lwjgl/src/java/org/lwjgl/test/opengl/shaders/ShaderFSH.java

127 lines
3.9 KiB
Java

/*
* Copyright (c) 2002-2008 LWJGL Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'LWJGL' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* Created by LWJGL.
* User: spasi
* Date: 2004-03-30
* Time: 9:55:38 pm
*/
package org.lwjgl.test.opengl.shaders;
import static org.lwjgl.opengl.ARBFragmentShader.*;
import static org.lwjgl.opengl.ARBShaderObjects.*;
import static org.lwjgl.opengl.ARBVertexShader.*;
import static org.lwjgl.opengl.GL11.*;
final class ShaderFSH extends Shader {
final String vshFile;
final String vshSource;
final int vshID;
final String fshFile;
final String fshSource;
final int fshID;
final int programID;
final int uniformLocation;
ShaderFSH(final String vshFile, final String fshFile) {
// Initialize the vertex shader.
this.vshFile = vshFile;
vshSource = getShaderText(vshFile);
vshID = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
glShaderSourceARB(vshID, vshSource);
glCompileShaderARB(vshID);
printShaderObjectInfoLog(this.vshFile, vshID);
if ( glGetObjectParameteriARB(vshID, GL_OBJECT_COMPILE_STATUS_ARB) == GL_FALSE )
ShadersTest.kill("A compilation error occured in a vertex shader.");
// Initialize the fragment shader.
this.fshFile = fshFile;
fshSource = getShaderText(fshFile);
fshID = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB(fshID, fshSource);
glCompileShaderARB(fshID);
printShaderObjectInfoLog(this.fshFile, fshID);
if ( glGetObjectParameteriARB(fshID, GL_OBJECT_COMPILE_STATUS_ARB) == GL_FALSE )
ShadersTest.kill("A compilation error occured in a fragment shader.");
// Initialize the shader program.
programID = glCreateProgramObjectARB();
glAttachObjectARB(programID, vshID);
glAttachObjectARB(programID, fshID);
glLinkProgramARB(programID);
printShaderProgramInfoLog(programID);
if ( glGetObjectParameteriARB(programID, GL_OBJECT_LINK_STATUS_ARB) == GL_FALSE )
ShadersTest.kill("A linking error occured in a shader program.");
uniformLocation = getUniformLocation(programID, "UNIFORMS");
}
void render() {
glUseProgramObjectARB(programID);
glUniform4fARB(uniformLocation,
ShadersTest.getSin(), ShadersTest.getSpecularity() * 8.0f,
-ShadersTest.getDisplayWidth() * 0.5f, -ShadersTest.getDisplayHeight() * 0.5f);
ShadersTest.renderObject();
glUseProgramObjectARB(0);
}
void cleanup() {
glDetachObjectARB(programID, vshID);
glDetachObjectARB(programID, fshID);
glDeleteObjectARB(vshID);
glDeleteObjectARB(fshID);
glDeleteObjectARB(programID);
}
}