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Diffstat (limited to 'src/demos/proceduralTexturePhysics/Water.java')
-rw-r--r--src/demos/proceduralTexturePhysics/Water.java118
1 files changed, 59 insertions, 59 deletions
diff --git a/src/demos/proceduralTexturePhysics/Water.java b/src/demos/proceduralTexturePhysics/Water.java
index 68c6c93..16b520f 100644
--- a/src/demos/proceduralTexturePhysics/Water.java
+++ b/src/demos/proceduralTexturePhysics/Water.java
@@ -236,7 +236,7 @@ public class Water {
} else {
gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL);
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glEnable(GL.GL_TEXTURE_2D);
}
@@ -255,38 +255,38 @@ public class Water {
gl.glCallList(displayListIDs[CA_FRAGMENT_PROGRAM_REFLECT]);
// Draw quad over full display
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_NORMAL_MAP]);
gl.glDisable(GL.GL_TEXTURE_2D);
- gl.glActiveTextureARB(GL.GL_TEXTURE3_ARB);
- gl.glBindTexture(GL.GL_TEXTURE_CUBE_MAP_ARB, staticTextureIDs[CA_TEXTURE_CUBEMAP]);
+ gl.glActiveTexture(GL.GL_TEXTURE3);
+ gl.glBindTexture(GL.GL_TEXTURE_CUBE_MAP, staticTextureIDs[CA_TEXTURE_CUBEMAP]);
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glColor4f(1, 1, 1, 1);
gl.glBegin(GL.GL_QUADS);
- gl.glMultiTexCoord2fARB(GL.GL_TEXTURE0_ARB, 0,0);
- gl.glMultiTexCoord4fARB(GL.GL_TEXTURE1_ARB, matRot.get(0,0), matRot.get(0,1), matRot.get(0,2), 1);
- gl.glMultiTexCoord4fARB(GL.GL_TEXTURE2_ARB, matRot.get(1,0), matRot.get(1,1), matRot.get(1,2), 1);
- gl.glMultiTexCoord4fARB(GL.GL_TEXTURE3_ARB, matRot.get(2,0), matRot.get(2,1), matRot.get(2,2), 1);
+ gl.glMultiTexCoord2f(GL.GL_TEXTURE0, 0,0);
+ gl.glMultiTexCoord4f(GL.GL_TEXTURE1, matRot.get(0,0), matRot.get(0,1), matRot.get(0,2), 1);
+ gl.glMultiTexCoord4f(GL.GL_TEXTURE2, matRot.get(1,0), matRot.get(1,1), matRot.get(1,2), 1);
+ gl.glMultiTexCoord4f(GL.GL_TEXTURE3, matRot.get(2,0), matRot.get(2,1), matRot.get(2,2), 1);
gl.glVertex2f(-1,-1);
- gl.glMultiTexCoord2fARB(GL.GL_TEXTURE0_ARB, 1,0);
- gl.glMultiTexCoord4fARB(GL.GL_TEXTURE1_ARB, matRot.get(0,0), matRot.get(0,1), matRot.get(0,2), -1);
- gl.glMultiTexCoord4fARB(GL.GL_TEXTURE2_ARB, matRot.get(1,0), matRot.get(1,1), matRot.get(1,2), 1);
- gl.glMultiTexCoord4fARB(GL.GL_TEXTURE3_ARB, matRot.get(2,0), matRot.get(2,1), matRot.get(2,2), 1);
+ gl.glMultiTexCoord2f(GL.GL_TEXTURE0, 1,0);
+ gl.glMultiTexCoord4f(GL.GL_TEXTURE1, matRot.get(0,0), matRot.get(0,1), matRot.get(0,2), -1);
+ gl.glMultiTexCoord4f(GL.GL_TEXTURE2, matRot.get(1,0), matRot.get(1,1), matRot.get(1,2), 1);
+ gl.glMultiTexCoord4f(GL.GL_TEXTURE3, matRot.get(2,0), matRot.get(2,1), matRot.get(2,2), 1);
gl.glVertex2f( 1,-1);
- gl.glMultiTexCoord2fARB(GL.GL_TEXTURE0_ARB, 1,1);
- gl.glMultiTexCoord4fARB(GL.GL_TEXTURE1_ARB, matRot.get(0,0), matRot.get(0,1), matRot.get(0,2), -1);
- gl.glMultiTexCoord4fARB(GL.GL_TEXTURE2_ARB, matRot.get(1,0), matRot.get(1,1), matRot.get(1,2), -1);
- gl.glMultiTexCoord4fARB(GL.GL_TEXTURE3_ARB, matRot.get(2,0), matRot.get(2,1), matRot.get(2,2), 1);
+ gl.glMultiTexCoord2f(GL.GL_TEXTURE0, 1,1);
+ gl.glMultiTexCoord4f(GL.GL_TEXTURE1, matRot.get(0,0), matRot.get(0,1), matRot.get(0,2), -1);
+ gl.glMultiTexCoord4f(GL.GL_TEXTURE2, matRot.get(1,0), matRot.get(1,1), matRot.get(1,2), -1);
+ gl.glMultiTexCoord4f(GL.GL_TEXTURE3, matRot.get(2,0), matRot.get(2,1), matRot.get(2,2), 1);
gl.glVertex2f( 1, 1);
- gl.glMultiTexCoord2fARB(GL.GL_TEXTURE0_ARB, 0,1);
- gl.glMultiTexCoord4fARB(GL.GL_TEXTURE1_ARB, matRot.get(0,0), matRot.get(0,1), matRot.get(0,2), 1);
- gl.glMultiTexCoord4fARB(GL.GL_TEXTURE2_ARB, matRot.get(1,0), matRot.get(1,1), matRot.get(1,2), -1);
- gl.glMultiTexCoord4fARB(GL.GL_TEXTURE3_ARB, matRot.get(2,0), matRot.get(2,1), matRot.get(2,2), 1);
+ gl.glMultiTexCoord2f(GL.GL_TEXTURE0, 0,1);
+ gl.glMultiTexCoord4f(GL.GL_TEXTURE1, matRot.get(0,0), matRot.get(0,1), matRot.get(0,2), 1);
+ gl.glMultiTexCoord4f(GL.GL_TEXTURE2, matRot.get(1,0), matRot.get(1,1), matRot.get(1,2), -1);
+ gl.glMultiTexCoord4f(GL.GL_TEXTURE3, matRot.get(2,0), matRot.get(2,1), matRot.get(2,2), 1);
gl.glVertex2f(-1, 1);
gl.glEnd();
@@ -298,7 +298,7 @@ public class Water {
case CA_FULLSCREEN_NORMALMAP: {
// Draw quad over full display
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_NORMAL_MAP]);
gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);
@@ -307,7 +307,7 @@ public class Water {
case CA_FULLSCREEN_HEIGHT: {
// Draw quad over full display
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightOutput);
gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);
@@ -316,7 +316,7 @@ public class Water {
case CA_FULLSCREEN_FORCE: {
// Draw quad over full display
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_FORCE_TARGET]);
gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);
@@ -326,7 +326,7 @@ public class Water {
case CA_TILED_THREE_WINDOWS: {
// Draw quad over full display
// lower left
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_FORCE_TARGET]);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glPushMatrix();
@@ -681,7 +681,7 @@ public class Water {
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
// Now we need to copy the resulting pixels into the intermediate force field texture
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, texVelocityInput);
// use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture
@@ -726,7 +726,7 @@ public class Water {
// set current source texture for stage 0 texture
for (int i = 0; i < 4; i++)
{
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB + i);
+ gl.glActiveTexture(GL.GL_TEXTURE0 + i);
gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightInput);
gl.glEnable(GL.GL_TEXTURE_2D);
}
@@ -751,7 +751,7 @@ public class Water {
gl.glDisable(GL.GL_FRAGMENT_PROGRAM_ARB);
// Now we need to copy the resulting pixels into the intermediate force field texture
- gl.glActiveTextureARB(GL.GL_TEXTURE2_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE2);
gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_FORCE_INTERMEDIATE]);
// use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture
@@ -780,7 +780,7 @@ public class Water {
gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, wrapMode);
gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, wrapMode);
- gl.glActiveTextureARB(GL.GL_TEXTURE3_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE3);
gl.glDisable(GL.GL_TEXTURE_2D);
// vertex program already bound.
@@ -793,7 +793,7 @@ public class Water {
gl.glDisable(GL.GL_FRAGMENT_PROGRAM_ARB);
// Now we need to copy the resulting pixels into the intermediate force field texture
- gl.glActiveTextureARB(GL.GL_TEXTURE1_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE1);
gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_FORCE_TARGET]);
// use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture
@@ -810,13 +810,13 @@ public class Water {
// bind the vertex program to be used for this step and the next one.
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, texVelocityInput);
- gl.glActiveTextureARB(GL.GL_TEXTURE1_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE1);
gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_FORCE_TARGET]);
- gl.glActiveTextureARB(GL.GL_TEXTURE2_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE2);
gl.glDisable(GL.GL_TEXTURE_2D);
- gl.glActiveTextureARB(GL.GL_TEXTURE3_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE3);
gl.glDisable(GL.GL_TEXTURE_2D);
// Draw the quad to add in force.
@@ -845,7 +845,7 @@ public class Water {
}
// Now we need to copy the resulting pixels into the velocity texture
- gl.glActiveTextureARB(GL.GL_TEXTURE1_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE1);
gl.glBindTexture(GL.GL_TEXTURE_2D, texVelocityOutput);
// use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture
@@ -856,9 +856,9 @@ public class Water {
gl.glCallList(displayListIDs[CA_FRAGMENT_PROGRAM_APPLY_VELOCITY]);
gl.glEnable(GL.GL_VERTEX_PROGRAM_ARB);
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightInput);
- gl.glActiveTextureARB(GL.GL_TEXTURE1_ARB); // velocity output already bound
+ gl.glActiveTexture(GL.GL_TEXTURE1); // velocity output already bound
gl.glEnable(GL.GL_TEXTURE_2D);
// use offsets of zero
@@ -870,7 +870,7 @@ public class Water {
gl.glDisable(GL.GL_FRAGMENT_PROGRAM_ARB);
// Now we need to copy the resulting pixels into the input height texture
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightInput);
// use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture
@@ -882,7 +882,7 @@ public class Water {
// offsets with bilinear on
for (int i = 1; i < 4; i++) {
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB + i);
+ gl.glActiveTexture(GL.GL_TEXTURE0 + i);
gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightInput);
gl.glEnable(GL.GL_TEXTURE_2D);
}
@@ -902,7 +902,7 @@ public class Water {
}
// Now we need to copy the resulting pixels into the velocity texture
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightOutput);
// use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture
@@ -933,7 +933,7 @@ public class Water {
private void createNormalMap(GL gl) {
// use the height output on all four texture stages
for (int i = 0; i < 4; i++) {
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB + i);
+ gl.glActiveTexture(GL.GL_TEXTURE0 + i);
gl.glBindTexture(GL.GL_TEXTURE_2D, texHeightOutput);
gl.glEnable(GL.GL_TEXTURE_2D);
}
@@ -960,7 +960,7 @@ public class Water {
gl.glDisable(GL.GL_FRAGMENT_PROGRAM_ARB);
// Now we need to copy the resulting pixels into the normal map
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, dynamicTextureIDs[CA_TEXTURE_NORMAL_MAP]);
// use CopyTexSubImage for speed (even though we copy all of it) since we pre-allocated the texture
@@ -970,7 +970,7 @@ public class Water {
private void drawInteriorBoundaryObjects(GL gl) {
gl.glDisable(GL.GL_REGISTER_COMBINERS_NV);
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, staticTextureIDs[CA_TEXTURE_INITIAL_MAP]);
gl.glEnable(GL.GL_TEXTURE_2D);
@@ -978,7 +978,7 @@ public class Water {
// disable other texture units.
for (int i = 1; i < 4; i++) {
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB + i);
+ gl.glActiveTexture(GL.GL_TEXTURE0 + i);
gl.glDisable(GL.GL_TEXTURE_2D);
}
@@ -988,7 +988,7 @@ public class Water {
gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);
if (spinLogo) {
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, staticTextureIDs[CA_TEXTURE_SPIN]);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glPushMatrix();
@@ -1023,27 +1023,27 @@ public class Water {
}
private void loadCubeMap(GL gl, int id, String filenamePattern, boolean mipmap) {
- int[] faces = new int[] { GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
- GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
- GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
- GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
- GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
- GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB };
+ int[] faces = new int[] { GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL.GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
+ GL.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z };
String[] faceNames = new String[] { "posx", "negx", "posy", "negy", "posz", "negz" };
// create and bind a cubemap texture object
- gl.glBindTexture(GL.GL_TEXTURE_CUBE_MAP_ARB, id);
+ gl.glBindTexture(GL.GL_TEXTURE_CUBE_MAP, id);
// enable automipmap generation if needed.
- gl.glTexParameteri(GL.GL_TEXTURE_CUBE_MAP_ARB, GL.GL_GENERATE_MIPMAP_SGIS, (mipmap ? 1 : 0));
+ gl.glTexParameteri(GL.GL_TEXTURE_CUBE_MAP, GL.GL_GENERATE_MIPMAP_SGIS, (mipmap ? 1 : 0));
if (mipmap)
- gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP_ARB, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
+ gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
else
- gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP_ARB, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
- gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP_ARB, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
- gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP_ARB, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
- gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP_ARB, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
+ gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
+ gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
+ gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
+ gl.glTexParameterf(GL.GL_TEXTURE_CUBE_MAP, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
// load 6 faces.
MessageFormat fmt = new MessageFormat(filenamePattern);
@@ -1191,11 +1191,11 @@ public class Water {
gl.glDisable(GL.GL_FRAGMENT_PROGRAM_ARB);
gl.glDisable(GL.GL_VERTEX_PROGRAM_ARB);
- gl.glActiveTextureARB(GL.GL_TEXTURE0_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, staticTextureIDs[CA_TEXTURE_DROPLET]);
gl.glEnable(GL.GL_TEXTURE_2D);
- gl.glActiveTextureARB(GL.GL_TEXTURE1_ARB);
+ gl.glActiveTexture(GL.GL_TEXTURE1);
gl.glDisable(GL.GL_TEXTURE_2D);
gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE);