Util.checkErr();
    if (matList != null && matList.valid()) {
        matList.bind(pID, GL13.GL_TEXTURE0);
        Util.loadMaterials(matList, pID);

    }
    Util.checkErr();
    getContext().setMatrices(pID, matrix);
    getContext().bindShadowData(GL13.GL_TEXTURE2);
    getContext().bindLights(pID, GL13.GL_TEXTURE3);
    Util.setRenderStyle(pID, style);

    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    getContext().unbindLights();
    getContext().unbindShadowData();

    if (matList != null && matList.valid()) {
        matList.unbind();
    }
    Util.checkErr();

    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    Util.checkErr();

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
}

From source file:com.opengrave.og.base.RenderableBoneAnimated.java

License:Open Source License

@Override
public void render(Matrix4f matrix, RenderStyle style) {
    // if (!visible) {
    // return;//from   www  .  ja  v  a2 s  .c o m
    // }
    GL11.glDisable(GL11.GL_CULL_FACE); // TODO Enable Face Culling, and be
    // absolutely sure that all tris are
    // facing the correct way
    dealWithChange();

    int pID = Resources.loadShader("animmodel.vs", "animmodel.fs").getProgram();
    GL20.glUseProgram(pID);
    int texture = GL20.glGetUniformLocation(pID, "texture");
    int shadow = GL20.glGetUniformLocation(pID, "shadowMap");
    GL20.glUniform1i(texture, 0);
    GL20.glUniform1i(shadow, 1);
    GL30.glBindVertexArray(vao_ID);
    GL20.glBindAttribLocation(pID, 0, "in_Position");
    GL20.glBindAttribLocation(pID, 1, "in_Normal");
    GL20.glBindAttribLocation(pID, 2, "in_TextureCoord");
    GL20.glBindAttribLocation(pID, 3, "in_BoneID");
    GL20.glBindAttribLocation(pID, 4, "in_BoneWeight");

    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);
    GL20.glEnableVertexAttribArray(3);
    GL20.glEnableVertexAttribArray(4);
    if (matList != null && matList.valid()) {
        matList.bind(pID, GL13.GL_TEXTURE0);
        Util.loadMaterials(matList, pID);

    }
    setBonesUniform(pID);

    getContext().setMatrices(pID, matrix);
    getContext().bindShadowData(GL13.GL_TEXTURE2);
    getContext().bindLights(pID, GL13.GL_TEXTURE3);
    Util.setRenderStyle(pID, style);
    // GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertCount);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vbo_index_ID);
    GL11.glDrawElements(GL11.GL_TRIANGLES, indexCount, GL11.GL_UNSIGNED_INT, 0);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    getContext().unbindLights();
    getContext().unbindShadowData();
    if (matList != null && matList.valid()) {
        matList.unbind();
    }
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    GL20.glDisableVertexAttribArray(3);
    GL20.glDisableVertexAttribArray(4);

    GL20.glUseProgram(0);
    GL30.glBindVertexArray(0);

    GL11.glEnable(GL11.GL_CULL_FACE);
}

From source file:com.opengrave.og.base.RenderableLiquid.java

License:Open Source License

@Override
public void render(Matrix4f matrix, RenderStyle style) {
    dealWithChange();//from ww  w .  ja v a2 s  . c  o  m
    if (vertexList.size() == 0) {
        return;
    }
    int pID = Resources.loadShader("liquid.vs", "liquid.fs").getProgram();
    GL20.glUseProgram(pID);
    int atlas = GL20.glGetUniformLocation(pID, "arraytexture");
    int normals = GL20.glGetUniformLocation(pID, "arraytexturedata");
    int colours = GL20.glGetUniformLocation(pID, "colours");
    int flows = GL20.glGetUniformLocation(pID, "flows");
    int shadow = GL20.glGetUniformLocation(pID, "shadowMap");

    GL20.glUniform1i(atlas, 0);
    GL20.glUniform1i(normals, 1);
    GL20.glUniform1i(colours, 2);
    GL20.glUniform1i(flows, 3);
    GL20.glUniform1i(shadow, 4);
    GL30.glBindVertexArray(vaoID);

    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);

    getContext().setMatrices(pID, matrix);
    textureAtlas.bind(GL13.GL_TEXTURE0);
    normalAtlas.bind(GL13.GL_TEXTURE1);
    getColourTexture().bind(GL13.GL_TEXTURE2);
    getFlowTexture().bind(GL13.GL_TEXTURE3);

    getContext().bindShadowData(GL13.GL_TEXTURE4);
    getContext().bindLights(pID, GL13.GL_TEXTURE5);
    Util.setRenderStyle(pID, style);
    GL11.glDepthMask(false);
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size());
    GL11.glDepthMask(true);
    getContext().unbindLights();
    getContext().unbindShadowData();

    textureAtlas.unbind();
    getFlowTexture().unbind();
    getColourTexture().unbind();
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);

    GL30.glBindVertexArray(0);

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
}

From source file:com.opengrave.og.base.RenderableMultitex.java

License:Open Source License

@Override
public void render(Matrix4f matrix, RenderStyle style) {
    dealWithChange();/*from   w w  w.  j a  v a 2  s.c o  m*/
    if (vertexList.size() == 0) {
        return;
    }
    // GL11.glBindTexture(GL11.GL_TEXTURE_2D,
    // Resources.loadTexture("tex/blank.png").id);
    int pID = Resources.loadShader("terrain.vs", "terrain.fs").getProgram();
    GL20.glUseProgram(pID);
    int atlas = GL20.glGetUniformLocation(pID, "arraytexture");
    int colours = GL20.glGetUniformLocation(pID, "colours");
    int shadow = GL20.glGetUniformLocation(pID, "shadowMap");
    int normals = GL20.glGetUniformLocation(pID, "arraytexturedata");
    GL20.glUniform1i(atlas, 0);
    GL20.glUniform1i(colours, 1);
    GL20.glUniform1i(normals, 2);
    GL20.glUniform1i(shadow, 3);
    GL30.glBindVertexArray(vaoID);

    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);
    GL20.glEnableVertexAttribArray(3);
    GL20.glBindAttribLocation(pID, 0, "in_Position");
    GL20.glBindAttribLocation(pID, 1, "in_TextureCoord");
    GL20.glBindAttribLocation(pID, 2, "in_TexIndex");
    GL20.glBindAttribLocation(pID, 3, "in_Normal");

    getContext().setMatrices(pID, matrix);
    GL20.glUniform1i(GL20.glGetUniformLocation(pID, "hidden"), hidden);
    textureAtlas.bind(GL13.GL_TEXTURE0);
    getColourTexture().bind(GL13.GL_TEXTURE1);
    normalAtlas.bind(GL13.GL_TEXTURE2);
    getContext().bindShadowData(GL13.GL_TEXTURE3);
    getContext().bindLights(pID, GL13.GL_TEXTURE4);
    Util.setRenderStyle(pID, style);
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexList.size());
    getContext().unbindLights();
    getContext().unbindShadowData();

    textureAtlas.unbind();
    // HGMainThread.shadowMap.unbind();

    getColourTexture().unbind();
    // System.out.println(getClass().getName()+" : "+vertexList.size()+" rendered");
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    GL20.glDisableVertexAttribArray(3);
    GL30.glBindVertexArray(0);
    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
}

From source file:com.opengrave.og.base.RenderableParticles.java

License:Open Source License

@Override
public void render(Matrix4f matrix, RenderStyle style) {
    dealWithChange();//from   ww  w.  jav  a  2 s .c om
    if (matList == null || !matList.valid()) {
        return;
    }
    GL30.glBindVertexArray(idVao);
    int pID = Resources.loadShader("particle.vs", "particle.fs").getProgram();
    GL20.glUseProgram(pID);
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);
    GL20.glBindAttribLocation(pID, 0, "in_Position");
    GL20.glBindAttribLocation(pID, 1, "in_Colour");
    GL20.glBindAttribLocation(pID, 2, "in_Scale");
    Util.checkErr();
    int texture = GL20.glGetUniformLocation(pID, "tex");
    GL20.glUniform1i(texture, 0);
    int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale");

    GL20.glUniform1f(wSS, getContext().width / 1024f);
    getContext().setMatrices(pID, matrix);
    if (matList != null && matList.valid()) {
        matList.bind(pID, GL13.GL_TEXTURE0);
    }
    GL11.glEnable(GL20.GL_POINT_SPRITE);
    GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE);
    GL11.glDepthMask(false);
    GL11.glDrawArrays(GL11.GL_POINTS, 0, size);
    GL11.glDepthMask(true);
    GL11.glDisable(GL20.GL_POINT_SPRITE);
    GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE);

    if (matList != null && matList.valid()) {
        matList.unbind();
    }
    Util.checkErr();

    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);

    Util.checkErr();

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
    Util.checkErr();
}

From source file:com.opengrave.og.base.RenderableParticles.java

License:Open Source License

@Override
public void renderForPicking(Matrix4f matrix, Pickable object) {
    dealWithChange();//from www.  java  2 s .  co  m
    GL30.glBindVertexArray(idVao);
    int pID = Resources.loadShader("particle.vs", "pickingmodel.fs").getProgram();
    GL20.glUseProgram(pID);
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(2);
    GL20.glBindAttribLocation(pID, 0, "in_Position");
    GL20.glBindAttribLocation(pID, 2, "in_Scale");
    Util.checkErr();

    int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale");

    GL20.glUniform1f(wSS, MainThread.lastW / 1024f);
    getContext().setMatrices(pID, matrix);
    GL11.glEnable(GL20.GL_POINT_SPRITE);
    GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE);
    Picking.registerObject(pID, getContext(), object);
    GL11.glDrawArrays(GL11.GL_POINTS, 0, size);
    GL11.glDisable(GL20.GL_POINT_SPRITE);
    GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE);

    Util.checkErr();

    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(2);

    Util.checkErr();

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
    Util.checkErr();
}

From source file:com.opengrave.og.base.RenderablePoints.java

License:Open Source License

@Override
public void render(Matrix4f matrix, RenderStyle style) {
    Util.checkErr();//  www .j a v  a  2s.c o  m

    dealWithChange();
    if (!visible) {
        return;
    }
    if (vertCount == 0) {
        return;
    }
    Util.checkErr();
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    Util.checkErr();
    GL11.glPointSize(3f);
    Util.checkErr();
    int pID = Resources.loadShader("particle.vs", "particle.fs").getProgram();
    Util.checkErr();
    GL20.glUseProgram(pID);
    Util.checkErr();
    if (pID == 0) {
        return;
    }
    Util.checkErr();
    GL30.glBindVertexArray(vaoID);
    Util.checkErr();
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);

    Util.checkErr();
    int wSS = GL20.glGetUniformLocation(pID, "windowSizeScale");

    GL20.glUniform1f(wSS, MainThread.lastW / 1024f);

    getContext().setMatrices(pID, matrix);
    Util.checkErr();

    if (tex != null) {
        tex.bind(GL13.GL_TEXTURE0);
    }
    GL11.glEnable(GL20.GL_POINT_SPRITE);
    GL11.glEnable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE);
    GL11.glDrawArrays(GL11.GL_POINTS, 0, vertCount);

    GL11.glDisable(GL20.GL_POINT_SPRITE);
    GL11.glDisable(GL20.GL_VERTEX_PROGRAM_POINT_SIZE);
    if (tex != null) {
        tex.unbind();
    }
    Util.checkErr();

    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    Util.checkErr();

    GL30.glBindVertexArray(0);
    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
    Util.checkErr();
    GL11.glEnable(GL11.GL_DEPTH_TEST);
}

From source file:com.opengrave.og.engine.RenderView.java

License:Open Source License

public void bindLights(int pID, int texture) {
    GL20.glUseProgram(pID);/*from   w w w  .ja  va  2  s .  c  om*/
    int lights = MainThread.config.getInteger("lightCount", 16);
    int showShadows = GL20.glGetUniformLocation(pID, "showShadows");
    GL20.glUniform1i(showShadows, hasshadows ? 1 : 0);
    Util.checkErr();
    if (cam instanceof FlyByCamera) {
        int eyepos = GL20.glGetUniformLocation(pID, "eyepos");
        Util.checkErr();
        Location camL = ((FlyByCamera) cam).getCameraLocation();
        Util.checkErr();
        GL20.glUniform3f(eyepos, camL.getFullXAsFloat(), camL.getFullYAsFloat(), camL.getZ());
        Util.checkErr();
    }
    if (hasshadows) {
        int lightDir = GL20.glGetUniformLocation(pID, "sunDir");
        Vector3f dir = sceneNode.getSkyLight().getDirection().normalise(null);
        GL20.glUniform3f(lightDir, dir.x, dir.y, dir.z);
        int sunStr = GL20.glGetUniformLocation(pID, "sunStr");
        GL20.glUniform1f(sunStr, sceneNode.getSkyLight().getIntensity());
    }
    if (!shadows) {
        return;
    }

    int lightCount = GL20.glGetUniformLocation(pID, "lightCount");
    GL20.glUniform1i(lightCount, lights);

    if (lights < 4) {
        lights = 4;
    }
    for (int i = 0; i < lights; i++) {
        ShadowCube ls;
        if (i >= lightShadows.size()) {
            ls = new ShadowCube(MainThread.config.getInteger("shadowSize", 1024));
            lightShadows.add(ls);
        }
        ls = lightShadows.get(i);
        if (ls == null) {
            continue;
        }
        PointLightNode light = ls.getLight();
        if (light == null) {
            continue;
        }
        int cube = GL20.glGetUniformLocation(pID, "cube" + i);
        int lightcolour = GL20.glGetUniformLocation(pID, "lights[" + i + "].colour");
        int lightposition = GL20.glGetUniformLocation(pID, "lights[" + i + "].position");
        int lightpower = GL20.glGetUniformLocation(pID, "lights[" + i + "].power");
        Vector3f loc = light.getPosition().toVector3();
        if (cam != null) {
            // loc = light.getPosition().minus(cam.getLocation());
            // loc = cam.minus(light.getPosition());
        }
        Util.checkErr();
        // Only upload a shadow texture location if we're having shadows for
        // the light. Basic has lights but no shadows
        if (i < showShadows) {
            GL20.glUniform1i(cube, texture + i - GL13.GL_TEXTURE0);
            ls.getFramebuffer().bindDepthTexture(texture + i);
        }
        Util.checkErr();
        GL20.glUniform4f(lightcolour, light.getColour().x, light.getColour().y, light.getColour().z,
                light.getColour().w);
        Util.checkErr();
        GL20.glUniform4f(lightposition, loc.x, loc.y, loc.z, 1f);
        Util.checkErr();
        GL20.glUniform1f(lightpower, light.getPower());
        Util.checkErr();
        Util.checkErr();
    }
}

From source file:com.opengrave.og.light.Depth2DFramebuffer.java

License:Open Source License

public void dumpTestingImage() {
    // TESTING//from www  .ja  v a 2 s. c  o  m
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    int pID = Resources.loadShader("test.vs", "test.fs").getProgram();
    GL20.glUseProgram(pID);
    int shadow = GL20.glGetUniformLocation(pID, "shadowMap");
    GL20.glUniform1i(shadow, 0);
    GL30.glBindVertexArray(vao_ID);
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    shadowMap.bind(GL13.GL_TEXTURE0);
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, count * 3);
    shadowMap.unbind();
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);

    GL20.glUseProgram(0);
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    // END TESTING
}