/* * 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); } }