diff options
Diffstat (limited to 'src/demos')
-rw-r--r-- | src/demos/proceduralTexturePhysics/Water.java | 158 | ||||
-rw-r--r-- | src/demos/vertexProgRefract/VertexProgRefract.java | 42 | ||||
-rw-r--r-- | src/demos/vertexProgWarp/VertexProgWarp.java | 36 |
3 files changed, 118 insertions, 118 deletions
diff --git a/src/demos/proceduralTexturePhysics/Water.java b/src/demos/proceduralTexturePhysics/Water.java index 12d339c..d2c068f 100644 --- a/src/demos/proceduralTexturePhysics/Water.java +++ b/src/demos/proceduralTexturePhysics/Water.java @@ -308,7 +308,7 @@ public class Water { gl.glEnd(); cubemap.disable(); - gl.glDisable(GL2.GL_FRAGMENT_PROGRAM); + gl.glDisable(GL2.GL_FRAGMENT_PROGRAM_ARB); break; } @@ -537,9 +537,9 @@ public class Water { /////////////////////////////////////////////////////////////////////////// int[] tmpInt = new int[1]; - gl.glGenPrograms(1, tmpInt, 0); + gl.glGenProgramsARB(1, tmpInt, 0); vertexProgramID = tmpInt[0]; - gl.glBindProgram(GL2.GL_VERTEX_PROGRAM, vertexProgramID); + gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, vertexProgramID); String programBuffer = "!!ARBvp1.0\n" + @@ -617,9 +617,9 @@ public class Water { // set up constants (not currently used in the vertex program, though) float[] rCVConsts = new float[] { 0, 0.5f, 1.0f, 2.0f }; - gl.glProgramEnvParameter4fv(GL2.GL_VERTEX_PROGRAM, CV_CONSTS_1, rCVConsts, 0); + gl.glProgramEnvParameter4fvARB(GL2.GL_VERTEX_PROGRAM_ARB, CV_CONSTS_1, rCVConsts, 0); - loadProgram(gl, GL2.GL_VERTEX_PROGRAM, programBuffer); + loadProgram(gl, GL2.GL_VERTEX_PROGRAM_ARB, programBuffer); /////////////////////////////////////////////////////////////////////////// // fragment program setup for equal weight combination of texels @@ -762,16 +762,16 @@ public class Water { gl.glDisable(GL2.GL_BLEND); // render using offset 1 (type 1 -- center + 3 of 4 nearest neighbors). - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, CV_UV_OFFSET_TO_USE, 1, 0, 0, 0); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, CV_UV_OFFSET_TO_USE, 1, 0, 0, 0); // bind the vertex program to be used for this step and the next one. - gl.glBindProgram(GL2.GL_VERTEX_PROGRAM, vertexProgramID); - gl.glEnable(GL2.GL_VERTEX_PROGRAM); + gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, vertexProgramID); + gl.glEnable(GL2.GL_VERTEX_PROGRAM_ARB); // render a screen quad. with texture coords doing difference of nearby texels for force calc. gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); - gl.glDisable(GL2.GL_FRAGMENT_PROGRAM); + gl.glDisable(GL2.GL_FRAGMENT_PROGRAM_ARB); // Now we need to copy the resulting pixels into the intermediate force field texture gl.glActiveTexture(GL2.GL_TEXTURE2); @@ -808,12 +808,12 @@ public class Water { // vertex program already bound. // render using offset 2 (type 2 -- final nearest neighbor plus center of previous result). - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, CV_UV_OFFSET_TO_USE, 2, 0, 0, 0); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, CV_UV_OFFSET_TO_USE, 2, 0, 0, 0); // render a screen quad gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); - gl.glDisable(GL2.GL_FRAGMENT_PROGRAM); + gl.glDisable(GL2.GL_FRAGMENT_PROGRAM_ARB); // Now we need to copy the resulting pixels into the intermediate force field texture gl.glActiveTexture(GL2.GL_TEXTURE1); @@ -829,7 +829,7 @@ public class Water { gl.glCallList(displayListIDs[CA_FRAGMENT_PROGRAM_APPLY_FORCE]); // use offsets of zero - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, CV_UV_OFFSET_TO_USE, 0, 0, 0, 0); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, CV_UV_OFFSET_TO_USE, 0, 0, 0, 0); // bind the vertex program to be used for this step and the next one. @@ -845,7 +845,7 @@ public class Water { // Draw the quad to add in force. gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); - gl.glDisable(GL2.GL_FRAGMENT_PROGRAM); + gl.glDisable(GL2.GL_FRAGMENT_PROGRAM_ARB); /////////////////////////////////////////////////////////////////// // With velocity texture selected, render new excitation droplets @@ -877,7 +877,7 @@ public class Water { ////////////////////////////////////////////////////////////////////// // Apply velocity to position gl.glCallList(displayListIDs[CA_FRAGMENT_PROGRAM_APPLY_VELOCITY]); - gl.glEnable(GL2.GL_VERTEX_PROGRAM); + gl.glEnable(GL2.GL_VERTEX_PROGRAM_ARB); gl.glActiveTexture(GL2.GL_TEXTURE0); gl.glBindTexture(GL2.GL_TEXTURE_2D, texHeightInput); @@ -885,12 +885,12 @@ public class Water { gl.glEnable(GL2.GL_TEXTURE_2D); // use offsets of zero - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, CV_UV_OFFSET_TO_USE, 0, 0, 0, 0); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, CV_UV_OFFSET_TO_USE, 0, 0, 0, 0); // Draw the quad to add in force. gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); - gl.glDisable(GL2.GL_FRAGMENT_PROGRAM); + gl.glDisable(GL2.GL_FRAGMENT_PROGRAM_ARB); // Now we need to copy the resulting pixels into the input height texture gl.glActiveTexture(GL2.GL_TEXTURE0); @@ -911,16 +911,16 @@ public class Water { } // use offsets of 3 - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, CV_UV_OFFSET_TO_USE, 3, 0, 0, 0); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, CV_UV_OFFSET_TO_USE, 3, 0, 0, 0); gl.glCallList(displayListIDs[CA_FRAGMENT_PROGRAM_EQ_WEIGHT_COMBINE]); gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); - gl.glDisable(GL2.GL_FRAGMENT_PROGRAM); + gl.glDisable(GL2.GL_FRAGMENT_PROGRAM_ARB); // Draw the logo in the water. if (applyInteriorBoundaries) { - gl.glDisable(GL2.GL_VERTEX_PROGRAM); + gl.glDisable(GL2.GL_VERTEX_PROGRAM_ARB); drawInteriorBoundaryObjects(gl); } @@ -965,22 +965,22 @@ public class Water { // Red mask first float[] pixMasks = new float[] { normalSTScale, 0.0f, 0.0f, 0.0f }; - gl.glProgramEnvParameter4fv(GL2.GL_FRAGMENT_PROGRAM, 0, pixMasks, 0); + gl.glProgramEnvParameter4fvARB(GL2.GL_FRAGMENT_PROGRAM_ARB, 0, pixMasks, 0); // Now green mask & scale: pixMasks[0] = 0.0f; pixMasks[1] = normalSTScale; - gl.glProgramEnvParameter4fv(GL2.GL_FRAGMENT_PROGRAM, 1, pixMasks, 0); + gl.glProgramEnvParameter4fvARB(GL2.GL_FRAGMENT_PROGRAM_ARB, 1, pixMasks, 0); gl.glCallList(displayListIDs[CA_FRAGMENT_PROGRAM_CREATE_NORMAL_MAP]); // set vp offsets to nearest neighbors - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, CV_UV_OFFSET_TO_USE, 4, 0, 0, 0); - gl.glEnable(GL2.GL_VERTEX_PROGRAM); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, CV_UV_OFFSET_TO_USE, 4, 0, 0, 0); + gl.glEnable(GL2.GL_VERTEX_PROGRAM_ARB); gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]); - gl.glDisable(GL2.GL_FRAGMENT_PROGRAM); + gl.glDisable(GL2.GL_FRAGMENT_PROGRAM_ARB); // Now we need to copy the resulting pixels into the normal map gl.glActiveTexture(GL2.GL_TEXTURE0); @@ -1121,10 +1121,10 @@ public class Water { float type2Offset[] = { type2OffsetX[i], type2OffsetY[i], 0.0f, 0.0f }; float type4Offset[] = { type4OffsetX[i], type4OffsetY[i], 0.0f, 0.0f }; - gl.glProgramEnvParameter4fv(GL2.GL_VERTEX_PROGRAM, CV_UV_T0_NO_OFFSET + 5 * i, noOffset, 0); - gl.glProgramEnvParameter4fv(GL2.GL_VERTEX_PROGRAM, CV_UV_T0_TYPE1 + 5 * i, type1Offset, 0); - gl.glProgramEnvParameter4fv(GL2.GL_VERTEX_PROGRAM, CV_UV_T0_TYPE2 + 5 * i, type2Offset, 0); - gl.glProgramEnvParameter4fv(GL2.GL_VERTEX_PROGRAM, CV_UV_T0_TYPE4 + 5 * i, type4Offset, 0); + gl.glProgramEnvParameter4fvARB(GL2.GL_VERTEX_PROGRAM_ARB, CV_UV_T0_NO_OFFSET + 5 * i, noOffset, 0); + gl.glProgramEnvParameter4fvARB(GL2.GL_VERTEX_PROGRAM_ARB, CV_UV_T0_TYPE1 + 5 * i, type1Offset, 0); + gl.glProgramEnvParameter4fvARB(GL2.GL_VERTEX_PROGRAM_ARB, CV_UV_T0_TYPE2 + 5 * i, type2Offset, 0); + gl.glProgramEnvParameter4fvARB(GL2.GL_VERTEX_PROGRAM_ARB, CV_UV_T0_TYPE4 + 5 * i, type4Offset, 0); } } @@ -1144,13 +1144,13 @@ public class Water { for (int i = 0; i < 4; ++i) { offsets[0] = blurDist * ( type3OffsetX[i]); offsets[1] = blurDist * ( type3OffsetY[i]); - gl.glProgramEnvParameter4fv(GL2.GL_VERTEX_PROGRAM, CV_UV_T0_TYPE3 + 5 * i, offsets, 0); + gl.glProgramEnvParameter4fvARB(GL2.GL_VERTEX_PROGRAM_ARB, CV_UV_T0_TYPE3 + 5 * i, offsets, 0); } } private synchronized void drawDroplets(GL2 gl) { - gl.glDisable(GL2.GL_FRAGMENT_PROGRAM); - gl.glDisable(GL2.GL_VERTEX_PROGRAM); + gl.glDisable(GL2.GL_FRAGMENT_PROGRAM_ARB); + gl.glDisable(GL2.GL_VERTEX_PROGRAM_ARB); gl.glActiveTexture(GL2.GL_TEXTURE0); dropletTex.bind(); @@ -1228,9 +1228,9 @@ public class Water { float[] const0 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f }; int[] tmpInt = new int[1]; - gl.glGenPrograms(1, tmpInt, 0); + gl.glGenProgramsARB(1, tmpInt, 0); int fragProg = tmpInt[0]; - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); String program = "!!ARBfp1.0\n" + @@ -1252,12 +1252,12 @@ public class Water { "\n" + "END\n"; - loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM, program); + loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM_ARB, program); gl.glNewList(displayListID, GL2.GL_COMPILE); - gl.glProgramEnvParameter4fv(GL2.GL_FRAGMENT_PROGRAM, 0, const0, 0); - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); - gl.glEnable(GL2.GL_FRAGMENT_PROGRAM); + gl.glProgramEnvParameter4fvARB(GL2.GL_FRAGMENT_PROGRAM_ARB, 0, const0, 0); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); + gl.glEnable(GL2.GL_FRAGMENT_PROGRAM_ARB); gl.glEndList(); } @@ -1355,9 +1355,9 @@ public class Water { float[] const0 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f }; int[] tmpInt = new int[1]; - gl.glGenPrograms(1, tmpInt, 0); + gl.glGenProgramsARB(1, tmpInt, 0); int fragProg = tmpInt[0]; - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); String program = "!!ARBfp1.0\n" + @@ -1396,12 +1396,12 @@ public class Water { "\n" + "END\n"; - loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM, program); + loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM_ARB, program); gl.glNewList(displayListID, GL2.GL_COMPILE); - gl.glProgramEnvParameter4fv(GL2.GL_FRAGMENT_PROGRAM, 0, const0, 0); - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); - gl.glEnable(GL2.GL_FRAGMENT_PROGRAM); + gl.glProgramEnvParameter4fvARB(GL2.GL_FRAGMENT_PROGRAM_ARB, 0, const0, 0); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); + gl.glEnable(GL2.GL_FRAGMENT_PROGRAM_ARB); gl.glEndList(); } @@ -1442,9 +1442,9 @@ public class Water { // } int[] tmpInt = new int[1]; - gl.glGenPrograms(1, tmpInt, 0); + gl.glGenProgramsARB(1, tmpInt, 0); int fragProg = tmpInt[0]; - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); String program = "!!ARBfp1.0\n" + @@ -1460,11 +1460,11 @@ public class Water { "\n" + "END\n"; - loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM, program); + loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM_ARB, program); gl.glNewList(displayListID, GL2.GL_COMPILE); - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); - gl.glEnable(GL2.GL_FRAGMENT_PROGRAM); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); + gl.glEnable(GL2.GL_FRAGMENT_PROGRAM_ARB); gl.glEndList(); } @@ -1514,9 +1514,9 @@ public class Water { float[] const1 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f }; int[] tmpInt = new int[1]; - gl.glGenPrograms(1, tmpInt, 0); + gl.glGenProgramsARB(1, tmpInt, 0); int fragProg = tmpInt[0]; - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); String program = "!!ARBfp1.0\n" + @@ -1537,13 +1537,13 @@ public class Water { "\n" + "END\n"; - loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM, program); + loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM_ARB, program); gl.glNewList(displayListID, GL2.GL_COMPILE); - gl.glProgramEnvParameter4fv(GL2.GL_FRAGMENT_PROGRAM, 0, const0, 0); - gl.glProgramEnvParameter4fv(GL2.GL_FRAGMENT_PROGRAM, 1, const1, 0); - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); - gl.glEnable(GL2.GL_FRAGMENT_PROGRAM); + gl.glProgramEnvParameter4fvARB(GL2.GL_FRAGMENT_PROGRAM_ARB, 0, const0, 0); + gl.glProgramEnvParameter4fvARB(GL2.GL_FRAGMENT_PROGRAM_ARB, 1, const1, 0); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); + gl.glEnable(GL2.GL_FRAGMENT_PROGRAM_ARB); gl.glEndList(); } @@ -1593,9 +1593,9 @@ public class Water { float[] const0 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f }; int[] tmpInt = new int[1]; - gl.glGenPrograms(1, tmpInt, 0); + gl.glGenProgramsARB(1, tmpInt, 0); int fragProg = tmpInt[0]; - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); String program = "!!ARBfp1.0\n" + @@ -1615,12 +1615,12 @@ public class Water { "\n" + "END\n"; - loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM, program); + loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM_ARB, program); gl.glNewList(displayListID, GL2.GL_COMPILE); - gl.glProgramEnvParameter4fv(GL2.GL_FRAGMENT_PROGRAM, 0, const0, 0); - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); - gl.glEnable(GL2.GL_FRAGMENT_PROGRAM); + gl.glProgramEnvParameter4fvARB(GL2.GL_FRAGMENT_PROGRAM_ARB, 0, const0, 0); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); + gl.glEnable(GL2.GL_FRAGMENT_PROGRAM_ARB); gl.glEndList(); } @@ -1710,9 +1710,9 @@ public class Water { float[] const0 = new float[] { 0.5f, 0.5f, 0.5f, 1.0f }; int[] tmpInt = new int[1]; - gl.glGenPrograms(1, tmpInt, 0); + gl.glGenProgramsARB(1, tmpInt, 0); int fragProg = tmpInt[0]; - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); String program = "!!ARBfp1.0\n" + @@ -1746,11 +1746,11 @@ public class Water { "\n" + "END\n"; - loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM, program); + loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM_ARB, program); gl.glNewList(displayListID, GL2.GL_COMPILE); - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); - gl.glEnable(GL2.GL_FRAGMENT_PROGRAM); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); + gl.glEnable(GL2.GL_FRAGMENT_PROGRAM_ARB); gl.glEndList(); } @@ -1785,9 +1785,9 @@ public class Water { // of a visual difference so they are skipped as well. int[] tmpInt = new int[1]; - gl.glGenPrograms(1, tmpInt, 0); + gl.glGenProgramsARB(1, tmpInt, 0); int fragProg = tmpInt[0]; - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); String program = "!!ARBfp1.0\n" + @@ -1809,11 +1809,11 @@ public class Water { "\n" + "END"; - loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM, program); + loadProgram(gl, GL2.GL_FRAGMENT_PROGRAM_ARB, program); gl.glNewList(displayListID, GL2.GL_COMPILE); - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); - gl.glEnable(GL2.GL_FRAGMENT_PROGRAM); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); + gl.glEnable(GL2.GL_FRAGMENT_PROGRAM_ARB); gl.glEndList(); } @@ -1821,19 +1821,19 @@ public class Water { int target, String programBuffer) { - gl.glProgramString(target, GL2.GL_PROGRAM_FORMAT_ASCII, programBuffer.length(), programBuffer); + gl.glProgramStringARB(target, GL2.GL_PROGRAM_FORMAT_ASCII_ARB, programBuffer.length(), programBuffer); int[] errPos = new int[1]; - gl.glGetIntegerv(GL2.GL_PROGRAM_ERROR_POSITION, errPos, 0); + gl.glGetIntegerv(GL2.GL_PROGRAM_ERROR_POSITION_ARB, errPos, 0); if (errPos[0] >= 0) { String kind = "Program"; - if (target == GL2.GL_VERTEX_PROGRAM) { + if (target == GL2.GL_VERTEX_PROGRAM_ARB) { kind = "Vertex program"; - } else if (target == GL2.GL_FRAGMENT_PROGRAM) { + } else if (target == GL2.GL_FRAGMENT_PROGRAM_ARB) { kind = "Fragment program"; } System.out.println(kind + " failed to load:"); - String errMsg = gl.glGetString(GL2.GL_PROGRAM_ERROR_STRING); + String errMsg = gl.glGetString(GL2.GL_PROGRAM_ERROR_STRING_ARB); if (errMsg == null) { System.out.println("[No error message available]"); } else { @@ -1847,10 +1847,10 @@ public class Water { System.out.println(programBuffer.substring(errPos[0], endPos)); throw new GLException("Error loading " + kind); } else { - if (target == GL2.GL_FRAGMENT_PROGRAM) { + if (target == GL2.GL_FRAGMENT_PROGRAM_ARB) { int[] isNative = new int[1]; - gl.glGetProgramiv(GL2.GL_FRAGMENT_PROGRAM, - GL2.GL_PROGRAM_UNDER_NATIVE_LIMITS, + gl.glGetProgramivARB(GL2.GL_FRAGMENT_PROGRAM_ARB, + GL2.GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, isNative, 0); if (isNative[0] != 1) { System.out.println("WARNING: fragment program is over native resource limits"); diff --git a/src/demos/vertexProgRefract/VertexProgRefract.java b/src/demos/vertexProgRefract/VertexProgRefract.java index 16ecaa5..edbef87 100644 --- a/src/demos/vertexProgRefract/VertexProgRefract.java +++ b/src/demos/vertexProgRefract/VertexProgRefract.java @@ -281,18 +281,18 @@ public class VertexProgRefract extends Demo { b[' '] = true; // animate by default int[] vtxProgTmp = new int[1]; - gl.glGenPrograms(1, vtxProgTmp, 0); + gl.glGenProgramsARB(1, vtxProgTmp, 0); vtxProg = vtxProgTmp[0]; - gl.glBindProgram(GL2.GL_VERTEX_PROGRAM, vtxProg); - gl.glProgramString(GL2.GL_VERTEX_PROGRAM, GL2.GL_PROGRAM_FORMAT_ASCII, transformRefract.length(), - transformRefract); + gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, vtxProg); + gl.glProgramStringARB(GL2.GL_VERTEX_PROGRAM_ARB, GL2.GL_PROGRAM_FORMAT_ASCII_ARB, transformRefract.length(), + transformRefract); - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 0, 0.0f, 0.0f, 0.0f, 1.0f); // eye position + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 0, 0.0f, 0.0f, 0.0f, 1.0f); // eye position - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 1, fresnel, fresnel, fresnel, 1.0f); // fresnel multiplier + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 1, fresnel, fresnel, fresnel, 1.0f); // fresnel multiplier - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 2, 1.0f, -1.0f, 1.0f, 0.0f); // texture scale - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 3, 0.0f, 1.0f, 2.0f, 3.0f); // misc constants + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 2, 1.0f, -1.0f, 1.0f, 0.0f); // texture scale + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 3, 0.0f, 1.0f, 2.0f, 3.0f); // misc constants try { cubemap = Cubemap.loadFromStreams(getClass().getClassLoader(), @@ -391,10 +391,10 @@ public class VertexProgRefract extends Demo { ManipManager.getManipManager().updateCameraParameters((AWTGLAutoDrawable) drawable, viewer.getCameraParameters()); ManipManager.getManipManager().render((AWTGLAutoDrawable) drawable, gl); - gl.glBindProgram(GL2.GL_VERTEX_PROGRAM, vtxProg); + gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, vtxProg); - gl.glEnable(GL2.GL_VERTEX_PROGRAM); - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 62, fresnel, fresnel, fresnel, 1.0f); + gl.glEnable(GL2.GL_VERTEX_PROGRAM_ARB); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 62, fresnel, fresnel, fresnel, 1.0f); // set texture transforms gl.glActiveTexture(GL.GL_TEXTURE0); @@ -414,8 +414,8 @@ public class VertexProgRefract extends Demo { // if (useRegisterCombiners) { // gl.glEnable(GL2.GL_REGISTER_COMBINERS_NV); // } else { - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); - gl.glEnable(GL2.GL_FRAGMENT_PROGRAM); + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); + gl.glEnable(GL2.GL_FRAGMENT_PROGRAM_ARB); // } gl.glColor3f(1.0f, 1.0f, 1.0f); @@ -452,9 +452,9 @@ public class VertexProgRefract extends Demo { // if (useRegisterCombiners) { // gl.glDisable(GL2.GL_REGISTER_COMBINERS_NV); // } else { - gl.glDisable(GL2.GL_FRAGMENT_PROGRAM); + gl.glDisable(GL2.GL_FRAGMENT_PROGRAM_ARB); // } - gl.glDisable(GL2.GL_VERTEX_PROGRAM); + gl.glDisable(GL2.GL_VERTEX_PROGRAM_ARB); gl.glMatrixMode(GL2ES1.GL_MODELVIEW); gl.glPopMatrix(); @@ -564,7 +564,7 @@ public class VertexProgRefract extends Demo { private void initFragmentProgram(GL2 gl) { int[] fragProgTmp = new int[1]; - gl.glGenPrograms(1, fragProgTmp, 0); + gl.glGenProgramsARB(1, fragProgTmp, 0); fragProg = fragProgTmp[0]; String combineFragProg = "!!ARBfp1.0\n" + @@ -581,14 +581,14 @@ public class VertexProgRefract extends Demo { "MOV result.color, texSamp0;\n" + "END"; - gl.glBindProgram(GL2.GL_FRAGMENT_PROGRAM, fragProg); - gl.glProgramString(GL2.GL_FRAGMENT_PROGRAM, GL2.GL_PROGRAM_FORMAT_ASCII, + gl.glBindProgramARB(GL2.GL_FRAGMENT_PROGRAM_ARB, fragProg); + gl.glProgramStringARB(GL2.GL_FRAGMENT_PROGRAM_ARB, GL2.GL_PROGRAM_FORMAT_ASCII_ARB, combineFragProg.length(), combineFragProg); int[] errPos = new int[1]; - gl.glGetIntegerv(GL2.GL_PROGRAM_ERROR_POSITION, errPos, 0); + gl.glGetIntegerv(GL2.GL_PROGRAM_ERROR_POSITION_ARB, errPos, 0); if (errPos[0] >= 0) { System.out.println("Fragment program failed to load:"); - String errMsg = gl.glGetString(GL2.GL_PROGRAM_ERROR_STRING); + String errMsg = gl.glGetString(GL2.GL_PROGRAM_ERROR_STRING_ARB); if (errMsg == null) { System.out.println("[No error message available]"); } else { @@ -669,7 +669,7 @@ public class VertexProgRefract extends Demo { } private void setRefraction(GL2 gl, float index) { - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 4, index, index*index, 0.0f, 0.0f); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 4, index, index*index, 0.0f, 0.0f); } // draw square subdivided into quad strips diff --git a/src/demos/vertexProgWarp/VertexProgWarp.java b/src/demos/vertexProgWarp/VertexProgWarp.java index 0cb707f..e6dbca7 100644 --- a/src/demos/vertexProgWarp/VertexProgWarp.java +++ b/src/demos/vertexProgWarp/VertexProgWarp.java @@ -193,32 +193,32 @@ public class VertexProgWarp extends Demo { for(int i=0; i<NUM_PROGS; i++) { int[] vtxProgTmp = new int[1]; - gl.glGenPrograms(1, vtxProgTmp, 0); + gl.glGenProgramsARB(1, vtxProgTmp, 0); programs[i] = vtxProgTmp[0]; - gl.glBindProgram(GL2.GL_VERTEX_PROGRAM, programs[i]); - gl.glProgramString(GL2.GL_VERTEX_PROGRAM, GL2.GL_PROGRAM_FORMAT_ASCII, programTexts[i].length(), + gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, programs[i]); + gl.glProgramStringARB(GL2.GL_VERTEX_PROGRAM_ARB, GL2.GL_PROGRAM_FORMAT_ASCII_ARB, programTexts[i].length(), programTexts[i]); } - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 0, 0.0f, 0.0f, 1.0f, 0.0f); // light position/direction - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 1, 0.0f, 1.0f, 0.0f, 0.0f); // diffuse color - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 2, 1.0f, 1.0f, 1.0f, 0.0f); // specular color + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 0, 0.0f, 0.0f, 1.0f, 0.0f); // light position/direction + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 1, 0.0f, 1.0f, 0.0f, 0.0f); // diffuse color + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 2, 1.0f, 1.0f, 1.0f, 0.0f); // specular color - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 3, 0.0f, 1.0f, 2.0f, 3.0f); // smoothstep constants + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 3, 0.0f, 1.0f, 2.0f, 3.0f); // smoothstep constants // sin Taylor series constants - 1, 1/3!, 1/5!, 1/7! - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 4, 1.0f, 1.0f / (3*2), 1.0f / (5*4*3*2), 1.0f / (7*6*5*4*3*2)); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 4, 1.0f, 1.0f / (3*2), 1.0f / (5*4*3*2), 1.0f / (7*6*5*4*3*2)); - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 5, 1.0f / (2.0f * SIN_PERIOD), 2.0f * SIN_PERIOD, SIN_PERIOD, SIN_PERIOD/2.0f); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 5, 1.0f / (2.0f * SIN_PERIOD), 2.0f * SIN_PERIOD, SIN_PERIOD, SIN_PERIOD/2.0f); // sin wave frequency, amplitude - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 6, 1.0f, 0.2f, 0.0f, 0.0f); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 6, 1.0f, 0.2f, 0.0f, 0.0f); // phase animation - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 7, 0.0f, 0.0f, 0.0f, 0.0f); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 7, 0.0f, 0.0f, 0.0f, 0.0f); // fisheye sphere radius - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 8, 1.0f, 0.0f, 0.0f, 0.0f); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 8, 1.0f, 0.0f, 0.0f, 0.0f); setWindowTitle(); @@ -296,21 +296,21 @@ public class VertexProgWarp extends Demo { ManipManager.getManipManager().updateCameraParameters((AWTGLAutoDrawable) drawable, viewer.getCameraParameters()); ManipManager.getManipManager().render((AWTGLAutoDrawable) drawable, gl); - gl.glBindProgram(GL2.GL_VERTEX_PROGRAM, programs[program]); - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 7, anim, 0.0f, 0.0f, 0.0f); + gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, programs[program]); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 7, anim, 0.0f, 0.0f, 0.0f); if (program==6) - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 6, (float) Math.sin(anim)*amp*50.0f, 0.0f, 0.0f, 0.0f); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 6, (float) Math.sin(anim)*amp*50.0f, 0.0f, 0.0f, 0.0f); else - gl.glProgramEnvParameter4f(GL2.GL_VERTEX_PROGRAM, 6, freq, amp, d, d+1); + gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 6, freq, amp, d, d+1); if (b['p']) - gl.glEnable(GL2.GL_VERTEX_PROGRAM); + gl.glEnable(GL2.GL_VERTEX_PROGRAM_ARB); gl.glDisable(GL.GL_TEXTURE_2D); gl.glCallList(obj+1); - gl.glDisable(GL2.GL_VERTEX_PROGRAM); + gl.glDisable(GL2.GL_VERTEX_PROGRAM_ARB); gl.glPopMatrix(); } |