/** * Stops using this program. */ public void stopUsing() { gl.glUseProgram(0); }
public GLProgram use() { gl.glUseProgram(programID); return this; }
@Override public void useGlProgram(int glProgram) { gl.glUseProgram(glProgram); }
/** * Starts using this program. */ public void startUsing() { gl.glUseProgram(getGLHandle()); }
@Override public int getAttributeLocation(int glProgram, String attributeName) { gl.glUseProgram(glProgram); return gl.glGetAttribLocation(glProgram, attributeName); }
@Override public int getUniformLocation(int glProgram, String uniformName) { gl.glUseProgram(glProgram); return gl.glGetUniformLocation(glProgram, uniformName); }
/** * @param program * @see com.jogamp.opengl.GL2ES2#glUseProgram(int) */ public void glUseProgram(int program) { try{delegate.glUseProgram(program);} catch(GLException e){glException(e); throw e;} } /**
public void defaultProgram() { getGl().glUseProgram(0); }
public void unbind() { mGL.getGL3().glUseProgram(0); }
@Override public void glUseProgram(int program) { GLContext.getCurrentGL().getGL3().glUseProgram(program); }
@Override public void display(GLAutoDrawable glAutoDrawable) { GL3 gl = glAutoDrawable.getGL().getGL3(); gl.glClear(GL3.GL_DEPTH_BUFFER_BIT | GL3.GL_COLOR_BUFFER_BIT); gl.glUseProgram(program) gl.glBindVertexArray(vertexArray.get(0)); gl.glDrawArrays(GL.GL_TRIANGLES, 0, 6) }
mGL.getGL3().glUseProgram(mProg.getId()); mProg.getUniform("ProjectionMatrix") .setFloatMatrix(ProjectionMatrix.getFloatArray(), false); mGL.getGL3().glUseProgram(mProg.getId());
private void drawSceneQuads( final GL3 g) g.glUseProgram(this.program); g.glBindBuffer(GL.GL_ARRAY_BUFFER, this.mesh_upright); g.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0); g.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); g.glUseProgram(0);
final Vector3D pos) g.glUseProgram(this.program); g.glBindBuffer(GL.GL_ARRAY_BUFFER, this.mesh_lying); g.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, this.indices); g.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0); g.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); g.glUseProgram(0);
@Override public void apply(GL3 gl, Collection<SoundEvent> events, double bufferStartTimeSeconds) { gl.glLineWidth(1); gl.glDisable(GL3.GL_LINE_SMOOTH); gl.glDisable(GL3.GL_CULL_FACE); gl.glEnable(GL3.GL_BLEND); gl.glDepthFunc(GL3.GL_ALWAYS); //gl.glProvokingVertex(GL3.GL_FIRST_VERTEX_CONVENTION); gl.glDepthMask(false); gl.glBlendFunc(GL3.GL_ONE, GL3.GL_ONE); soundProgram.use(); //assert vertexIDAttribLocation != -1:"VertexIDAttribLocation failed to init!"; //gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertexBufferID); // gl.glEnableVertexAttribArray(vertexIDAttribLocation); //gl.glVertexAttribPointer(vertexIDAttribLocation, 1, GL3.GL_FLOAT, false, 0, 0); soundTextureU.set((int)0); for(SoundEvent ev:events) ev.apply(gl, bufferStartTimeSeconds); //Cleanup //gl.glDisableVertexAttribArray(vertexIDAttribLocation); gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0); gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA); gl.glDisable(GL3.GL_BLEND); gl.glUseProgram(0); }//end apply(...)
private void drawGround( final GL3 g) g.glUseProgram(this.program_uv); g.glBindBuffer(GL.GL_ARRAY_BUFFER, this.mesh_lying); g.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, this.indices); g.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0); g.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); g.glUseProgram(0); g.glBindTexture(GL.GL_TEXTURE_2D, 0);
public void draw(int pOffset, int pCount) { mGLProgram.use(getGL()); if (mModelViewMatrix != null) mGLProgram.getUniform("modelview").setFloatMatrix( mModelViewMatrix.getFloatArray(), false); if (mProjectionMatrix != null) mGLProgram.getUniform("projection").setFloatMatrix( mProjectionMatrix.getFloatArray(), false); getGL().getGL3().glBindVertexArray(mVertexArrayObject[0]); if (mStoredIndexCount > 0) { getGL().glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer[0]); getGL().glDrawElements(mGeometryType, pCount, GL.GL_UNSIGNED_INT, pOffset); getGL().glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0); } else { getGL().glDrawArrays(mGeometryType, pOffset, pCount); } getGL().getGL3().glUseProgram(0); }