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Lightweight Java Game Library 2.4.2 » org » lwjgl » test » opengl » shaders » ShaderFSH.java
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/*
 * Created by LWJGL.
 * User: spasi
 * Date: 2004-03-30
 * Time: 9:55:38 pm
 */

package org.lwjgl.test.opengl.shaders;

import org.lwjgl.opengl.ARBFragmentShader;
import org.lwjgl.opengl.ARBShaderObjects;
import org.lwjgl.opengl.ARBVertexShader;
import 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 = ARBShaderObjects.glCreateShaderObjectARB(ARBVertexShader.GL_VERTEX_SHADER_ARB);
    ARBShaderObjects.glShaderSourceARB(vshID, vshSource);
    ARBShaderObjects.glCompileShaderARB(vshID);

    printShaderObjectInfoLog(this.vshFile, vshID);

    if ( ARBShaderObjects.glGetObjectParameteriARB(vshID, ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB) == GL11.GL_FALSE )
      ShadersTest.kill("A compilation error occured in a vertex shader.");

    // Initialize the fragment shader.
    this.fshFile = fshFile;
    fshSource = getShaderText(fshFile);

    fshID = ARBShaderObjects.glCreateShaderObjectARB(ARBFragmentShader.GL_FRAGMENT_SHADER_ARB);
    ARBShaderObjects.glShaderSourceARB(fshID, fshSource);
    ARBShaderObjects.glCompileShaderARB(fshID);

    printShaderObjectInfoLog(this.fshFile, fshID);

    if ( ARBShaderObjects.glGetObjectParameteriARB(fshID, ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB) == GL11.GL_FALSE )
      ShadersTest.kill("A compilation error occured in a fragment shader.");

    // Initialize the shader program.
    programID = ARBShaderObjects.glCreateProgramObjectARB();

    ARBShaderObjects.glAttachObjectARB(programID, vshID);
    ARBShaderObjects.glAttachObjectARB(programID, fshID);

    ARBShaderObjects.glLinkProgramARB(programID);

    printShaderProgramInfoLog(programID);

    if ( ARBShaderObjects.glGetObjectParameteriARB(programID, ARBShaderObjects.GL_OBJECT_LINK_STATUS_ARB) == GL11.GL_FALSE )
      ShadersTest.kill("A linking error occured in a shader program.");

    uniformLocation = getUniformLocation(programID, "UNIFORMS");
  }

  void render() {
    ARBShaderObjects.glUseProgramObjectARB(programID);

    ARBShaderObjects.glUniform4fARB(uniformLocation,
                                    ShadersTest.getSin(), ShadersTest.getSpecularity() * 8.0f,
                                    -ShadersTest.getDisplayWidth() * 0.5f, -ShadersTest.getDisplayHeight() * 0.5f);

    ShadersTest.renderObject();

    ARBShaderObjects.glUseProgramObjectARB(0);
  }

  void cleanup() {
    ARBShaderObjects.glDetachObjectARB(programID, vshID);
    ARBShaderObjects.glDetachObjectARB(programID, fshID);

    ARBShaderObjects.glDeleteObjectARB(vshID);
    ARBShaderObjects.glDeleteObjectARB(fshID);

    ARBShaderObjects.glDeleteObjectARB(programID);
  }

}
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