/** * The MIT License (MIT) * * Copyright (c) 2015 Tyler Bucher * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package org.ajgl.graphics.shaders; import java.nio.ByteBuffer; import java.nio.IntBuffer; import org.lwjgl.PointerBuffer; import org.lwjgl.opengl.GL20; /** * This class is designed to provide direct access * to OpenGL shader functions. * @author Tyler Bucher */ public final class ShaderUtil { public static final int VERTEX_SHADER = GL20.GL_VERTEX_SHADER; // Vertex Shader public static final int FRAGMENT_SHADER = GL20.GL_FRAGMENT_SHADER; // Fragment shader /** * Single String version of {@link #shaderSource(int, CharSequence) shaderSource}. * @param shaderID - The id of the shader (given by OpenGL). * @param source - The source of a shader file. */ public static void shaderSource(int shaderID, CharSequence source) { GL20.glShaderSource(shaderID, source); } /** * String Array version of {@link #shaderSource(int, CharSequence) shaderSource}. * @param shaderID - The id of the shader (given by OpenGL). * @param source - The array source of a shader file. */ public static void shaderSource(int shaderID, CharSequence... source) { GL20.glShaderSource(shaderID, source); } /** * Alternate String version of {@link #shaderSource(int, CharSequence) shaderSource}. * @param shaderID - The id of the shader (given by OpenGL). * @param strings - An array of pointers to strings containing the source code to be loaded into the shader. * @param length - An array of string lengths. */ public static void shaderSource(int shaderID, PointerBuffer strings, IntBuffer length) { GL20.glShaderSource(shaderID, strings, length); } /** * Sets the source code in shader to the source code in the array of strings specified * by strings. Any source code previously stored in the shader object is completely replaced. * @param shaderID - The id of the shader (given by OpenGL). * @param source - The source of a shader file. * @param count - The number of elements in the string and length arrays. * @param strings - An array of pointers to strings containing the source code to be loaded into the shader. * @param length - An array of string lengths. */ public static void shaderSource(int shaderID, int count, ByteBuffer strings, ByteBuffer length) { GL20.glShaderSource(shaderID, count, strings, length); } /** * Complies a shader. * @param shaderID - The id of a shader to be compiled. */ public static void compileShader(int shaderID) { GL20.glCompileShader(shaderID); } /** * Deletes a shader. * @param shaderID - The id of a shader to be deleted. */ public static void deleteShader(int shaderID) { GL20.glDeleteShader(shaderID); } }