/* * 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.ARBVertexProgram.*; import static org.lwjgl.opengl.GL11.*; final class ShaderVP extends Shader { final String file; final String source; final int ID; ShaderVP(final String shaderFile) { file = shaderFile; source = getShaderText(shaderFile); ID = glGenProgramsARB(); glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ID); glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, source); checkProgramError(file, source); } void render() { glEnable(GL_VERTEX_PROGRAM_ARB); glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ID); glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 0, ShadersTest.getSin(), ShadersTest.getSpecularity() * 8.0f, 0.0f, 0.0f); ShadersTest.renderObject(); glDisable(GL_VERTEX_PROGRAM_ARB); } void cleanup() { glDeleteProgramsARB(ID); } }