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Java ARBShaderObjects.glGetUniformLocationARB方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.ARBShaderObjects.glGetUniformLocationARB方法的典型用法代码示例。如果您正苦于以下问题:Java ARBShaderObjects.glGetUniformLocationARB方法的具体用法?Java ARBShaderObjects.glGetUniformLocationARB怎么用?Java ARBShaderObjects.glGetUniformLocationARB使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在org.lwjgl.opengl.ARBShaderObjects的用法示例。


在下文中一共展示了ARBShaderObjects.glGetUniformLocationARB方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: setProgramUniform1i

import org.lwjgl.opengl.ARBShaderObjects; //导入方法依赖的package包/类
public static void setProgramUniform1i(String name, int x)
{
    int i = programsID[activeProgram];

    if (i != 0)
    {
        int j = ARBShaderObjects.glGetUniformLocationARB(i, (CharSequence)name);
        ARBShaderObjects.glUniform1iARB(j, x);
        checkGLError(programNames[activeProgram], name);
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:12,代码来源:Shaders.java

示例2: setProgramUniform2i

import org.lwjgl.opengl.ARBShaderObjects; //导入方法依赖的package包/类
public static void setProgramUniform2i(String name, int x, int y)
{
    int i = programsID[activeProgram];

    if (i != 0)
    {
        int j = ARBShaderObjects.glGetUniformLocationARB(i, (CharSequence)name);
        ARBShaderObjects.glUniform2iARB(j, x, y);
        checkGLError(programNames[activeProgram], name);
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:12,代码来源:Shaders.java

示例3: setProgramUniform1f

import org.lwjgl.opengl.ARBShaderObjects; //导入方法依赖的package包/类
public static void setProgramUniform1f(String name, float x)
{
    int i = programsID[activeProgram];

    if (i != 0)
    {
        int j = ARBShaderObjects.glGetUniformLocationARB(i, (CharSequence)name);
        ARBShaderObjects.glUniform1fARB(j, x);
        checkGLError(programNames[activeProgram], name);
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:12,代码来源:Shaders.java

示例4: setProgramUniform3f

import org.lwjgl.opengl.ARBShaderObjects; //导入方法依赖的package包/类
public static void setProgramUniform3f(String name, float x, float y, float z)
{
    int i = programsID[activeProgram];

    if (i != 0)
    {
        int j = ARBShaderObjects.glGetUniformLocationARB(i, (CharSequence)name);
        ARBShaderObjects.glUniform3fARB(j, x, y, z);
        checkGLError(programNames[activeProgram], name);
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:12,代码来源:Shaders.java

示例5: setProgramUniformMatrix4ARB

import org.lwjgl.opengl.ARBShaderObjects; //导入方法依赖的package包/类
public static void setProgramUniformMatrix4ARB(String name, boolean transpose, FloatBuffer matrix)
{
    int i = programsID[activeProgram];

    if (i != 0 && matrix != null)
    {
        int j = ARBShaderObjects.glGetUniformLocationARB(i, (CharSequence)name);
        ARBShaderObjects.glUniformMatrix4ARB(j, transpose, matrix);
        checkGLError(programNames[activeProgram], name);
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:12,代码来源:Shaders.java

示例6: setProgram

import org.lwjgl.opengl.ARBShaderObjects; //导入方法依赖的package包/类
public void setProgram(int program)
{
    if (this.program != program)
    {
        this.program = program;
        this.location = ARBShaderObjects.glGetUniformLocationARB(program, (CharSequence)this.name);
        this.onProgramChanged();
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:10,代码来源:ShaderUniformBase.java

示例7: glGetUniformLocation

import org.lwjgl.opengl.ARBShaderObjects; //导入方法依赖的package包/类
public static int glGetUniformLocation(int programObj, CharSequence name)
{
    return arbShaders ? ARBShaderObjects.glGetUniformLocationARB(programObj, name) : GL20.glGetUniformLocation(programObj, name);
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:5,代码来源:OpenGlHelper.java

示例8: ShaderProgramData

import org.lwjgl.opengl.ARBShaderObjects; //导入方法依赖的package包/类
public ShaderProgramData(int programID)
{
    this.programIDGL = programID;
    this.uniform_texture = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"texture");
    this.uniform_lightmap = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"lightmap");
    this.uniform_normals = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"normals");
    this.uniform_specular = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"specular");
    this.uniform_shadow = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"shadow");
    this.uniform_watershadow = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"watershadow");
    this.uniform_shadowtex0 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"shadowtex0");
    this.uniform_shadowtex1 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"shadowtex1");
    this.uniform_depthtex0 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"depthtex0");
    this.uniform_depthtex1 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"depthtex1");
    this.uniform_shadowcolor = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"shadowcolor");
    this.uniform_shadowcolor0 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"shadowcolor0");
    this.uniform_shadowcolor1 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"shadowcolor1");
    this.uniform_noisetex = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"noisetex");
    this.uniform_gcolor = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gcolor");
    this.uniform_gdepth = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gdepth");
    this.uniform_gnormal = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gnormal");
    this.uniform_composite = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"composite");
    this.uniform_gaux1 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gaux1");
    this.uniform_gaux2 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gaux2");
    this.uniform_gaux3 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gaux3");
    this.uniform_gaux4 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gaux4");
    this.uniform_colortex0 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"colortex0");
    this.uniform_colortex1 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"colortex1");
    this.uniform_colortex2 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"colortex2");
    this.uniform_colortex3 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"colortex3");
    this.uniform_colortex4 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"colortex4");
    this.uniform_colortex5 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"colortex5");
    this.uniform_colortex6 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"colortex6");
    this.uniform_colortex7 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"colortex7");
    this.uniform_gdepthtex = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gdepthtex");
    this.uniform_depthtex2 = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"depthtex2");
    this.uniform_tex = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"tex");
    this.uniform_heldItemId = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"heldItemId");
    this.uniform_heldBlockLightValue = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"heldBlockLightValue");
    this.uniform_fogMode = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"fogMode");
    this.uniform_fogColor = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"fogColor");
    this.uniform_skyColor = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"skyColor");
    this.uniform_worldTime = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"worldTime");
    this.uniform_moonPhase = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"moonPhase");
    this.uniform_frameTimeCounter = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"frameTimeCounter");
    this.uniform_sunAngle = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"sunAngle");
    this.uniform_shadowAngle = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"shadowAngle");
    this.uniform_rainStrength = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"rainStrength");
    this.uniform_aspectRatio = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"aspectRatio");
    this.uniform_viewWidth = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"viewWidth");
    this.uniform_viewHeight = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"viewHeight");
    this.uniform_near = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"near");
    this.uniform_far = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"far");
    this.uniform_sunPosition = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"sunPosition");
    this.uniform_moonPosition = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"moonPosition");
    this.uniform_upPosition = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"upPosition");
    this.uniform_previousCameraPosition = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"previousCameraPosition");
    this.uniform_cameraPosition = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"cameraPosition");
    this.uniform_gbufferModelView = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gbufferModelView");
    this.uniform_gbufferModelViewInverse = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gbufferModelViewInverse");
    this.uniform_gbufferPreviousProjection = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gbufferPreviousProjection");
    this.uniform_gbufferProjection = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gbufferProjection");
    this.uniform_gbufferProjectionInverse = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gbufferProjectionInverse");
    this.uniform_gbufferPreviousModelView = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"gbufferPreviousModelView");
    this.uniform_shadowProjection = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"shadowProjection");
    this.uniform_shadowProjectionInverse = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"shadowProjectionInverse");
    this.uniform_shadowModelView = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"shadowModelView");
    this.uniform_shadowModelViewInverse = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"shadowModelViewInverse");
    this.uniform_wetness = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"wetness");
    this.uniform_eyeAltitude = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"eyeAltitude");
    this.uniform_eyeBrightness = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"eyeBrightness");
    this.uniform_eyeBrightnessSmooth = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"eyeBrightnessSmooth");
    this.uniform_terrainTextureSize = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"terrainTextureSize");
    this.uniform_terrainIconSize = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"terrainIconSize");
    this.uniform_isEyeInWater = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"isEyeInWater");
    this.uniform_hideGUI = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"hideGUI");
    this.uniform_centerDepthSmooth = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"centerDepthSmooth");
    this.uniform_atlasSize = ARBShaderObjects.glGetUniformLocationARB(programID, (CharSequence)"atlasSize");
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:79,代码来源:ShaderProgramData.java


注:本文中的org.lwjgl.opengl.ARBShaderObjects.glGetUniformLocationARB方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。