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Java GL20.glUniform1f方法代碼示例

本文整理匯總了Java中org.lwjgl.opengl.GL20.glUniform1f方法的典型用法代碼示例。如果您正苦於以下問題:Java GL20.glUniform1f方法的具體用法?Java GL20.glUniform1f怎麽用?Java GL20.glUniform1f使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在org.lwjgl.opengl.GL20的用法示例。


在下文中一共展示了GL20.glUniform1f方法的13個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。

示例1: loadBoolean

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
protected void loadBoolean(int location, boolean value) {
	float toLoad = 0;
	if(value) {
		toLoad = 1;
	}
	GL20.glUniform1f(location, toLoad);
}
 
開發者ID:marcioz98,項目名稱:MRCEngine,代碼行數:8,代碼來源:ShaderProgram.java

示例2: loadFloat

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public void loadFloat(float value){
	if(!used || currentValue!=value){
		GL20.glUniform1f(super.getLocation(), value);
		used = true;
		currentValue = value;
	}
}
 
開發者ID:TheThinMatrix,項目名稱:OpenGL-Animation,代碼行數:8,代碼來源:UniformFloat.java

示例3: loadBoolean

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
protected void loadBoolean(final int location, final boolean value) {
    float toLoad = 0;
    if (value) {
        toLoad = 1;
    }
    GL20.glUniform1f(location, toLoad);
}
 
開發者ID:Biacode,項目名稱:bia-engine,代碼行數:8,代碼來源:ShaderProgram.java

示例4: loadBoolean

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public void loadBoolean(boolean bool){
	if(!used || currentBool != bool){
		GL20.glUniform1f(super.getLocation(), bool ? 1f : 0f);
		used = true;
		currentBool = bool;
	}
}
 
開發者ID:TheThinMatrix,項目名稱:LowPolyWater,代碼行數:8,代碼來源:UniformBoolean.java

示例5: set

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
/** 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]);
	}
}
 
開發者ID:tek256,項目名稱:LD38,代碼行數:17,代碼來源:Shader.java

示例6: loadBoolean

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public void loadBoolean(boolean bool) {
    if (!used || currentBool != bool) {
        GL20.glUniform1f(super.getLocation(), bool ? 1f : 0f);
        used = true;
        currentBool = bool;
    }
}
 
開發者ID:GryPLOfficial,項目名稱:EcoSystem-Official,代碼行數:8,代碼來源:UniformBoolean.java

示例7: loadFloat

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public void loadFloat(float value) {
    if (!used || currentValue != value) {
        GL20.glUniform1f(super.getLocation(), value);
        used = true;
        currentValue = value;
    }
}
 
開發者ID:GryPLOfficial,項目名稱:EcoSystem-Official,代碼行數:8,代碼來源:UniformFloat.java

示例8: loadFloat

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
protected void loadFloat(int location, float value) {
	GL20.glUniform1f(location, value);
}
 
開發者ID:marcioz98,項目名稱:MRCEngine,代碼行數:4,代碼來源:ShaderProgram.java

示例9: runShader

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
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);
}
 
開發者ID:18107,項目名稱:MC-Ray-Tracer,代碼行數:81,代碼來源:RenderUtil.java

示例10: loadData

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public void loadData(boolean value) {
    GL20.glUniform1f(uniformLocation, value ? 1 : 0);
}
 
開發者ID:Essentria,項目名稱:Elgin-Plant-Game,代碼行數:4,代碼來源:UniformBool.java

示例11: loadData

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public void loadData(float value) {
    GL20.glUniform1f(uniformLocation, value);
}
 
開發者ID:Essentria,項目名稱:Elgin-Plant-Game,代碼行數:4,代碼來源:Uniform1f.java

示例12: setUniform

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public void setUniform(String uniformName, float x)
{
	GL20.glUniform1f(this.findUniformLocation(uniformName), x);
}
 
開發者ID:andykuo1,項目名稱:candlelight,代碼行數:5,代碼來源:Program.java

示例13: setUniform

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
/**
    * Sets the specified uniform with the specified value
    * @param uniform
    * @param value The float value
    */
   public void setUniform(String uniform, float value) {
GL20.glUniform1f(uniforms.get(uniform), value);
   }
 
開發者ID:camilne,項目名稱:open-world,代碼行數:9,代碼來源:Shader.java


注:本文中的org.lwjgl.opengl.GL20.glUniform1f方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。