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Java GL20.glUniform3f方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL20.glUniform3f方法的典型用法代码示例。如果您正苦于以下问题:Java GL20.glUniform3f方法的具体用法?Java GL20.glUniform3f怎么用?Java GL20.glUniform3f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.GL20的用法示例。


在下文中一共展示了GL20.glUniform3f方法的13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: loadVec3

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public void loadVec3(float x, float y, float z) {
	if (!used || x != currentX || y != currentY || z != currentZ) {
		this.currentX = x;
		this.currentY = y;
		this.currentZ = z;
		used = true;
		GL20.glUniform3f(super.getLocation(), x, y, z);
	}
}
 
开发者ID:TheThinMatrix,项目名称:LowPolyWater,代码行数:10,代码来源:UniformVec3.java

示例2: set

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
/** Set an array or individual float(s)
 * 
 * @param uniform name of a uniform
 * @param floats float(s) to set
 */
public void set(String uniform, float...floats){
	if(floats.length == 1){
		GL20.glUniform1f(getUniform(uniform), floats[0]);
	}else if(floats.length == 2){
		GL20.glUniform2f(getUniform(uniform), floats[0], floats[1]);
	}else if(floats.length == 3){
		GL20.glUniform3f(getUniform(uniform), floats[0], floats[1], floats[2]);
	}else if(floats.length >= 4){
		GL20.glUniform4f(getUniform(uniform), floats[0], floats[1], floats[2], floats[3]);
	}
}
 
开发者ID:tek256,项目名称:LD38,代码行数:17,代码来源:Shader.java

示例3: loadVec3

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public void loadVec3(float x, float y, float z) {
    if (!used || x != currentX || y != currentY || z != currentZ) {
        this.currentX = x;
        this.currentY = y;
        this.currentZ = z;
        used = true;
        GL20.glUniform3f(super.getLocation(), x, y, z);
    }
}
 
开发者ID:GryPLOfficial,项目名称:EcoSystem-Official,代码行数:10,代码来源:UniformVec3.java

示例4: loadVector

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
protected void loadVector(int location, Vector3f vector) {
	GL20.glUniform3f(location,  vector.x, vector.y, vector.z);
}
 
开发者ID:marcioz98,项目名称:MRCEngine,代码行数:4,代码来源:ShaderProgram.java

示例5: runShader

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public static void runShader() {
	Minecraft mc = Minecraft.getMinecraft();
	
	//TODO remove
	if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD5)) {
		destroyShader();
		createShader();
	}
	
	//Use shader program
	GL20.glUseProgram(shader.getShaderProgram());
	
	//TODO third person view
	Entity entity = mc.getRenderViewEntity();
	float partialTicks = mc.getRenderPartialTicks();
	double entityPosX = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * (double)partialTicks;
       double entityPosY = entity.lastTickPosY + entity.getEyeHeight() + (entity.posY - entity.lastTickPosY) * (double)partialTicks;
       double entityPosZ = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * (double)partialTicks;
       float fov = (float) Math.toRadians(mc.entityRenderer.getFOVModifier(partialTicks, true));
	
	//Set uniform values
	int texUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "tex");
	GL20.glUniform1i(texUniform, 0);
	int cameraPosUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "cameraPos");
	GL20.glUniform3f(cameraPosUniform, (float)entityPosX%16, (float)entityPosY%16, (float)entityPosZ%16);
	int cameraDirUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "cameraDir");
	GL20.glUniform3f(cameraDirUniform, -(float)Math.toRadians(entity.rotationPitch), (float)Math.toRadians(180+entity.rotationYaw), 0);
	int fovyUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "fovy");
	GL20.glUniform1f(fovyUniform, fov);
	int fovxUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "fovx");
	GL20.glUniform1f(fovxUniform, fov*Display.getWidth()/(float)Display.getHeight());
	int sphericalUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "spherical");
	GL20.glUniform1i(sphericalUniform, RayTracerSettings.spherical ? 1 : 0);
	int stereoscopicUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "stereoscopic3d");
	GL20.glUniform1i(stereoscopicUniform, RayTracerSettings.stereoscopic ? 1 : 0);
	int eyeWidthUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "eyeWidth");
	GL20.glUniform1f(eyeWidthUniform, 0.063f); //TODO input eyeWidth option
	
	if (!pauseRendering) {
		if (worldLoader == null) {
			worldLoader = new WorldLoader();
		}
		if (worldLoader.dimension != mc.world.provider.getDimension()) {
			worldLoader.dimension = mc.world.provider.getDimension();
		}
		worldLoader.updateWorld(entityPosX, entityPosY, entityPosZ, shader);

		//Setup view
		GL11.glMatrixMode(GL11.GL_PROJECTION);
		GL11.glPushMatrix();
		GL11.glLoadIdentity();
		GL11.glOrtho(-1, 1, -1, 1, -1, 1);
		GL11.glMatrixMode(GL11.GL_MODELVIEW);
		GL11.glPushMatrix();
		GL11.glLoadIdentity();

		//Bind vbo and texture
		GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, shader.getVbo());
		GL20.glEnableVertexAttribArray(0);
		GL20.glVertexAttribPointer(0, 2, GL11.GL_BYTE, false, 0, 0L);
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, 8);

		//Render
		GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 6);

		//Reset vbo and texture
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
		GL20.glDisableVertexAttribArray(0);
		GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);

		//Reset view
		GL11.glMatrixMode(GL11.GL_PROJECTION);
		GL11.glPopMatrix();
		GL11.glMatrixMode(GL11.GL_MODELVIEW);
		GL11.glPopMatrix();
	}
	
	//Stop using shader program
	GL20.glUseProgram(0);
}
 
开发者ID:18107,项目名称:MC-Ray-Tracer,代码行数:81,代码来源:RenderUtil.java

示例6: loadVector

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
protected void loadVector(final int location, final Vector3f vector) {
    GL20.glUniform3f(location, vector.x, vector.y, vector.z);
}
 
开发者ID:Biacode,项目名称:bia-engine,代码行数:4,代码来源:ShaderProgram.java

示例7: loadData

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public void loadData(Vector3f value) {
    GL20.glUniform3f(uniformLocation, value.x, value.y, value.z);
}
 
开发者ID:Essentria,项目名称:Elgin-Plant-Game,代码行数:4,代码来源:Uniform3f.java

示例8: setUniform

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public void setUniform(String uniformName, Vector3fc vec)
{
	GL20.glUniform3f(this.findUniformLocation(uniformName), vec.x(), vec.y(), vec.z());
}
 
开发者ID:andykuo1,项目名称:candlelight,代码行数:5,代码来源:Program.java

示例9: apply

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
@Override
public void apply(Program program, Vector3fc value)
{
	int location = program.findUniformLocation(this.getName());
	GL20.glUniform3f(location, value.x(), value.y(), value.z());
}
 
开发者ID:andykuo1,项目名称:candlelight,代码行数:7,代码来源:PropertyVec3.java

示例10: loadVector3f

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public void loadVector3f(int location, Vector3f vector) {
	GL20.glUniform3f(location, vector.x, vector.y, vector.z);
}
 
开发者ID:ComunityEngine,项目名称:CommunityEngine-Java,代码行数:4,代码来源:Shader.java

示例11: setVector

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public void setVector(String label, Vector3f value) {
    GL20.glUniform3f(getUniform(label), value.x, value.y, value.z);
}
 
开发者ID:SerenityEnterprises,项目名称:SerenityCE,代码行数:4,代码来源:Shader.java

示例12: loadVector

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
protected void loadVector(int location, Vector3f vector) {
	GL20.glUniform3f(location, vector.x, vector.y, vector.z);
}
 
开发者ID:DevipriyaSarkar,项目名称:Terrain,代码行数:4,代码来源:ShaderProgram.java

示例13: setUniform

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
/**
    * Sets the specified uniform with the specified value
    * @param uniform
    * @param value The Vector3f value
    */
   public void setUniform(String uniform, Vector3f value) {
GL20.glUniform3f(uniforms.get(uniform), value.x, value.y, value.z);
   }
 
开发者ID:camilne,项目名称:open-world,代码行数:9,代码来源:Shader.java


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