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

98 lines
3.1 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.ARBShaderObjects.*;
import static org.lwjgl.opengl.ARBVertexShader.*;
import static org.lwjgl.opengl.GL11.*;
final class ShaderVSH extends Shader {
final String file;
final String source;
final int shaderID;
final int programID;
final int uniformLocation;
ShaderVSH(final String shaderFile) {
file = shaderFile;
source = getShaderText(shaderFile);
shaderID = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
glShaderSourceARB(shaderID, source);
glCompileShaderARB(shaderID);
printShaderObjectInfoLog(file, shaderID);
if ( glGetObjectParameteriARB(shaderID, GL_OBJECT_COMPILE_STATUS_ARB) == GL_FALSE )
ShadersTest.kill("A compilation error occured in a vertex shader.");
programID = glCreateProgramObjectARB();
glAttachObjectARB(programID, shaderID);
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);
glUniform2fARB(uniformLocation, ShadersTest.getSin(), ShadersTest.getSpecularity() * 8.0f);
ShadersTest.renderObject();
glUseProgramObjectARB(0);
}
void cleanup() {
glDetachObjectARB(programID, shaderID);
glDeleteObjectARB(shaderID);
glDeleteObjectARB(programID);
}
}