Java tutorial
/******************************************************************************* * MIT License * * Copyright (c) 2016 Ashur Rafiev * * 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 com.xrbpowered.gl.res.shaders; import org.lwjgl.opengl.GL20; import com.xrbpowered.gl.scene.Scene; public class SceneShader extends Shader { protected int projectionMatrixLocation; protected int viewMatrixLocation; protected int cameraPositionLocation; protected Scene scene = null; public SceneShader(VertexInfo info, String pathVS, String pathFS) { super(info, pathVS, pathFS); } public SceneShader(Scene scene, VertexInfo info, String pathVS, String pathFS) { super(info, pathVS, pathFS); this.scene = scene; } public void setScene(Scene scene) { this.scene = scene; } public Scene getScene() { return scene; } @Override protected void storeUniformLocations() { projectionMatrixLocation = GL20.glGetUniformLocation(pId, "projectionMatrix"); viewMatrixLocation = GL20.glGetUniformLocation(pId, "viewMatrix"); cameraPositionLocation = GL20.glGetUniformLocation(pId, "cameraPosition"); } @Override public void updateUniforms() { if (scene == null) return; uniform(projectionMatrixLocation, scene.activeCamera.getProjection()); uniform(viewMatrixLocation, scene.activeCamera.getView()); if (cameraPositionLocation >= 0) uniform(cameraPositionLocation, scene.activeCamera.position); } }