Package org.terasology.rendering.assets.material

Examples of org.terasology.rendering.assets.material.Material.enable()


    private void renderHand(float bobOffset, float handMovementAnimationOffset) {
        Material shader = Assets.getMaterial("engine:prog.block");
        shader.activateFeature(ShaderProgramFeature.FEATURE_USE_MATRIX_STACK);

        shader.enable();
        shader.setFloat("sunlight", worldRenderer.getSunlightValue(), true);
        shader.setFloat("blockLight", worldRenderer.getBlockLightValue(), true);
        glBindTexture(GL11.GL_TEXTURE_2D, handTex.getId());

        glPushMatrix();
View Full Code Here


    private void renderIcon(TextureRegion iconTexture, float bobOffset, float handMovementAnimationOffset) {
        Material shader = Assets.getMaterial("engine:prog.block");
        shader.activateFeature(ShaderProgramFeature.FEATURE_USE_MATRIX_STACK);

        shader.enable();

        shader.setBoolean("textured", false, true);

        shader.setFloat("sunlight", worldRenderer.getSunlightValue(), true);
        shader.setFloat("blockLight", worldRenderer.getBlockLightValue(), true);
View Full Code Here

        // Adjust the brightness of the block according to the current position of the player
        Material shader = Assets.getMaterial("engine:prog.block");
        shader.activateFeature(ShaderProgramFeature.FEATURE_USE_MATRIX_STACK);

        shader.enable();

        glPushMatrix();

        glTranslatef(1.0f, -0.7f + bobOffset - handMovementAnimationOffset * 0.5f, -1.5f - handMovementAnimationOffset * 0.5f);
        glRotatef(-25f - handMovementAnimationOffset * 64.0f, 1.0f, 0.0f, 0.0f);
View Full Code Here

            material = Assets.getMaterial("engine:prog.debug");
        } else {
            material = Assets.getMaterial("engine:prog.post");
        }

        material.enable();

        bindFbo("sceneFinal");

        if (stereoRenderState == StereoRenderState.MONO || stereoRenderState == StereoRenderState.OCULUS_LEFT_EYE) {
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
View Full Code Here

        Material material;

        if (config.getRendering().isOculusVrSupport()) {
            material = Assets.getMaterial("engine:prog.ocDistortion");
            material.enable();

            updateOcShaderParametersForVP(material, 0, 0, rtFullWidth / 2, rtFullHeight, StereoRenderState.OCULUS_LEFT_EYE);
        } else {
            if (config.getRendering().getDebug().isEnabled()) {
                material = Assets.getMaterial("engine:prog.debug");
View Full Code Here

                material = Assets.getMaterial("engine:prog.debug");
            } else {
                material = Assets.getMaterial("engine:prog.post");
            }

            material.enable();
        }

        renderFullscreenQuad(0, 0, org.lwjgl.opengl.Display.getWidth(), org.lwjgl.opengl.Display.getHeight());

        if (config.getRendering().isOculusVrSupport()) {
View Full Code Here

        attachDepthBufferToFbo("sceneOpaque", "sceneReflectiveRefractive");
    }

    private void applyLightBufferPass(String target) {
        Material program = Assets.getMaterial("engine:prog.lightBufferPass");
        program.enable();

        DefaultRenderingProcess.FBO targetFbo = getFBO(target);

        int texId = 0;
        if (targetFbo != null) {
View Full Code Here

        skyBand.bind();
        setRenderBufferMask(true, false, false);

        Material material = Assets.getMaterial("engine:prog.blur");

        material.enable();
        material.setFloat("radius", 8.0f, true);
        material.setFloat2("texelSize", 1.0f / skyBand.width, 1.0f / skyBand.height, true);

        if (id == 0) {
            bindFboTexture("sceneOpaque");
View Full Code Here

        glViewport(0, 0, rtFullWidth, rtFullHeight);
    }

    private void generateSSAO() {
        Material ssaoShader = Assets.getMaterial("engine:prog.ssao");
        ssaoShader.enable();

        FBO ssao = getFBO("ssao");

        if (ssao == null) {
            return;
View Full Code Here

        glViewport(0, 0, rtFullWidth, rtFullHeight);
    }

    private void generateBlurredSSAO() {
        Material shader = Assets.getMaterial("engine:prog.ssaoBlur");
        shader.enable();

        FBO ssao = getFBO("ssaoBlurred");

        if (ssao == null) {
            return;
View Full Code Here

TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.