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ShaderFSH.java from Lightweight Java Game Library at Krugle


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/* 
 * Copyright (c) 2002-2004 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 java.nio.ByteBuffer;

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 ByteBuffer vshSource;

	final int vshID;

	final String fshFile;
	final ByteBuffer 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);

		ARBShaderObjects.glGetObjectParameterARB(vshID, ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB, programBuffer);
		if ( programBuffer.get(0) == 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);

		ARBShaderObjects.glGetObjectParameterARB(fshID, ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB, programBuffer);
		if ( programBuffer.get(0) == 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);

		ARBShaderObjects.glGetObjectParameterARB(programID, ARBShaderObjects.GL_OBJECT_LINK_STATUS_ARB, programBuffer);
		if ( programBuffer.get(0) == 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);
	}

}



See more files for this project here

Lightweight Java Game Library

A Java Game Library extension: 1. Handles the graphics, sound, and input simply 2. Wraps OpenGL, OpenAL, fmod3 and DevIL 3. Hires timers LWJGL currently supports Linux, Mac OS X (10.2 and above) and Windows (98 and above).

Project homepage: http://sourceforge.net/projects/java-game-lib
Programming language(s): C,Java
License: other

  Shader.java
  ShaderFP.java
  ShaderFSH.java
  ShaderVP.java
  ShaderVSH.java
  ShadersTest.java
  shaderFP.fp
  shaderFP.vp
  shaderFSH.fsh
  shaderFSH.vsh
  shaderVP.vp
  shaderVSH.vsh