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类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);
}
}
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);
}
}
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);
}
}
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);
}
}
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);
}
}
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();
}
}
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);
}
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");
}