Java Code Examples for org.lwjgl.opengl.GL20#glGetUniformLocation()

The following examples show how to use org.lwjgl.opengl.GL20#glGetUniformLocation() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: GenericShader.java    From LWJGUI with MIT License 5 votes vote down vote up
public GenericShader(URL vertexShader, URL fragmentShader) {

		// make the shader
		vertexId = compileShader(vertexShader, true);
		fragmentId = compileShader(fragmentShader, false);
		posLoc = 0;
		texCoordLoc = 1;
		id = createProgram(
				vertexId,
				new int[] { fragmentId },
				new String[] { "inPos", "inTexCoord" },
				new int[] { posLoc, texCoordLoc }
				);

		projMatLoc = GL20.glGetUniformLocation(id, "projectionMatrix");
		viewMatLoc = GL20.glGetUniformLocation(id, "viewMatrix");
		worldMatLoc = GL20.glGetUniformLocation(id, "worldMatrix");
		
		// Generic white texture
		texId = GL11.glGenTextures();
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId);
		int wid = 1;
		int hei = 1;
		ByteBuffer data = BufferUtils.createByteBuffer(wid*hei*4);
		while(data.hasRemaining()) {
			data.put((byte) (255 & 0xff));
		}
		data.flip();
		GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, wid, hei, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, data);
		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);
	}
 
Example 2
Source File: ShaderArgs.java    From FEMultiPlayer-V2 with GNU General Public License v3.0 5 votes vote down vote up
/**
 * 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: GLShader.java    From ldparteditor with MIT License 5 votes vote down vote up
public int getUniformLocation(String uniformName) {
    int location = uniformMap.getOrDefault(uniformName, -1);
    if (location == -1) {
        location = GL20.glGetUniformLocation(program, uniformName);
    }
    if (location != -1) {
        uniformMap.put(uniformName, location);
    } else {
        NLogger.error(GLShader.class, "Could not find uniform variable: " + uniformName + "\n" + GL20.glGetProgramInfoLog(program, 1024)); //$NON-NLS-1$ //$NON-NLS-2$;
    }
    return location;
}
 
Example 4
Source File: Uniform.java    From LowPolyWater with The Unlicense 4 votes vote down vote up
protected void storeUniformLocation(int programID){
	location = GL20.glGetUniformLocation(programID, name);
	if(location == NOT_FOUND){
		System.err.println("No uniform variable called \"" + name + "\" found for shader program: "+programID);
	}
}
 
Example 5
Source File: Uniform.java    From OpenGL-Animation with The Unlicense 4 votes vote down vote up
protected void storeUniformLocation(int programID){
	location = GL20.glGetUniformLocation(programID, name);
	if(location == NOT_FOUND){
		System.err.println("No uniform variable called " + name + " found!");
	}
}
 
Example 6
Source File: OpenGLRenderer20.java    From ldparteditor with MIT License 4 votes vote down vote up
/**
 * Initializes the Scene and gives OpenGL-Hints
 */
@Override
public void init() {
    // MARK OpenGL Hints and Initialization
    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.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    GL11.glPointSize(5);
    // GL11.glLineWidth(2);

    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glShadeModel(GL11.GL_SMOOTH);

    GL11.glEnable(GL11.GL_NORMALIZE);

    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glEnable(GL11.GL_LIGHT1);
    GL11.glEnable(GL11.GL_LIGHT2);
    GL11.glEnable(GL11.GL_LIGHT3);

    GL11.glLightModelfv(GL11.GL_LIGHT_MODEL_AMBIENT, BufferFactory.floatBuffer(new float[] { 0.1f, 0.1f, 0.1f, 1f }));

    GL11.glLightfv(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, BufferFactory.floatBuffer(new float[] { View.light1_Colour_r[0], View.light1_Colour_g[0], View.light1_Colour_b[0], 1f }));
    GL11.glLightfv(GL11.GL_LIGHT0, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { View.light1_specular_Colour_r[0], View.light1_specular_Colour_g[0], View.light1_specular_Colour_b[0], 1f }));
    GL11.glLightf(GL11.GL_LIGHT0, GL11.GL_LINEAR_ATTENUATION, .001f);

    GL11.glLightfv(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, BufferFactory.floatBuffer(new float[] { View.light2_Colour_r[0], View.light2_Colour_g[0], View.light2_Colour_b[0], 1f }));
    GL11.glLightfv(GL11.GL_LIGHT1, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { View.light2_specular_Colour_r[0], View.light2_specular_Colour_g[0], View.light2_specular_Colour_b[0], 1f }));
    GL11.glLightf(GL11.GL_LIGHT1, GL11.GL_LINEAR_ATTENUATION, .001f);

    GL11.glLightfv(GL11.GL_LIGHT2, GL11.GL_DIFFUSE, BufferFactory.floatBuffer(new float[] { View.light3_Colour_r[0], View.light3_Colour_g[0], View.light3_Colour_b[0], 1f }));
    GL11.glLightfv(GL11.GL_LIGHT2, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { View.light3_specular_Colour_r[0], View.light3_specular_Colour_g[0], View.light3_specular_Colour_b[0], 1f }));
    GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_LINEAR_ATTENUATION, .001f);

    GL11.glLightfv(GL11.GL_LIGHT3, GL11.GL_DIFFUSE, BufferFactory.floatBuffer(new float[] { View.light4_Colour_r[0], View.light4_Colour_g[0], View.light4_Colour_b[0], 1f }));
    GL11.glLightfv(GL11.GL_LIGHT3, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { View.light4_specular_Colour_r[0], View.light4_specular_Colour_g[0], View.light4_specular_Colour_b[0], 1f }));
    GL11.glLightf(GL11.GL_LIGHT3, GL11.GL_LINEAR_ATTENUATION, .001f);

    GL11.glEnable(GL11.GL_COLOR_MATERIAL);
    GL11.glColorMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE);

    GL11.glMaterialfv(GL11.GL_FRONT, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { 1.0f, 1.0f, 1.0f, 1.0f }));
    GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS, 128f);


    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);

    if (fsGlossId == -1) {
        vsGlossId = loadGlossVertexShader();
        fsGlossId = loadGlossFragmentShader();
        if (pGlossId == -1 && vsGlossId != -1 && fsGlossId != -1) {
            pGlossId = GL20.glCreateProgram();
            GL20.glAttachShader(pGlossId, vsGlossId);
            GL20.glAttachShader(pGlossId, fsGlossId);
            GL20.glLinkProgram(pGlossId);
            GL20.glValidateProgram(pGlossId);
            baseImageLoc = GL20.glGetUniformLocation(pGlossId, "colorMap"); //$NON-NLS-1$
            glossMapLoc = GL20.glGetUniformLocation(pGlossId, "glossMap"); //$NON-NLS-1$
            cubeMapLoc = GL20.glGetUniformLocation(pGlossId, "cubeMap"); //$NON-NLS-1$
            cubeMapMatteLoc = GL20.glGetUniformLocation(pGlossId, "cubeMapMatte"); //$NON-NLS-1$
            cubeMapMetalLoc = GL20.glGetUniformLocation(pGlossId, "cubeMapMetal"); //$NON-NLS-1$
            alphaSwitchLoc = GL20.glGetUniformLocation(pGlossId, "alphaSwitch"); //$NON-NLS-1$
            normalSwitchLoc = GL20.glGetUniformLocation(pGlossId, "normalSwitch"); //$NON-NLS-1$
            noTextureSwitch = GL20.glGetUniformLocation(pGlossId, "noTextureSwitch"); //$NON-NLS-1$
            noGlossMapSwitch = GL20.glGetUniformLocation(pGlossId, "noGlossMapSwitch"); //$NON-NLS-1$
            cubeMapSwitch = GL20.glGetUniformLocation(pGlossId, "cubeMapSwitch"); //$NON-NLS-1$
            noLightSwitch = GL20.glGetUniformLocation(pGlossId, "noLightSwitch"); //$NON-NLS-1$
        }
    }
}
 
Example 7
Source File: LWJGL20DrawContext.java    From settlers-remake with MIT License 4 votes vote down vote up
private ShaderProgram(String name) {
	int vertexShader = -1;
	int fragmentShader;

	String vname = name;
	if(name.contains("-")) vname = name.split("-")[0];

	try {
		vertexShader = createShader(vname+".vert", GL20.GL_VERTEX_SHADER);
		fragmentShader = createShader(name+".frag", GL20.GL_FRAGMENT_SHADER);
	} catch (IOException e) {
		e.printStackTrace();

		if(vertexShader != -1) GL20.glDeleteShader(vertexShader);
		throw new Error("could not read shader files", e);
	}

	program = GL20.glCreateProgram();
	setObjectLabel(KHRDebug.GL_PROGRAM, program, name);

	GL20.glAttachShader(program, vertexShader);
	GL20.glAttachShader(program, fragmentShader);

	GL20.glBindAttribLocation(program, 0, "vertex");
	GL20.glBindAttribLocation(program, 1, "texcoord");
	GL20.glBindAttribLocation(program, 2, "color");

	GL20.glLinkProgram(program);
	GL20.glValidateProgram(program);

	GL20.glDetachShader(program, vertexShader);
	GL20.glDetachShader(program, fragmentShader);
	GL20.glDeleteShader(vertexShader);
	GL20.glDeleteShader(fragmentShader);

	String log = GL20.glGetProgramInfoLog(program);
	if(debugOutput != null && !log.isEmpty()) System.out.print("info log of " + name + "=====\n" + log + "==== end\n");

	if(GL20.glGetProgrami(program, GL20.GL_LINK_STATUS) == 0) {

		GL20.glDeleteProgram(program);
		throw new Error("Could not link " + name);
	}

	for(int i = 0;i != ufs.length;i++) {
		int uf = GL20.glGetUniformLocation(program, uniform_names[i]);
		ufs[i] = uf;
	}
	shaders.add(this);
}
 
Example 8
Source File: ShaderArgs.java    From FEMultiplayer with GNU General Public License v3.0 4 votes vote down vote up
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 9
Source File: ShaderHelper.java    From OpenModsLib with MIT License 4 votes vote down vote up
@Override
public int glGetUniformLocation(int program, String uniform) {
	return GL20.glGetUniformLocation(program, uniform);
}