98 lines
3.1 KiB
Java
98 lines
3.1 KiB
Java
/*
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* Copyright (c) 2002-2008 LWJGL Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'LWJGL' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/*
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* Created by LWJGL.
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* User: spasi
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* Date: 2004-03-30
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* Time: 9:55:38 pm
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*/
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package org.lwjgl.test.opengl.shaders;
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import static org.lwjgl.opengl.ARBShaderObjects.*;
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import static org.lwjgl.opengl.ARBVertexShader.*;
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import static org.lwjgl.opengl.GL11.*;
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final class ShaderVSH extends Shader {
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final String file;
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final String source;
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final int shaderID;
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final int programID;
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final int uniformLocation;
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ShaderVSH(final String shaderFile) {
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file = shaderFile;
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source = getShaderText(shaderFile);
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shaderID = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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glShaderSourceARB(shaderID, source);
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glCompileShaderARB(shaderID);
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printShaderObjectInfoLog(file, shaderID);
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if ( glGetObjectParameteriARB(shaderID, GL_OBJECT_COMPILE_STATUS_ARB) == GL_FALSE )
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ShadersTest.kill("A compilation error occured in a vertex shader.");
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programID = glCreateProgramObjectARB();
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glAttachObjectARB(programID, shaderID);
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glLinkProgramARB(programID);
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printShaderProgramInfoLog(programID);
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if ( glGetObjectParameteriARB(programID, GL_OBJECT_LINK_STATUS_ARB) == GL_FALSE )
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ShadersTest.kill("A linking error occured in a shader program.");
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uniformLocation = getUniformLocation(programID, "UNIFORMS");
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}
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void render() {
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glUseProgramObjectARB(programID);
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glUniform2fARB(uniformLocation, ShadersTest.getSin(), ShadersTest.getSpecularity() * 8.0f);
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ShadersTest.renderObject();
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glUseProgramObjectARB(0);
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}
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void cleanup() {
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glDetachObjectARB(programID, shaderID);
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glDeleteObjectARB(shaderID);
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glDeleteObjectARB(programID);
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}
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} |