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-rw-r--r--src/demos/proceduralTexturePhysics/Water.java58
1 files changed, 29 insertions, 29 deletions
diff --git a/src/demos/proceduralTexturePhysics/Water.java b/src/demos/proceduralTexturePhysics/Water.java
index 3e4fad4..80de446 100644
--- a/src/demos/proceduralTexturePhysics/Water.java
+++ b/src/demos/proceduralTexturePhysics/Water.java
@@ -272,11 +272,11 @@ public class Water {
// Draw quad over full display
gl.glActiveTexture(GL2.GL_TEXTURE0);
- dynamicTextures[CA_TEXTURE_NORMAL_MAP].bind();
- dynamicTextures[CA_TEXTURE_NORMAL_MAP].disable();
+ dynamicTextures[CA_TEXTURE_NORMAL_MAP].bind(gl);
+ dynamicTextures[CA_TEXTURE_NORMAL_MAP].disable(gl);
gl.glActiveTexture(GL2.GL_TEXTURE3);
- cubemap.bind();
- cubemap.enable();
+ cubemap.bind(gl);
+ cubemap.enable(gl);
gl.glColor4f(1, 1, 1, 1);
gl.glBegin(GL2.GL_QUADS);
@@ -307,7 +307,7 @@ public class Water {
gl.glEnd();
- cubemap.disable();
+ cubemap.disable(gl);
gl.glDisable(GL2.GL_FRAGMENT_PROGRAM_ARB);
break;
@@ -316,7 +316,7 @@ public class Water {
case CA_FULLSCREEN_NORMALMAP: {
// Draw quad over full display
gl.glActiveTexture(GL2.GL_TEXTURE0);
- dynamicTextures[CA_TEXTURE_NORMAL_MAP].bind();
+ dynamicTextures[CA_TEXTURE_NORMAL_MAP].bind(gl);
gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);
break;
@@ -334,7 +334,7 @@ public class Water {
case CA_FULLSCREEN_FORCE: {
// Draw quad over full display
gl.glActiveTexture(GL2.GL_TEXTURE0);
- dynamicTextures[CA_TEXTURE_FORCE_TARGET].bind();
+ dynamicTextures[CA_TEXTURE_FORCE_TARGET].bind(gl);
gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);
break;
@@ -344,7 +344,7 @@ public class Water {
// Draw quad over full display
// lower left
gl.glActiveTexture(GL2.GL_TEXTURE0);
- dynamicTextures[CA_TEXTURE_FORCE_TARGET].bind();
+ dynamicTextures[CA_TEXTURE_FORCE_TARGET].bind(gl);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPushMatrix();
@@ -363,7 +363,7 @@ public class Water {
gl.glPopMatrix();
// upper left
- dynamicTextures[CA_TEXTURE_NORMAL_MAP].bind();
+ dynamicTextures[CA_TEXTURE_NORMAL_MAP].bind(gl);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPushMatrix();
@@ -694,11 +694,11 @@ public class Water {
switch (flipState) {
case 0:
- texHeightInput = dynamicTextures[CA_TEXTURE_HEIGHT_SOURCE].getTextureObject(); // initial height map.
- texHeightOutput = dynamicTextures[CA_TEXTURE_HEIGHT_TARGET].getTextureObject(); // next height map.
+ texHeightInput = dynamicTextures[CA_TEXTURE_HEIGHT_SOURCE].getTextureObject(gl); // initial height map.
+ texHeightOutput = dynamicTextures[CA_TEXTURE_HEIGHT_TARGET].getTextureObject(gl); // next height map.
- texVelocityInput = dynamicTextures[CA_TEXTURE_VELOCITY_SOURCE].getTextureObject(); // initial velocity.
- texVelocityOutput = dynamicTextures[CA_TEXTURE_VELOCITY_TARGET].getTextureObject(); // next velocity.
+ texVelocityInput = dynamicTextures[CA_TEXTURE_VELOCITY_SOURCE].getTextureObject(gl); // initial velocity.
+ texVelocityOutput = dynamicTextures[CA_TEXTURE_VELOCITY_TARGET].getTextureObject(gl); // next velocity.
// Clear initial velocity texture to 0x80 == gray
gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
@@ -776,7 +776,7 @@ public class Water {
// Now we need to copy the resulting pixels into the intermediate force field texture
gl.glActiveTexture(GL2.GL_TEXTURE2);
- dynamicTextures[CA_TEXTURE_FORCE_INTERMEDIATE].bind();
+ dynamicTextures[CA_TEXTURE_FORCE_INTERMEDIATE].bind(gl);
// use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture
gl.glCopyTexSubImage2D(GL2.GL_TEXTURE_2D, 0, 0, 0, 0, 0, initialMapDimensions[0], initialMapDimensions[1]);
@@ -818,7 +818,7 @@ public class Water {
// Now we need to copy the resulting pixels into the intermediate force field texture
gl.glActiveTexture(GL2.GL_TEXTURE1);
- dynamicTextures[CA_TEXTURE_FORCE_TARGET].bind();
+ dynamicTextures[CA_TEXTURE_FORCE_TARGET].bind(gl);
// use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture
gl.glCopyTexSubImage2D(GL2.GL_TEXTURE_2D, 0, 0, 0, 0, 0, initialMapDimensions[0], initialMapDimensions[1]);
@@ -837,7 +837,7 @@ public class Water {
gl.glActiveTexture(GL2.GL_TEXTURE0);
gl.glBindTexture(GL2.GL_TEXTURE_2D, texVelocityInput);
gl.glActiveTexture(GL2.GL_TEXTURE1);
- dynamicTextures[CA_TEXTURE_FORCE_TARGET].bind();
+ dynamicTextures[CA_TEXTURE_FORCE_TARGET].bind(gl);
gl.glActiveTexture(GL2.GL_TEXTURE2);
gl.glDisable(GL2.GL_TEXTURE_2D);
gl.glActiveTexture(GL2.GL_TEXTURE3);
@@ -985,7 +985,7 @@ public class Water {
// Now we need to copy the resulting pixels into the normal map
gl.glActiveTexture(GL2.GL_TEXTURE0);
- dynamicTextures[CA_TEXTURE_NORMAL_MAP].bind();
+ dynamicTextures[CA_TEXTURE_NORMAL_MAP].bind(gl);
// use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture
gl.glCopyTexSubImage2D(GL2.GL_TEXTURE_2D, 0, 0, 0, 0, 0, initialMapDimensions[0], initialMapDimensions[1]);
@@ -994,8 +994,8 @@ public class Water {
private void drawInteriorBoundaryObjects(GL2 gl) {
gl.glActiveTexture(GL2.GL_TEXTURE0);
- initialMapTex.bind();
- initialMapTex.enable();
+ initialMapTex.bind(gl);
+ initialMapTex.enable(gl);
gl.glEnable(GL2.GL_ALPHA_TEST);
@@ -1012,7 +1012,7 @@ public class Water {
if (spinLogo) {
gl.glActiveTexture(GL2.GL_TEXTURE0);
- spinTex.bind();
+ spinTex.bind(gl);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPushMatrix();
gl.glRotatef(angle, 0, 0, 1);
@@ -1043,10 +1043,10 @@ public class Water {
FileUtil.getFileSuffix(dropletFilename));
// load the cubemap texture
- cubemap = Cubemap.loadFromStreams(getClass().getClassLoader(),
+ cubemap = Cubemap.loadFromStreams(gl,
+ getClass().getClassLoader(),
cubeMapFilenamePrefix,
- cubeMapFilenameSuffix,
- true);
+ cubeMapFilenameSuffix, true);
// now create dummy intermediate textures from the initial map texture
for (int i = 0; i < CA_NUM_DYNAMIC_TEXTURES; i++) {
@@ -1055,11 +1055,11 @@ public class Water {
initialMapData = null;
- texHeightInput = initialMapTex.getTextureObject(); // initial height map.
- texHeightOutput = dynamicTextures[CA_TEXTURE_HEIGHT_TARGET].getTextureObject(); // next height map.
+ texHeightInput = initialMapTex.getTextureObject(gl); // initial height map.
+ texHeightOutput = dynamicTextures[CA_TEXTURE_HEIGHT_TARGET].getTextureObject(gl); // next height map.
- texVelocityInput = dynamicTextures[CA_TEXTURE_VELOCITY_SOURCE].getTextureObject(); // initial velocity.
- texVelocityOutput = dynamicTextures[CA_TEXTURE_VELOCITY_TARGET].getTextureObject(); // next velocity.
+ texVelocityInput = dynamicTextures[CA_TEXTURE_VELOCITY_SOURCE].getTextureObject(gl); // initial velocity.
+ texVelocityOutput = dynamicTextures[CA_TEXTURE_VELOCITY_TARGET].getTextureObject(gl); // next velocity.
}
private void createAndWriteUVOffsets(GL2 gl, int width, int height) {
@@ -1154,8 +1154,8 @@ public class Water {
gl.glDisable(GL2.GL_VERTEX_PROGRAM_ARB);
gl.glActiveTexture(GL2.GL_TEXTURE0);
- dropletTex.bind();
- dropletTex.enable();
+ dropletTex.bind(gl);
+ dropletTex.enable(gl);
gl.glActiveTexture(GL2.GL_TEXTURE1);
gl.glDisable(GL2.GL_TEXTURE_2D);