diff options
Diffstat (limited to 'src/demos/proceduralTexturePhysics/Water.java')
-rw-r--r-- | src/demos/proceduralTexturePhysics/Water.java | 58 |
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); |