Java Code Examples for com.badlogic.gdx.graphics.glutils.ShaderProgram#setUniformi()
The following examples show how to use
com.badlogic.gdx.graphics.glutils.ShaderProgram#setUniformi() .
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Example 1
Source File: ImageBasedLightSystem.java From seventh with GNU General Public License v2.0 | 6 votes |
@Override public void update(TimeStep timeStep) { ShaderProgram shader = this.shader.getShader(); shader.begin(); { // this.ambientColor.set(0.3f, 0.3f, 0.4f); // this.ambientColor.set(0.9f, 0.9f, 0.9f); // this.ambientIntensity = 0.4f; shader.setUniformi("u_lightmap", 1); shader.setUniformf("ambientColor", ambientColor.x, ambientColor.y, ambientColor.z, ambientIntensity); shader.setUniformf("resolution", Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); //SeventhGame.DEFAULT_MINIMIZED_SCREEN_WIDTH, SeventhGame.DEFAULT_MINIMIZED_SCREEN_HEIGHT); } shader.end(); for(int i = 0; i < this.lights.size(); i++) { Light light = this.lights.get(i); light.update(timeStep); } }
Example 2
Source File: TextureAttribute.java From uracer-kotd with Apache License 2.0 | 5 votes |
@Override public void bind (ShaderProgram program) { texture.bind(unit); Gdx.gl.glTexParameterf(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, minFilter); Gdx.gl.glTexParameterf(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAG_FILTER, magFilter); Gdx.gl.glTexParameterf(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_S, uWrap); Gdx.gl.glTexParameterf(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_WRAP_T, vWrap); program.setUniformi(name, unit); }
Example 3
Source File: CubesShaderProvider.java From Cubes with MIT License | 5 votes |
@Override public void begin(ShaderProgram program, Camera camera, RenderContext context) { TextureAttribute textureAttribute = AmbientOcclusion.getTextureAttribute(); ao_unit = context.textureBinder.bind(textureAttribute.textureDescription); program.setUniformi(u_aoTexture, ao_unit); program.setUniformf(u_aoUVTransform, textureAttribute.offsetU, textureAttribute.offsetV, textureAttribute.scaleU, textureAttribute.scaleV); program.setUniformf(u_aoStrength, AmbientOcclusion.getStrength().strength); }
Example 4
Source File: GameWorldRenderer.java From uracer-kotd with Apache License 2.0 | 4 votes |
private boolean renderCar (Car car, boolean depthOnly, boolean nightMode) { CarStillModel model = car.getStillModel(); if (Config.Debug.FrustumCulling && !camPersp.frustum.boundsInFrustum(model.boundingBox)) { return false; } ShaderProgram shader = null; if (depthOnly) { shader = shNormalDepth; } else { if (nightMode) { shader = OrthographicAlignedStillModel.shaderNight; } else { shader = OrthographicAlignedStillModel.shader; } } gl.glEnable(GL20.GL_CULL_FACE); shader.begin(); Art.meshCar.get(car.getCarPreset().type.regionName).bind(); // common matrices if (depthOnly) { shader.setUniformMatrix("proj", camPersp.projection); shader.setUniformMatrix("view", camPersp.view); shader.setUniformi("u_texture", 0); } else { shader.setUniformf("alpha", model.getAlpha()); if (nightMode) { shader.setUniformf("u_ambient", treesAmbientColor); } } // car body { if (depthOnly) { mtx.set(camPersp.view).mul(model.mtxbody); nmat.set(mtx).inv().transpose(); shader.setUniformMatrix("nmat", nmat); shader.setUniformMatrix("model", model.mtxbody); } else { shader.setUniformMatrix("u_projTrans", model.mtxbodytransformed); } model.body.render(shader, model.smBody.primitiveType); } // car left tire { if (depthOnly) { mtx.set(camPersp.view).mul(model.mtxltire); nmat.set(mtx).inv().transpose(); shader.setUniformMatrix("nmat", nmat); shader.setUniformMatrix("model", model.mtxltire); } else { shader.setUniformMatrix("u_projTrans", model.mtxltiretransformed); } model.leftTire.render(shader, model.smLeftTire.primitiveType); } // car right tire { if (depthOnly) { mtx.set(camPersp.view).mul(model.mtxrtire); nmat.set(mtx).inv().transpose(); shader.setUniformMatrix("nmat", nmat); shader.setUniformMatrix("model", model.mtxrtire); } else { shader.setUniformMatrix("u_projTrans", model.mtxrtiretransformed); } model.rightTire.render(shader, model.smRightTire.primitiveType); } return true; }
Example 5
Source File: ChannelBar.java From vis-ui with Apache License 2.0 | 4 votes |
@Override protected void setShaderUniforms (ShaderProgram shader) { shader.setUniformi("u_mode", mode); channelBarListener.setShaderUniforms(shader); }
Example 6
Source File: Box2dLightCustomShaderTest.java From box2dlights with Apache License 2.0 | 4 votes |
private ShaderProgram createLightShader () { // Shader adapted from https://github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson6 final String vertexShader = "attribute vec4 vertex_positions;\n" // + "attribute vec4 quad_colors;\n" // + "attribute float s;\n" + "uniform mat4 u_projTrans;\n" // + "varying vec4 v_color;\n" // + "void main()\n" // + "{\n" // + " v_color = s * quad_colors;\n" // + " gl_Position = u_projTrans * vertex_positions;\n" // + "}\n"; final String fragmentShader = "#ifdef GL_ES\n" // + "precision lowp float;\n" // + "#define MED mediump\n" + "#else\n" + "#define MED \n" + "#endif\n" // + "varying vec4 v_color;\n" // + "uniform sampler2D u_normals;\n" // + "uniform vec3 u_lightpos;\n" // + "uniform vec2 u_resolution;\n" // + "uniform float u_intensity = 1.0;\n" // + "void main()\n"// + "{\n" + " vec2 screenPos = gl_FragCoord.xy / u_resolution.xy;\n" + " vec3 NormalMap = texture2D(u_normals, screenPos).rgb; " + " vec3 LightDir = vec3(u_lightpos.xy - screenPos, u_lightpos.z);\n" + " vec3 N = normalize(NormalMap * 2.0 - 1.0);\n" + " vec3 L = normalize(LightDir);\n" + " float maxProd = max(dot(N, L), 0.0);\n" + "" // + " gl_FragColor = v_color * maxProd * u_intensity;\n" // + "}"; ShaderProgram.pedantic = false; ShaderProgram lightShader = new ShaderProgram(vertexShader, fragmentShader); if (!lightShader.isCompiled()) { Gdx.app.log("ERROR", lightShader.getLog()); } lightShader.begin(); lightShader.setUniformi("u_normals", 1); lightShader.setUniformf("u_resolution", Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); lightShader.end(); return lightShader; }