public void render(int x, int y, float extra) { setExtraLevel(extra); glPushMatrix(); shader.bind(); glBindVertexArray(vao); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); { glTranslatef(x, y, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, Texture.Lava); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vio); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0); glActiveTexture(GL_TEXTURE1); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); /* * glTranslatef(x, y, 0); glBindTexture(GL_TEXTURE_2D, texture); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vio); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); */ } glDisableVertexAttribArray(1); glDisableVertexAttribArray(0); glBindVertexArray(0); shader.release(); glPopMatrix(); }
public static void beginWater() { useProgram(Shaders.ProgramWater); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, mc.renderEngine.getTexture("/terrain_nh.png")); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, mc.renderEngine.getTexture("/terrain_s.png")); glActiveTexture(GL_TEXTURE0); }
public static void beginTerrain() { useProgram(Shaders.ProgramTerrain); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, mc.renderEngine.getTexture("/terrain_nh.png")); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, mc.renderEngine.getTexture("/terrain_s.png")); glActiveTexture(GL_TEXTURE0); FloatBuffer projection = BufferUtils.createFloatBuffer(16); }
public void createShader(Shader shader) { this.shader = shader; glActiveTexture(GL_TEXTURE1); shader.bind(); int uniform = glGetUniformLocation(shader.getID(), "texture"); glUniform1i(uniform, 1); glActiveTexture(GL_TEXTURE2); uniform = glGetUniformLocation(shader.getID(), "extraTexture"); glUniform1i(uniform, 2); shader.release(); }
protected void compile() { vao = glGenVertexArrays(); glBindVertexArray(vao); { vbo = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vbo); { glBufferData(GL_ARRAY_BUFFER, Buffer.createFloatBuffer(vertices), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0); } glBindBuffer(GL_ARRAY_BUFFER, 0); vio = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vio); { glBufferData(GL_ARRAY_BUFFER, Buffer.createByteBuffer(indices), GL_STATIC_DRAW); } glBindBuffer(GL_ARRAY_BUFFER, 0); vto = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vto); { glBufferData(GL_ARRAY_BUFFER, Buffer.createByteBuffer(texCoords), GL_STATIC_DRAW); glVertexAttribPointer(1, 3, GL_UNSIGNED_BYTE, false, 0, 1); } glBindBuffer(GL_ARRAY_BUFFER, 0); } glBindVertexArray(0); glActiveTexture(GL_TEXTURE1); shader.bind(); int uniform = glGetUniformLocation(shader.getID(), "texture"); glUniform1i(uniform, 1); shader.release(); }
@Override public void prepare(Object texObj, float alpha, int fbufWidth, int fbufHeight) { ctx.checkGLError("textureShader.prepare start"); boolean wasntAlreadyActive = super.prepare(fbufWidth, fbufHeight); if (wasntAlreadyActive) { glActiveTexture(GL_TEXTURE0); glUniform1i(uTexture, 0); } int tex = (Integer) texObj; if (wasntAlreadyActive || tex != lastTex || alpha != lastAlpha) { flush(); glUniform1f(uAlpha, alpha); lastAlpha = alpha; lastTex = tex; ctx.checkGLError("textureShader.prepare end"); } }
/** * Method called by the World Class to render the Tile. * * @param x : location to where the Tile is going to be rendered. * @param y : location to where the Tile is going to be rendered. * @param w : instance of the World Class * @param ent : List of entities that emit light. */ public void render(int x, int y, World w, ArrayList<Entity> ent) { // Binding the Uniforms to make the light effects. bindUniforms(w, ent); // Setting up OpenGL for render glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ZERO); // Updating the Tile coordinates. this.x = x; this.y = y; glTranslatef(x, y, 0); // Activating and Binding the Tile Texture. glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, this.tex); // Sending the texture to the shader. glUniform1i(glGetUniformLocation(shade.getShader(), "texture"), 0); // Drawing the QUAD. glBegin(GL_QUADS); { glTexCoord2f(0, 0); glVertex2f(0, 0); glTexCoord2f(0, 1); glVertex2f(0, this.height); glTexCoord2f(1, 1); glVertex2f(this.width, this.height); glTexCoord2f(1, 0); glVertex2f(this.width, 0); } glEnd(); // Releasing the Texture. glBindTexture(GL_TEXTURE_2D, 0); // Getting the location back to the inicial coordinates. glTranslatef(-x, -y, 0); // Disabling BLEND and releasing shader for next render. glDisable(GL_BLEND); shade.release(); glClear(GL_STENCIL_BUFFER_BIT); }
public void render() { glPushMatrix(); glEnable(GL_BLEND); shader.bind(); glBindVertexArray(vao); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); { glTranslatef(x, y, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vio); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); } glDisableVertexAttribArray(1); glDisableVertexAttribArray(0); glBindVertexArray(0); shader.release(); glDisable(GL_BLEND); glPopMatrix(); }
public void bind(int samplerSlot) { assert (samplerSlot >= 0 && samplerSlot <= 31); glActiveTexture(GL_TEXTURE0 + samplerSlot); glBindTexture(GL_TEXTURE_2D, resource.getId()); }
public static void endRender() { if (isShadowPass) { return; } glPushMatrix(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); // composite glDisable(GL_BLEND); useProgram(ProgramComposite); glDrawBuffers(dfbDrawBuffers); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(0)); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(1)); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(2)); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(3)); if (colorAttachments >= 5) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(4)); if (colorAttachments >= 6) { glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(5)); if (colorAttachments >= 7) { glActiveTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(6)); } } } if (shadowPassInterval > 0) { glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_2D, sfbDepthTexture); } glActiveTexture(GL_TEXTURE0); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(0.0f, 1.0f, 0.0f); glEnd(); // final glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); useProgram(ProgramFinal); glClearColor(clearColor[0], clearColor[1], clearColor[2], 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(0)); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(1)); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(2)); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(3)); if (colorAttachments >= 5) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(4)); if (colorAttachments >= 6) { glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(5)); if (colorAttachments >= 7) { glActiveTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_2D, dfbTextures.get(6)); } } } if (shadowPassInterval > 0) { glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_2D, sfbDepthTexture); } glActiveTexture(GL_TEXTURE0); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(0.0f, 1.0f, 0.0f); glEnd(); glEnable(GL_BLEND); glPopMatrix(); useProgram(ProgramNone); }