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package demos.dualDepthPeeling;
// Translated from C++ Version see below:
//
// GLSLProgramObject.h - Wrapper for GLSL program objects
//
// Author: Louis Bavoil
// Email: sdkfeedback@nvidia.com
//
// Copyright (c) NVIDIA Corporation. All rights reserved.
////////////////////////////////////////////////////////////////////////////////
import com.jogamp.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);
}
};
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