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:com.xrbpowered.gl.res.shaders.SceneShader.java
License:Open Source License
@Override protected void storeUniformLocations() { projectionMatrixLocation = GL20.glGetUniformLocation(pId, "projectionMatrix"); viewMatrixLocation = GL20.glGetUniformLocation(pId, "viewMatrix"); cameraPositionLocation = GL20.glGetUniformLocation(pId, "cameraPosition"); }
From source file:com.xrbpowered.gl.res.shaders.Shader.java
License:Open Source License
protected void initSamplers(String[] names) { GL20.glUseProgram(pId);/*from w ww. j a va 2 s . c om*/ for (int i = 0; i < names.length; i++) { GL20.glUniform1i(GL20.glGetUniformLocation(pId, names[i]), i); } GL20.glUseProgram(0); }
From source file:com.xrbpowered.gl.res.shaders.StandardShader.java
License:Open Source License
@Override protected void storeUniformLocations() { super.storeUniformLocations(); normalMatrixLocation = GL20.glGetUniformLocation(pId, "normalMatrix"); lightDirLocation = GL20.glGetUniformLocation(pId, "lightDirection"); lightColorLocation = GL20.glGetUniformLocation(pId, "lightColor"); ambientColorLocation = GL20.glGetUniformLocation(pId, "ambientColor"); specPowerLocation = GL20.glGetUniformLocation(pId, "specPower"); alphaLocation = GL20.glGetUniformLocation(pId, "alpha"); timeLocation = GL20.glGetUniformLocation(pId, "time"); initSamplers(SAMLER_NAMES);/* ww w . j a v a 2s.c om*/ }
From source file:com.xrbpowered.gl.res.shaders.StandardShader.java
License:Open Source License
private void setPointLights(int n, Vector3f[] positions, Vector4f[] colors, Vector3f[] att) { GL20.glUseProgram(pId);//from www . jav a2s . c om GL20.glUniform1i(GL20.glGetUniformLocation(pId, "numPointLights"), n); for (int i = 0; i < n; i++) { String s = String.format("pointLights[%d].", i); uniform(GL20.glGetUniformLocation(pId, s + "position"), positions[i]); uniform(GL20.glGetUniformLocation(pId, s + "att"), att[i]); uniform(GL20.glGetUniformLocation(pId, s + "color"), colors[i]); } GL20.glUseProgram(0); }
From source file:com.xrbpowered.gl.res.shaders.StandardShader.java
License:Open Source License
private void setFog(float near, float far, Vector4f color) { GL20.glUseProgram(pId);/*from w ww . ja va2 s .co m*/ GL20.glUniform1f(GL20.glGetUniformLocation(pId, "fogNear"), near); GL20.glUniform1f(GL20.glGetUniformLocation(pId, "fogFar"), far); uniform(GL20.glGetUniformLocation(pId, "fogColor"), color); GL20.glUseProgram(0); }
From source file:com.xrbpowered.gl.res.SkyBox.java
License:Open Source License
public SkyBox(final Scene scene, String texturePathFormat) { texture = new CubeTexture(texturePathFormat); VertexInfo info = new VertexInfo().addAttrib("in_Position", 3); shader = new Shader(info, "sky_v.glsl", "sky_f.glsl") { private int projectionMatrixLocation; private int viewMatrixLocation; @Override/*from www .ja va 2 s . c o m*/ protected void storeUniformLocations() { projectionMatrixLocation = GL20.glGetUniformLocation(pId, "projectionMatrix"); viewMatrixLocation = GL20.glGetUniformLocation(pId, "viewMatrix"); GL11.glDepthMask(false); } @Override public void updateUniforms() { uniform(projectionMatrixLocation, scene.activeCamera.getProjection()); uniform(viewMatrixLocation, scene.activeCamera.getFollowView()); GL11.glDepthMask(true); } }; cube = new StaticMesh(info, new float[] { -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f }, null); }
From source file:com.xrbpowered.gl.scene.ActorPickerShader.java
License:Open Source License
@Override protected void storeUniformLocations() { super.storeUniformLocations(); objIdLocation = GL20.glGetUniformLocation(pId, "objId"); }
From source file:com.xrbpowered.gl.ui.UIShader.java
License:Open Source License
@Override protected void storeUniformLocations() { alphaLocation = GL20.glGetUniformLocation(pId, "alpha"); anchorLocation = GL20.glGetUniformLocation(pId, "anchor"); screenSizeLocation = GL20.glGetUniformLocation(pId, "screenSize"); GL20.glUseProgram(pId);//w w w . ja v a 2 s .c o m GL20.glUniform1i(GL20.glGetUniformLocation(pId, "tex"), 0); GL20.glUniform2f(screenSizeLocation, Display.getWidth(), Display.getHeight()); GL20.glUseProgram(0); }
From source file:cuchaz.jfxgl.prism.JFXGLContext.java
License:Open Source License
@Override public int getUniformLocation(int programID, String name) { return GL20.glGetUniformLocation(programID, name); }
From source file:de.ikosa.mars.viewer.glviewer.engine.GLShader.java
License:Open Source License
public GLShader(int programId, int vertexShaderId, int fragmentShaderId) { this.programId = programId; this.vertexShaderId = vertexShaderId; this.fragmentShaderId = fragmentShaderId; use();/*from w w w .j a v a 2s . co m*/ // save uniform positions ul_col_Ambient = GL20.glGetUniformLocation(programId, "col_Ambient"); ul_col_Diffuse = GL20.glGetUniformLocation(programId, "col_Diffuse"); ul_col_Specular = GL20.glGetUniformLocation(programId, "col_Specular"); ul_val_SpecularCoefficient = GL20.glGetUniformLocation(programId, "val_SpecularCoefficient"); ul_mat_Projection = GL20.glGetUniformLocation(programId, "mat_Projection"); ul_mat_View = GL20.glGetUniformLocation(programId, "mat_View"); ul_mat_Model = GL20.glGetUniformLocation(programId, "mat_Model"); ul_mat_Normal = GL20.glGetUniformLocation(programId, "mat_Normal"); ul_PixelSizeH = GL20.glGetUniformLocation(programId, "pixelSizeH"); ul_PixelSizeV = GL20.glGetUniformLocation(programId, "pixelSizeV"); ul_val_drawModifier = GL20.glGetUniformLocation(programId, "val_drawModifier"); int texSlot = 0; int ul_tex_Diffuse = GL20.glGetUniformLocation(programId, "tex_Diffuse"); if (ul_tex_Diffuse >= 0) { tiu_Diffuse = texSlot++; GL20.glUniform1i(ul_tex_Diffuse, tiu_Diffuse); } else { tiu_Diffuse = -1; } int ul_tex_Color0 = GL20.glGetUniformLocation(programId, "tex_Color0"); if (ul_tex_Color0 >= 0) { tiu_Color0 = texSlot++; GL20.glUniform1i(ul_tex_Color0, tiu_Color0); } else { tiu_Color0 = -1; } int ul_tex_Depth = GL20.glGetUniformLocation(programId, "tex_Depth"); if (ul_tex_Depth >= 0) { tiu_Depth = texSlot++; GL20.glUniform1i(ul_tex_Depth, tiu_Depth); } else { tiu_Depth = -1; } int error = GL11.glGetError(); }