diff options
Diffstat (limited to 'src/demos/proceduralTexturePhysics/Water.java')
-rw-r--r-- | src/demos/proceduralTexturePhysics/Water.java | 118 |
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); |