Java Code Examples for org.lwjgl.opengl.GL20#glUniform1f()
The following examples show how to use
org.lwjgl.opengl.GL20#glUniform1f() .
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Example 1
Source File: BackgroundShader.java From LiquidBounce with GNU General Public License v3.0 | 5 votes |
@Override public void updateUniforms() { final ScaledResolution scaledResolution = new ScaledResolution(mc); final int resolutionID = getUniform("iResolution"); if(resolutionID > -1) GL20.glUniform2f(resolutionID, (float) scaledResolution.getScaledWidth() * 2, (float) scaledResolution.getScaledHeight() * 2); final int timeID = getUniform("iTime"); if(timeID > -1) GL20.glUniform1f(timeID, time); time += 0.005F * RenderUtils.deltaTime; }
Example 2
Source File: ShaderArgs.java From FEMultiPlayer-V2 with GNU General Public License v3.0 | 5 votes |
/** * Bind args. * * @param program the program */ public void bindArgs(int program) { for(int i=0; i<args.length; i++) { int loc = GL20.glGetUniformLocation(program, "arg"+i); GL20.glUniform1f(loc, args[i]); } }
Example 3
Source File: ShaderUniformCache.java From CodeChickenLib with GNU Lesser General Public License v2.1 | 5 votes |
@Override public void apply() { if (dirty) { switch (type.getCarrier()) { //@formatter:off case FLOAT: switch (type.getSize()) { case 1: GL20.glUniform1f(getLocation(), cache[0]); break; case 2: GL20.glUniform2f(getLocation(), cache[0], cache[1]); break; case 3: GL20.glUniform3f(getLocation(), cache[0], cache[1], cache[2]); break; case 4: GL20.glUniform4f(getLocation(), cache[0], cache[1], cache[2], cache[3]); break; default: throw new IllegalStateException("Invalid size for Float type." + type.getSize()); } break; case D_MATRIX: switch (type) { case MAT2: GL20.glUniformMatrix2fv (getLocation(), transpose, cache); break; case MAT3: GL20.glUniformMatrix3fv (getLocation(), transpose, cache); break; case MAT4: GL20.glUniformMatrix4fv (getLocation(), transpose, cache); break; case MAT2x3: GL21.glUniformMatrix2x3fv(getLocation(), transpose, cache); break; case MAT2x4: GL21.glUniformMatrix2x4fv(getLocation(), transpose, cache); break; case MAT3x2: GL21.glUniformMatrix3x2fv(getLocation(), transpose, cache); break; case MAT3x4: GL21.glUniformMatrix3x4fv(getLocation(), transpose, cache); break; case MAT4x2: GL21.glUniformMatrix4x2fv(getLocation(), transpose, cache); break; case MAT4x3: GL21.glUniformMatrix4x3fv(getLocation(), transpose, cache); break; default: throw new IllegalStateException("Invalid Matrix type: " + type); } break; default: throw new IllegalStateException("Invalid type for FloatUniformEntry: " + type.getCarrier()); //@formatter:on } dirty = false; } }
Example 4
Source File: UniformFloat.java From OpenGL-Animation with The Unlicense | 5 votes |
public void loadFloat(float value){ if(!used || currentValue!=value){ GL20.glUniform1f(super.getLocation(), value); used = true; currentValue = value; } }
Example 5
Source File: UniformBoolean.java From OpenGL-Animation with The Unlicense | 5 votes |
public void loadBoolean(boolean bool){ if(!used || currentBool != bool){ GL20.glUniform1f(super.getLocation(), bool ? 1f : 0f); used = true; currentBool = bool; } }
Example 6
Source File: UniformBoolean.java From LowPolyWater with The Unlicense | 5 votes |
public void loadBoolean(boolean bool){ if(!used || currentBool != bool){ GL20.glUniform1f(super.getLocation(), bool ? 1f : 0f); used = true; currentBool = bool; } }
Example 7
Source File: OutlineShader.java From LiquidBounce with GNU General Public License v3.0 | 5 votes |
@Override public void updateUniforms() { GL20.glUniform1i(getUniform("texture"), 0); GL20.glUniform2f(getUniform("texelSize"), 1F / mc.displayWidth * (radius * quality), 1F / mc.displayHeight * (radius * quality)); GL20.glUniform4f(getUniform("color"), red, green, blue, alpha); GL20.glUniform1f(getUniform("radius"), radius); }
Example 8
Source File: GLShader.java From ldparteditor with MIT License | 4 votes |
public void pngModeOff() { GL20.glUniform1f(getUniformLocation("pngswitch"), 0f); //$NON-NLS-1$ }
Example 9
Source File: GLShader.java From ldparteditor with MIT License | 4 votes |
public void pngModeOn() { GL20.glUniform1f(getUniformLocation("pngswitch"), 1f); //$NON-NLS-1$ }
Example 10
Source File: GLShader.java From ldparteditor with MIT License | 4 votes |
public void transparentOff() { GL20.glUniform1f(getUniformLocation("alphaswitch"), 0f); //$NON-NLS-1$ }
Example 11
Source File: ShaderArgs.java From FEMultiplayer with GNU General Public License v3.0 | 4 votes |
public void bindArgs(int program) { for(int i=0; i<args.length; i++) { int loc = GL20.glGetUniformLocation(program, "arg"+i); GL20.glUniform1f(loc, args[i]); } }
Example 12
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 13
Source File: GData5.java From ldparteditor with MIT License | 4 votes |
@Override public void drawGL20_BFC_Textured(Composite3D c3d) { // done :) if (GData.globalDrawObjects) { final OpenGLRenderer20 r = (OpenGLRenderer20) c3d.getRenderer(); GL20.glUniform1f(r.getNormalSwitchLoc(), GData.globalNegativeDeterminant ^ GData.globalInvertNext ? 1f : 0f); GL20.glUniform1f(r.getNoTextureSwitch(), 1f); GL20.glUniform1f(r.getNoLightSwitch(), 1f); GL20.glUniform1f(r.getCubeMapSwitch(), 0f); if (!visible) return; if (!c3d.isDrawingSolidMaterials()) return; float result; float zoom = c3d.getZoom(); switch (c3d.getLineMode()) { case 1: result = 1f; break; case 2: case 4: return; default: final Matrix4f M2 = GData.CACHE_viewByProjection.get(parent); if (M2 == null) { Matrix4f.mul(c3d.getViewport(), parent.productMatrix, M); GData.CACHE_viewByProjection.put(parent, M); } else { M = M2; } // Calculate the real coordinates Matrix4f.transform(M, A2, A); Matrix4f.transform(M, B2, B); Matrix4f.transform(M, C2, C); Matrix4f.transform(M, D2, D); N.x = A.y - B.y; N.y = B.x - A.x; result = zoom / Vector4f.dot(N, Vector4f.sub(C, A, null)) * Vector4f.dot(N, Vector4f.sub(D, A, null)); break; } if (result > -1e-20f) { float r2; float g2; float b2; int cn; if (colourNumber == 24 && (cn = parent.r == .5f && parent.g == .5f && parent.b == .5f && (parent.a == 1.1f || parent.a == -1) ? 16 : View.getLDConfigIndex(parent.r, parent.g, parent.b)) != 16) { GColour c = View.getLDConfigEdgeColour(cn, c3d); r2 = c.getR(); g2 = c.getG(); b2 = c.getB(); } else { r2 = this.r; g2 = this.g; b2 = this.b; } GL11.glLineWidth(View.lineWidthGL[0]); GL11.glColor4f(r2, g2, b2, 1f); GL11.glBegin(GL11.GL_LINES); GraphicalDataTools.setVertex(x1, y1, z1, this, true); GraphicalDataTools.setVertex(x2, y2, z2, this, true); GL11.glEnd(); } } if (GData.globalFoundTEXMAPNEXT) { GData.globalFoundTEXMAPStack.pop(); GData.globalTextureStack.pop(); GData.globalFoundTEXMAPStack.push(false); GData.globalFoundTEXMAPNEXT = false; } }
Example 14
Source File: GData2.java From ldparteditor with MIT License | 4 votes |
@Override public void drawGL20_BFC_Textured(Composite3D c3d) { // done :) if (GData.globalDrawObjects) { final OpenGLRenderer20 r = (OpenGLRenderer20) c3d.getRenderer(); GL20.glUniform1f(r.getNormalSwitchLoc(), GData.globalNegativeDeterminant ^ GData.globalInvertNext ? 1f : 0f); GL20.glUniform1f(r.getNoTextureSwitch(), 1f); GL20.glUniform1f(r.getNoLightSwitch(), 1f); GL20.glUniform1f(r.getCubeMapSwitch(), 0f); if (!visible) return; if (!c3d.isDrawingSolidMaterials()) return; switch (c3d.getLineMode()) { case 3: case 4: return; default: break; } if (!isLine) return; float r2; float g2; float b2; int cn; if (colourNumber == 24 && (cn = parent.r == .5f && parent.g == .5f && parent.b == .5f && (parent.a == 1.1f || parent.a == -1) ? 16 : View.getLDConfigIndex(parent.r, parent.g, parent.b)) != 16) { GColour c = View.getLDConfigEdgeColour(cn, c3d); r2 = c.getR(); g2 = c.getG(); b2 = c.getB(); } else { r2 = this.r; g2 = this.g; b2 = this.b; } GL11.glLineWidth(View.lineWidthGL[0]); GL11.glColor4f(r2, g2, b2, 1f); GL11.glBegin(GL11.GL_LINES); GraphicalDataTools.setVertex(x1, y1, z1, this, true); GraphicalDataTools.setVertex(x2, y2, z2, this, true); GL11.glEnd(); } if (GData.globalFoundTEXMAPNEXT) { GData.globalFoundTEXMAPStack.pop(); GData.globalTextureStack.pop(); GData.globalFoundTEXMAPStack.push(false); GData.globalFoundTEXMAPNEXT = false; } }
Example 15
Source File: OpenGLRenderer33.java From ldparteditor with MIT License | 4 votes |
@Override public void init() { if (shaderProgram.isDefault()) shaderProgram = new GLShader("renderer.vert", "renderer.frag"); //$NON-NLS-1$ //$NON-NLS-2$ if (shaderProgram2.isDefault()) shaderProgram2 = new GLShader("primitive.vert", "primitive.frag"); //$NON-NLS-1$ //$NON-NLS-2$ if (shaderProgram2D.isDefault()) shaderProgram2D = new GLShader("2D.vert", "2D.frag"); //$NON-NLS-1$ //$NON-NLS-2$ if (shaderProgramCondline.isDefault()) shaderProgramCondline = new GLShader("condline.vert", "condline.frag"); //$NON-NLS-1$ //$NON-NLS-2$ shaderProgramCondline.use(); GL20.glUniform1f(shaderProgramCondline.getUniformLocation("showAll"), c3d.getLineMode() == 1 ? 1f : 0f); //$NON-NLS-1$ GL20.glUniform1f(shaderProgramCondline.getUniformLocation("condlineMode"), c3d.getRenderMode() == 6 ? 1f : 0f); //$NON-NLS-1$ stack.setShader(shaderProgram); shaderProgram.use(); shaderProgram.texmapOff(); { GL20.glUniform1f(shaderProgram.getUniformLocation("l0_r"), View.light1_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l0_g"), View.light1_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l0_b"), View.light1_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l0s_r"), View.light1_specular_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l0s_g"), View.light1_specular_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l0s_b"), View.light1_specular_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l1_r"), View.light2_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l1_g"), View.light2_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l1_b"), View.light2_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l1s_r"), View.light2_specular_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l1s_g"), View.light2_specular_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l1s_b"), View.light2_specular_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l2_r"), View.light3_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l2_g"), View.light3_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l2_b"), View.light3_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l2s_r"), View.light3_specular_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l2s_g"), View.light3_specular_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l2s_b"), View.light3_specular_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l3_r"), View.light4_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l3_g"), View.light4_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l3_b"), View.light4_Colour_b[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l3s_r"), View.light4_specular_Colour_r[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l3s_g"), View.light4_specular_Colour_g[0]); //$NON-NLS-1$ GL20.glUniform1f(shaderProgram.getUniformLocation("l3s_b"), View.light4_specular_Colour_b[0]); //$NON-NLS-1$ shaderProgram.setFactor(1f); } GL11.glDepthMask(true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthFunc(GL11.GL_LESS); GL11.glClearDepth(1.0f); GL11.glClearColor(View.background_Colour_r[0], View.background_Colour_g[0], View.background_Colour_b[0], 1.0f); GL11.glPointSize(5); modelRenderer.init(); modelRendererLDrawStandard.init(); }
Example 16
Source File: GLShader.java From ldparteditor with MIT License | 4 votes |
public void lightsOn() { GL20.glUniform1f(getUniformLocation("lightswitch"), 1f); //$NON-NLS-1$ }
Example 17
Source File: GLShader.java From ldparteditor with MIT License | 4 votes |
public void setFactor(float f) { GL20.glUniform1f(getUniformLocation("factor"), f); //$NON-NLS-1$ }
Example 18
Source File: ShaderHelper.java From OpenModsLib with MIT License | 4 votes |
@Override public void glUniform1f(int loc, float val) { GL20.glUniform1f(loc, val); }
Example 19
Source File: GLShader.java From ldparteditor with MIT License | 4 votes |
public void texmapOff() { GL20.glUniform1f(getUniformLocation("texmapswitch"), 0f); //$NON-NLS-1$ }
Example 20
Source File: GLShader.java From ldparteditor with MIT License | 4 votes |
public void transparentOn() { GL20.glUniform1f(getUniformLocation("alphaswitch"), 1f); //$NON-NLS-1$ }