Example usage for org.lwjgl.opengl GL20 glUniform1i

List of usage examples for org.lwjgl.opengl GL20 glUniform1i

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 glUniform1i.

Prototype

public static void glUniform1i(@NativeType("GLint") int location, @NativeType("GLint") int v0) 

Source Link

Document

Specifies the value of an int uniform variable for the current program object.

Usage

From source file:net.neilcsmith.praxis.video.opengl.internal.ShaderProgram.java

License:Apache License

/** Sets the uniform with the given name. Throws an IllegalArgumentException in case it is not called in between a
 * {@link #begin()}/{@link #end()} block.
 * /*w  w  w .jav  a 2  s  . c  om*/
 * @param name the name of the uniform
 * @param value the value */
public void setUniformi(String name, int value) {
    checkContext();
    int location = fetchUniformLocation(name);
    GL20.glUniform1i(location, value);
}

From source file:net.smert.frameworkgl.opengl.helpers.ShaderUniformHelper.java

License:Apache License

public void setUniform(int uniformID, int value1) {
    GL20.glUniform1i(uniformID, value1);
}

From source file:opengl.test.object.CaroTable.java

@Override
protected void initUniformValues() {
    this.bind();/*from w  ww  .j ava  2s.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());

    //---------------------------
    int uniTex = GL20.glGetUniformLocation(this.getProgramID(), "texImage");
    GL20.glUniform1i(uniTex, 0);

    this.unbind();
}

From source file:org.jogamp.glg2d.impl.shader.GeometryShaderStrokePipeline.java

License:Apache License

public void setStroke(BasicStroke stroke) {
    if (lineWidthLocation >= 0) {
        GL20.glUniform1f(lineWidthLocation, stroke.getLineWidth());
    }//ww w .j a va  2 s . c  om

    if (miterLimitLocation >= 0) {
        GL20.glUniform1f(miterLimitLocation, stroke.getMiterLimit());
    }

    if (joinTypeLocation >= 0) {
        GL20.glUniform1i(joinTypeLocation, stroke.getLineJoin());
    }

    if (capTypeLocation >= 0) {
        GL20.glUniform1i(capTypeLocation, stroke.getEndCap());
    }
}

From source file:org.jogamp.glg2d.impl.shader.GeometryShaderStrokePipeline.java

License:Apache License

protected void setDrawEnd(int drawType) {
    if (drawEndLocation >= 0) {
        GL20.glUniform1i(drawEndLocation, drawType);
    }
}

From source file:org.jogamp.glg2d.impl.shader.GL2ES2ImagePipeline.java

License:Apache License

public void setTextureUnit(int unit) {
    if (textureLocation >= 0) {
        GL20.glUniform1i(textureLocation, unit);
    }
}

From source file:org.oscim.gdx.LwjglGL20.java

License:Apache License

public void uniform1i(int location, int x) {
    GL20.glUniform1i(location, x);
}

From source file:org.spout.engine.renderer.shader.variables.IntShaderVariable.java

License:Open Source License

@Override
public void assign() {
    GL20.glUniform1i(location, value);
}

From source file:org.spout.engine.renderer.shader.variables.TextureSamplerShaderVariable.java

License:Open Source License

public void bind(int unit) {
    GL13.glActiveTexture(GL13.GL_TEXTURE0 + unit);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

    if (((Client) Spout.getEngine()).getRenderMode() != RenderMode.GL30) {
        GL20.glUniform1i(location, textureID);

    } else {//from  ww w.j a va2s. c  o  m
        GL30.glUniform1ui(location, textureID);
    }

}

From source file:org.spout.renderer.lwjgl.gl20.GL20Program.java

License:Open Source License

@Override
public void setUniform(String name, boolean b) {
    checkCreated();//from ww  w .  ja  v a 2  s.  c o  m
    if (!uniforms.containsKey(name)) {
        return;
    }
    GL20.glUniform1i(uniforms.get(name), b ? 1 : 0);
    LWJGLUtil.checkForGLError();
}