Java Code Examples for org.lwjgl.opengl.GL13#glActiveTexture()
The following examples show how to use
org.lwjgl.opengl.GL13#glActiveTexture() .
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Example 1
Source File: PaletteSwapper.java From FEMultiplayer with GNU General Public License v3.0 | 6 votes |
public static ShaderArgs setup(FightUnit u) { Unit unit = u.getUnit(); ShaderArgs args = new ShaderArgs(); if(unit.getTheClass().name.equals("Lord")) return args; String c = unit.functionalClassName(); Texture t = palettes.get(c); if(t == null) return args; if(lookup.get(c) == null) return args; int offset = lookup.get(c).indexOf(unit.name); if(offset < 0) return args; args.programName = "paletteSwap"; args.args = new float[] {t.getTextureWidth(), t.getTextureHeight(), offset, t.getImageWidth()}; GL13.glActiveTexture(GL13.GL_TEXTURE8); t.bind(); GL13.glActiveTexture(GL13.GL_TEXTURE0); return args; }
Example 2
Source File: TexturedQuad.java From LWJGUI with MIT License | 6 votes |
public void render() { GL11.glDisable(GL11.GL_CULL_FACE); // bind stuff GL30.glBindVertexArray(vaoId); if ( texId > -1 ) { GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId); } // draw it! glBindVertexArray(vaoId); glDrawArrays(GL_TRIANGLES, 0, 6); // unbind things GL30.glBindVertexArray(0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); }
Example 3
Source File: LegacyCurveRenderState.java From opsu with GNU General Public License v3.0 | 6 votes |
/** * Restore the old OpenGL state that's backed up in {@code state}. * @param state the old state to restore */ private void restoreRenderState(RenderState state) { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_BLEND); GL20.glUseProgram(state.oldProgram); GL13.glActiveTexture(state.texUnit); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, state.oldArrayBuffer); if (!state.depthWriteEnabled) GL11.glDepthMask(false); if (!state.depthEnabled) GL11.glDisable(GL11.GL_DEPTH_TEST); if (state.texEnabled) GL11.glEnable(GL11.GL_TEXTURE_2D); if (state.smoothedPoly) GL11.glEnable(GL11.GL_POLYGON_SMOOTH); if (!state.blendEnabled) GL11.glDisable(GL11.GL_BLEND); }
Example 4
Source File: PaletteSwapper.java From FEMultiPlayer-V2 with GNU General Public License v3.0 | 6 votes |
/** * Setup. * * @param u the u * @return the shader args */ public static ShaderArgs setup(FightUnit u) { Unit unit = u.getUnit(); ShaderArgs args = new ShaderArgs(); if(unit.getTheClass().name.equals("Lord")) return args; String c = unit.functionalClassName(); Texture t = palettes.get(c); if(t == null) return args; if(lookup.get(c) == null) return args; int offset = lookup.get(c).indexOf(unit.name); if(offset < 0) return args; args.programName = "paletteSwap"; args.args = new float[] {t.getTextureWidth(), t.getTextureHeight(), offset, t.getImageWidth()}; GL13.glActiveTexture(GL13.GL_TEXTURE8); t.bind(); GL13.glActiveTexture(GL13.GL_TEXTURE0); return args; }
Example 5
Source File: CurveRenderState.java From opsu-dance with GNU General Public License v3.0 | 6 votes |
/** * Restore the old OpenGL state that's backed up in {@code state}. * @param state the old state to restore */ private void restoreRenderState(RenderState state) { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); GL11.glEnable(GL11.GL_BLEND); GL20.glUseProgram(state.oldProgram); GL13.glActiveTexture(state.texUnit); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, state.oldArrayBuffer); if (!state.depthWriteEnabled) GL11.glDepthMask(false); if (!state.depthEnabled) GL11.glDisable(GL11.GL_DEPTH_TEST); if (state.texEnabled) GL11.glEnable(GL11.GL_TEXTURE_2D); if (state.smoothedPoly) GL11.glEnable(GL11.GL_POLYGON_SMOOTH); if (!state.blendEnabled) GL11.glDisable(GL11.GL_BLEND); }
Example 6
Source File: PaletteSwapper.java From FEMultiPlayer-V2 with GNU General Public License v3.0 | 5 votes |
/** * Setup. * * @param u the u * @return the shader args */ public static ShaderArgs setup(Unit u) { ShaderArgs args = new ShaderArgs(); int offset = u.getPartyColor().equals(Party.TEAM_BLUE) ? 0 : 1; if(offset == 0) return args; Texture t = palettes.get("overworld"); args.programName = "paletteSwap"; args.args = new float[] {t.getTextureWidth(), t.getTextureHeight(), offset, t.getImageWidth()}; GL13.glActiveTexture(GL13.GL_TEXTURE8); t.bind(); GL13.glActiveTexture(GL13.GL_TEXTURE0); return args; }
Example 7
Source File: PaletteSwapper.java From FEMultiplayer with GNU General Public License v3.0 | 5 votes |
public static ShaderArgs setup(Unit u) { ShaderArgs args = new ShaderArgs(); int offset = u.getPartyColor().equals(Party.TEAM_BLUE) ? 0 : 1; if(offset == 0) return args; Texture t = palettes.get("overworld"); args.programName = "paletteSwap"; args.args = new float[] {t.getTextureWidth(), t.getTextureHeight(), offset, t.getImageWidth()}; GL13.glActiveTexture(GL13.GL_TEXTURE8); t.bind(); GL13.glActiveTexture(GL13.GL_TEXTURE0); return args; }
Example 8
Source File: TextureUtils.java From OpenGL-Animation with The Unlicense | 5 votes |
protected static int loadTextureToOpenGL(TextureData data, TextureBuilder builder) { int texID = GL11.glGenTextures(); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texID); GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, data.getWidth(), data.getHeight(), 0, GL12.GL_BGRA, GL11.GL_UNSIGNED_BYTE, data.getBuffer()); if (builder.isMipmap()) { GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); if (builder.isAnisotropic() && GLContext.getCapabilities().GL_EXT_texture_filter_anisotropic) { GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, 0); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT, 4.0f); } } else if (builder.isNearest()) { GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); } else { GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); } if (builder.isClampEdges()) { GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); } else { GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT); } GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); return texID; }
Example 9
Source File: Texture.java From OpenGL-Animation with The Unlicense | 4 votes |
public void bindToUnit(int unit) { GL13.glActiveTexture(GL13.GL_TEXTURE0 + unit); GL11.glBindTexture(type, textureId); }
Example 10
Source File: BlurPane.java From LWJGUI with MIT License | 4 votes |
@Override public void render(Context context, int x, int y, int w, int h) { if ( !isVisible() ) return; if ( this.quad == null || quadDirty ) { if ( this.quad != null ) { this.quad.cleanup(); } quad = new TexturedQuad(0, 0, w, h, source.getTexId()); } GL11.glViewport(x, y, w, h); this.quadDirty = false; quadShader.bind(); quadShader.projectOrtho(0, h, w, -h); // bind stuff GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, source.getTexId()); if ( internalBackground instanceof BackgroundSolid ) { BackgroundSolid bg = (BackgroundSolid)internalBackground; GL20.glUniform4f(GL20.glGetUniformLocation(quadShader.getProgram(), "uColor"), bg.getColor().getRed()/255f-0.5f, bg.getColor().getGreen()/255f-0.5f, bg.getColor().getBlue()/255f-0.5f, bg.getColor().getAlpha()/255f); } GL20.glUniform1f(GL20.glGetUniformLocation(quadShader.getProgram(), "uBlurSize"), blurRadius); GL20.glUniform2f(GL20.glGetUniformLocation(quadShader.getProgram(), "uTexelSize"), 1.0f/(float)w, 1.0f/(float)h); GL20.glUniform4f(GL20.glGetUniformLocation(quadShader.getProgram(), "uCornerRadii"), (float)Math.max(BlurPane.this.getBorderRadii()[0], 0.1), (float)Math.max(BlurPane.this.getBorderRadii()[1], 0.1), (float)Math.max(BlurPane.this.getBorderRadii()[2], 0.1), (float)Math.max(BlurPane.this.getBorderRadii()[3], 0.1)); // Draw quad if ( context.isCoreOpenGL() ) { if ( quad != null ) { quad.render(); } } else { GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, source.getTexId()); GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 0); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(1, 0); GL11.glVertex2f(w, 0); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(1, 1); GL11.glVertex2f(w, h); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(0, 1); GL11.glVertex2f(0, h); GL11.glEnd(); } }
Example 11
Source File: OpenGL3_TheQuadTextured.java From ldparteditor with MIT License | 4 votes |
private void loopCycle() { // Logic while(Keyboard.next()) { // Only listen to events where the key was pressed (down event) if (!Keyboard.getEventKeyState()) continue; // Switch textures depending on the key released switch (Keyboard.getEventKey()) { case Keyboard.KEY_1: textureSelector = 0; break; case Keyboard.KEY_2: textureSelector = 1; break; } } // Render GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL20.glUseProgram(pId); // Bind the texture GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texIds[textureSelector]); // Bind to the VAO that has all the information about the vertices GL30.glBindVertexArray(vaoId); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); // Bind to the index VBO that has all the information about the order of the vertices GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId); // Draw the vertices GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_BYTE, 0); // Put everything back to default (deselect) GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL30.glBindVertexArray(0); GL20.glUseProgram(0); this.exitOnGLError("loopCycle"); }
Example 12
Source File: OpenGL3_TheQuadTextured.java From ldparteditor with MIT License | 4 votes |
private int loadPNGTexture(String filename, int textureUnit) { ByteBuffer buf = null; int tWidth = 0; int tHeight = 0; try { // Open the PNG file as an InputStream InputStream in = new FileInputStream(filename); // Link the PNG decoder to this stream PNGDecoder decoder = new PNGDecoder(in); // Get the width and height of the texture tWidth = decoder.getWidth(); tHeight = decoder.getHeight(); // Decode the PNG file in a ByteBuffer buf = ByteBuffer.allocateDirect( 4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buf, decoder.getWidth() * 4, Format.RGBA); buf.flip(); in.close(); } catch (IOException e) { e.printStackTrace(); System.exit(-1); } // Create a new texture object in memory and bind it int texId = GL11.glGenTextures(); GL13.glActiveTexture(textureUnit); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId); // All RGB bytes are aligned to each other and each component is 1 byte GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1); // Upload the texture data and generate mip maps (for scaling) GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, tWidth, tHeight, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buf); GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D); // Setup the ST coordinate system GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT); // Setup what to do when the texture has to be scaled GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); this.exitOnGLError("loadPNGTexture"); return texId; }
Example 13
Source File: GTexture.java From ldparteditor with MIT License | 4 votes |
public void bind(boolean drawSolidMaterials, boolean normalSwitch, boolean lightOn, OpenGLRenderer20 renderer, int useCubeMap) { int ID = -1; int ID_glossmap = -1; int ID_cubemap = -1; int ID_cubemap_matte = -1; int ID_cubemap_metal = -1; boolean disposed = true; if (OpenGlDisposed.containsKey(renderer)) { disposed = OpenGlDisposed.get(renderer); ID = OpenGlID.get(renderer); ID_glossmap = OpenGlID_glossmap.get(renderer); ID_cubemap = OpenGlID_cubemap.get(renderer); ID_cubemap_matte = OpenGlID_cubemapMatte.get(renderer); ID_cubemap_metal = OpenGlID_cubemapMetal.get(renderer); } else { OpenGlDisposed.put(renderer, true); } if (disposed) { DatFile df = renderer.getC3D().getLockableDatFileReference(); ID = loadPNGTexture(texture, GL13.GL_TEXTURE0, df); if (glossy) ID_glossmap = loadPNGTexture(glossmap, GL13.GL_TEXTURE1, df); if (cubeMapIndex > 0) { switch (cubeMapIndex) { case 1: ID_cubemap = loadPNGTexture("cmap.png", GL13.GL_TEXTURE2, df ); //$NON-NLS-1$ break; case 2: ID_cubemap_matte = loadPNGTexture("matte_metal.png", GL13.GL_TEXTURE3, df); //$NON-NLS-1$ break; case 3: ID_cubemap_metal = loadPNGTexture("metal.png", GL13.GL_TEXTURE4, df); //$NON-NLS-1$ break; } } OpenGlDisposed.put(renderer, false); renderer.registerTexture(this); OpenGlID.put(renderer, ID); OpenGlID_glossmap.put(renderer, ID_glossmap); OpenGlID_cubemap.put(renderer, ID_cubemap); OpenGlID_cubemapMatte.put(renderer, ID_cubemap_matte); OpenGlID_cubemapMetal.put(renderer, ID_cubemap_metal); } else if (ID != -1) { accessTime = System.currentTimeMillis(); GL13.glActiveTexture(GL13.GL_TEXTURE0 + 0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, ID); GL20.glUniform1f(renderer.getAlphaSwitchLoc(), drawSolidMaterials ? 1f : 0f); // Draw transparent GL20.glUniform1f(renderer.getNormalSwitchLoc(), normalSwitch ? 1f : 0f); // Draw transparent GL20.glUniform1i(renderer.getBaseImageLoc(), 0); // Texture unit 0 is for base images. GL20.glUniform1f(renderer.getNoTextureSwitch(), 0f); GL20.glUniform1f(renderer.getNoLightSwitch(), lightOn ? 0f : 1f); GL20.glUniform1f(renderer.getCubeMapSwitch(), useCubeMap); if (glossy) { GL13.glActiveTexture(GL13.GL_TEXTURE0 + 2); GL11.glBindTexture(GL11.GL_TEXTURE_2D, ID_glossmap); GL20.glUniform1i(renderer.getGlossMapLoc(), 2); // Texture unit 2 is for gloss maps. GL20.glUniform1f(renderer.getNoGlossMapSwitch(), 0f); } else { GL20.glUniform1f(renderer.getNoGlossMapSwitch(), 1f); } if (cubeMapIndex > 0) { switch (cubeMapIndex) { case 1: GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glBindTexture(GL11.GL_TEXTURE_2D, ID_cubemap); GL20.glUniform1i(renderer.getCubeMapLoc(), 4); // Texture unit 4 is for cube maps. break; case 2: GL13.glActiveTexture(GL13.GL_TEXTURE0 + 8); GL11.glBindTexture(GL11.GL_TEXTURE_2D, ID_cubemap_matte); GL20.glUniform1i(renderer.getCubeMapMatteLoc(), 8); // Texture unit 8 is for cube maps. break; case 3: GL13.glActiveTexture(GL13.GL_TEXTURE0 + 16); GL11.glBindTexture(GL11.GL_TEXTURE_2D, ID_cubemap_metal); GL20.glUniform1i(renderer.getCubeMapMetalLoc(), 16); // Texture unit 16 is for cube maps. break; } } } }
Example 14
Source File: GTexture.java From ldparteditor with MIT License | 4 votes |
public void bindGL33(OpenGLRenderer renderer, GLShader shader) { int ID = -1; int ID_glossmap = -1; int ID_cubemap = -1; int ID_cubemap_matte = -1; int ID_cubemap_metal = -1; boolean disposed = true; if (OpenGlDisposed.containsKey(renderer)) { disposed = OpenGlDisposed.get(renderer); ID = OpenGlID.get(renderer); ID_glossmap = OpenGlID_glossmap.get(renderer); ID_cubemap = OpenGlID_cubemap.get(renderer); ID_cubemap_matte = OpenGlID_cubemapMatte.get(renderer); ID_cubemap_metal = OpenGlID_cubemapMetal.get(renderer); } else { OpenGlDisposed.put(renderer, true); } if (disposed) { DatFile df = renderer.getC3D().getLockableDatFileReference(); ID = loadPNGTexture(texture, GL13.GL_TEXTURE0, df); if (cubeMapIndex > 0) { switch (cubeMapIndex) { case 1: ID_cubemap = loadPNGTexture("cmap.png", GL13.GL_TEXTURE2, df ); //$NON-NLS-1$ break; case 2: ID_cubemap_matte = loadPNGTexture("matte_metal.png", GL13.GL_TEXTURE3, df); //$NON-NLS-1$ break; case 3: ID_cubemap_metal = loadPNGTexture("metal.png", GL13.GL_TEXTURE4, df); //$NON-NLS-1$ break; } } OpenGlDisposed.put(renderer, false); renderer.registerTexture(this); OpenGlID.put(renderer, ID); OpenGlID_glossmap.put(renderer, ID_glossmap); OpenGlID_cubemap.put(renderer, ID_cubemap); OpenGlID_cubemapMatte.put(renderer, ID_cubemap_matte); OpenGlID_cubemapMetal.put(renderer, ID_cubemap_metal); } else if (ID != -1) { accessTime = System.currentTimeMillis(); GL13.glActiveTexture(GL13.GL_TEXTURE0 + 0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, ID); GL20.glUniform1i(shader.getUniformLocation("ldpePngSampler"), 0); // Texture unit 0 is for base images. //$NON-NLS-1$ if (cubeMapIndex > 0) { switch (cubeMapIndex) { case 1: GL13.glActiveTexture(GL13.GL_TEXTURE0 + 4); GL11.glBindTexture(GL11.GL_TEXTURE_2D, ID_cubemap); GL20.glUniform1i(shader.getUniformLocation("cubeMap"), 4); // Texture unit 4 is for cube maps. //$NON-NLS-1$ break; case 2: GL13.glActiveTexture(GL13.GL_TEXTURE0 + 8); GL11.glBindTexture(GL11.GL_TEXTURE_2D, ID_cubemap_matte); GL20.glUniform1i(shader.getUniformLocation("cubeMapMatte"), 8); // Texture unit 8 is for cube maps. //$NON-NLS-1$ break; case 3: GL13.glActiveTexture(GL13.GL_TEXTURE0 + 16); GL11.glBindTexture(GL11.GL_TEXTURE_2D, ID_cubemap_metal); GL20.glUniform1i(shader.getUniformLocation("cubeMapMetal"), 16); // Texture unit 16 is for cube maps. //$NON-NLS-1$ break; } } } }
Example 15
Source File: GLState.java From tribaltrouble with GNU General Public License v2.0 | 4 votes |
public final static void activeTexture(int texture) { if (GLContext.getCapabilities().OpenGL13) GL13.glActiveTexture(texture); else ARBMultitexture.glActiveTextureARB(texture); }
Example 16
Source File: OffscreenBuffer.java From LWJGUI with MIT License | 4 votes |
public void render(Context context, int x, int y, int w, int h) { if (quadShader == null) { quadShader = new GenericShader(); } float pixelRatio = LWJGUI.getThreadWindow().getPixelRatio(); x *= pixelRatio; y *= pixelRatio; GL11.glViewport(x, y,(int) (w*pixelRatio),(int) (h*pixelRatio)); quadShader.bind(); quadShader.projectOrtho(0, 0, w, h); if (quadDirty) { quadDirty = false; if (quad != null) { quad.cleanup(); } quad = new TexturedQuad(0, 0, w, h, texId); } if ( context.isCoreOpenGL() ) { if ( quad != null ) { quad.render(); } } else { GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId); GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 0); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(1, 0); GL11.glVertex2f(w, 0); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(1, 1); GL11.glVertex2f(w, h); GL11.glColor3f(1.0f, 1.0f, 1.0f); GL11.glTexCoord2f(0, 1); GL11.glVertex2f(0, h); GL11.glEnd(); } }
Example 17
Source File: GenericShader.java From LWJGUI with MIT License | 4 votes |
public void bind() { GL20.glUseProgram(id); GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId); }
Example 18
Source File: WaterRenderer.java From LowPolyWater with The Unlicense | 2 votes |
/** * Binds a texture to a given unit. * * @param textureId * - The ID of the texture object. * @param textureUnit * - The index of the texture unit. */ private void bindTextureToUnit(int textureId, int textureUnit) { GL13.glActiveTexture(GL13.GL_TEXTURE0 + textureUnit); GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId); }