/* * 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 org.lwjgl.opengl.ARBFragmentProgram; import org.lwjgl.opengl.ARBVertexProgram; import static org.lwjgl.opengl.ARBProgram.*; import static org.lwjgl.opengl.GL11.*; final class ShaderFP extends Shader { final String vpFile; final String vpSource; final int vpID; final String fpFile; final String fpSource; final int fpID; ShaderFP(final String vpShaderFile, final String fpShaderFile) { // Initialize the vertex program. vpFile = vpShaderFile; vpSource = getShaderText(vpShaderFile); vpID = glGenProgramsARB(); glBindProgramARB(ARBVertexProgram.GL_VERTEX_PROGRAM_ARB, vpID); glProgramStringARB(ARBVertexProgram.GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, vpSource); checkProgramError(vpFile, vpSource); // Initialize the fragment program. fpFile = fpShaderFile; fpSource = getShaderText(fpShaderFile); fpID = glGenProgramsARB(); glBindProgramARB(ARBFragmentProgram.GL_FRAGMENT_PROGRAM_ARB, fpID); glProgramStringARB(ARBFragmentProgram.GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, fpSource); checkProgramError(fpFile, fpSource); } void render() { glEnable(ARBVertexProgram.GL_VERTEX_PROGRAM_ARB); glBindProgramARB(ARBVertexProgram.GL_VERTEX_PROGRAM_ARB, vpID); glEnable(ARBFragmentProgram.GL_FRAGMENT_PROGRAM_ARB); glBindProgramARB(ARBFragmentProgram.GL_FRAGMENT_PROGRAM_ARB, fpID); glProgramLocalParameter4fARB(ARBVertexProgram.GL_VERTEX_PROGRAM_ARB, 0, ShadersTest.getSin(), ShadersTest.getSpecularity() * 8.0f, 0.0f, 0.0f); glProgramLocalParameter4fARB(ARBFragmentProgram.GL_FRAGMENT_PROGRAM_ARB, 0, ShadersTest.getSin(), ShadersTest.getSpecularity() * 8.0f, -ShadersTest.getDisplayWidth() * 0.5f, -ShadersTest.getDisplayHeight() * 0.5f); ShadersTest.renderObject(); glDisable(ARBVertexProgram.GL_VERTEX_PROGRAM_ARB); glDisable(ARBFragmentProgram.GL_FRAGMENT_PROGRAM_ARB); } void cleanup() { glDeleteProgramsARB(vpID); glDeleteProgramsARB(fpID); } }