diff options
author | Sven Gothel <[email protected]> | 2012-02-18 18:37:41 +0100 |
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committer | Sven Gothel <[email protected]> | 2012-02-18 18:37:41 +0100 |
commit | 697d631bc0333b92689972ff3e621e3549fb6c80 (patch) | |
tree | 842ce0ed8b2e17c2d187566f7df2679fbb190058 /src/demos/dualDepthPeeling/GLHelper.java | |
parent | 390ef63a8da4c3e89b2f61526b641b1b2b82f42d (diff) |
JOGL'fy dualDepthPeeling demo (Using JOGL ShaderState/Code/Program)
Diffstat (limited to 'src/demos/dualDepthPeeling/GLHelper.java')
-rw-r--r-- | src/demos/dualDepthPeeling/GLHelper.java | 53 |
1 files changed, 53 insertions, 0 deletions
diff --git a/src/demos/dualDepthPeeling/GLHelper.java b/src/demos/dualDepthPeeling/GLHelper.java new file mode 100644 index 0000000..cf1cccc --- /dev/null +++ b/src/demos/dualDepthPeeling/GLHelper.java @@ -0,0 +1,53 @@ +package demos.dualDepthPeeling; + + +// Translated from C++ Version see below: +// +// GLSLProgramObject.h - Wrapper for GLSL program objects +// +// Author: Louis Bavoil +// Email: [email protected] +// +// Copyright (c) NVIDIA Corporation. All rights reserved. +//////////////////////////////////////////////////////////////////////////////// +import javax.media.opengl.GL2; + +public class GLHelper +{ + public static void setTextureUnit(GL2 gl, int progId, String texname, int texunit) + { + int[] params = new int[]{0}; + gl.glGetProgramiv( progId, GL2.GL_LINK_STATUS, params, 0); + if ( params[0] != 1 ) { + System.err.println( "Error: setTextureUnit needs program to be linked."); + } + int id = gl.glGetUniformLocation(progId, texname ); + if (id == -1) { + System.err.println( "Warning: Invalid texture " + texname ); + return; + } + gl.glUniform1i(id, texunit); + } + + + public static void bindTexture(GL2 gl, int target, int texid, int texUnit) + { + gl.glActiveTexture(GL2.GL_TEXTURE0 + texUnit); + gl.glBindTexture(target, texid); + gl.glActiveTexture(GL2.GL_TEXTURE0); + } + + + public static void bindTexture2D(GL2 gl, int texid, int texUnit) { + bindTexture(gl, GL2.GL_TEXTURE_2D, texid, texUnit); + } + + public static void bindTexture3D(GL2 gl, int texid, int texUnit) { + bindTexture(gl, GL2.GL_TEXTURE_3D, texid, texUnit); + } + + // g_shaderDualPeel.bindTextureRECT(gl, g_shaderState, s_DepthBlenderTex, g_dualDepthTexId[prevId]); + public static void bindTextureRECT(GL2 gl, int texid, int texUnit) { + bindTexture(gl, GL2.GL_TEXTURE_RECTANGLE_ARB, texid, texUnit); + } +}; |