public void setTessLevel(GL2GL3 gl, int level) { shadowmapshadertess.use(gl); gl.glUniform1i(gl.glGetUniformLocation(shadowmapshadertess.getID(), "tesslevel"), level); shadowmapshadertess.unuse(gl); shadertess.use(gl); gl.glUniform1i(gl.glGetUniformLocation(shadertess.getID(), "tesslevel"), level); shadertess.unuse(gl); }
public void setShadowmapShader1i(GL2GL3 gl, int i, String name) { shadowmapshader.use(gl); gl.glUniform1i(gl.glGetUniformLocation(shadowmapshader.getID(), name), i); shadowmapshadertess.use(gl); gl.glUniform1i(gl.glGetUniformLocation(shadowmapshadertess.getID(), name), i); shadowmapshadertess.unuse(gl); }
public void setShadowmapShaderTexture(GL2GL3 gl, TexBindSet tbs, String texname) { shadowmapshader.use(gl); gl.glUniform1i(gl.glGetUniformLocation(shadowmapshader.getID(), texname), tbs.texunit); shadowmapshadertess.use(gl); gl.glUniform1i(gl.glGetUniformLocation(shadowmapshadertess.getID(), texname), tbs.texunit); shadowmapshadertess.unuse(gl); }
public void shader1f(GL2GL3 gl, float i, String name) { shader.use(gl); gl.glUniform1f(gl.glGetUniformLocation(shader.getID(), name), i); shadertess.use(gl); gl.glUniform1f(gl.glGetUniformLocation(shadertess.getID(), name), i); shadertess.unuse(gl); }
public void renderingToWindow(GL2GL3 gl, boolean show) { shadertess.use(gl); updateligths(gl, shadertess); scenetess((GL3) gl, shadertess, false); shader.use(gl); updateligths(gl, shader); scene(gl, shader, show); Shader.unuse(gl); }
public void shader1i(GL2GL3 gl, int i, String name) { shader.use(gl); gl.glUniform1i(gl.glGetUniformLocation(shader.getID(), name), i); // gl.glUniform(new GLUniformData(name, i)); shadertess.use(gl); gl.glUniform1i(gl.glGetUniformLocation(shadertess.getID(), name), i); // GLUniformData tmp = new GLUniformData(name, i); // tmp.setLocation(gl.glGetUniformLocation(shadertess.getID(), name)); // gl.glUniform(tmp); shadertess.unuse(gl); }
public void init(GL2GL3 gl, Shader shader, Shader shadertess) { this.shader = shader; shader.use(gl); uniformview = gl.glGetUniformLocation(shader.getID(), "view"); uniformproj = gl.glGetUniformLocation(shader.getID(), "proj"); this.shadertess = shadertess; shadertess.use(gl); uniformviewtess = gl.glGetUniformLocation(shadertess.getID(), "view"); uniformprojtess = gl.glGetUniformLocation(shadertess.getID(), "proj"); shadertess.unuse(gl); }
public void renderingToFBO( GL2GL3 gl, FBO fbo, int offsetx, int offsety, int width, int height, boolean show) { shader.use(gl); fbo.bind(gl); gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); gl.glViewport(offsetx, offsety, width, height); shader.use(gl); updateligths(gl, shader); scene(gl, shader, show); shadertess.use(gl); updateligths(gl, shadertess); scenetess((GL3) gl, shadertess); shadertess.unuse(gl); fbo.unbind(gl); gl.glFlush(); }
public void ShadowMap(GL2GL3 gl, boolean show) { smapfbo.bind(gl); gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); gl.glViewport(0, 0, smapwidth, smapheight); shadowmapshadertess.use(gl); gl.glUniform1i(gl.glGetUniformLocation(shadowmapshadertess.getID(), "stage"), 0); smapupdatelightstess(gl); scenetess((GL4) gl, shadowmapshadertess); shadowmapshader.use(gl); gl.glUniform1i(gl.glGetUniformLocation(shadowmapshader.getID(), "stage"), 0); smapupdatelights(gl); scene(gl, shadowmapshader, show); gl.glFlush(); smapfbo.unbind(gl); Shader.unuse(gl); }
public void updatePVMatrixtess(GL2GL3 gl) { shadertess.use(gl); gl.glUniformMatrix4fv(uniformviewtess, 1, false, pvmat.glGetMatrixf(GL2.GL_MODELVIEW)); gl.glUniformMatrix4fv(uniformprojtess, 1, false, pvmat.glGetMatrixf(GL2.GL_PROJECTION)); Shader.unuse(gl); }