/
ShaderProgram.java
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/
ShaderProgram.java
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/**
* Copyright (c) 2012, Matt DesLauriers 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 the Matt DesLauriers nor the names
* of his 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 HOLDER 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.
*/
package mdesl.graphics.glutils;
import static org.lwjgl.opengl.GL11.GL_FALSE;
import static org.lwjgl.opengl.GL20.GL_COMPILE_STATUS;
import static org.lwjgl.opengl.GL20.GL_FRAGMENT_SHADER;
import static org.lwjgl.opengl.GL20.GL_INFO_LOG_LENGTH;
import static org.lwjgl.opengl.GL20.GL_LINK_STATUS;
import static org.lwjgl.opengl.GL20.GL_VERTEX_SHADER;
import static org.lwjgl.opengl.GL20.glAttachShader;
import static org.lwjgl.opengl.GL20.glBindAttribLocation;
import static org.lwjgl.opengl.GL20.glCompileShader;
import static org.lwjgl.opengl.GL20.glCreateProgram;
import static org.lwjgl.opengl.GL20.glCreateShader;
import static org.lwjgl.opengl.GL20.glDeleteProgram;
import static org.lwjgl.opengl.GL20.glDeleteShader;
import static org.lwjgl.opengl.GL20.glDetachShader;
import static org.lwjgl.opengl.GL20.glGetProgram;
import static org.lwjgl.opengl.GL20.glGetProgramInfoLog;
import static org.lwjgl.opengl.GL20.glGetShader;
import static org.lwjgl.opengl.GL20.glGetShaderInfoLog;
import static org.lwjgl.opengl.GL20.glGetUniformLocation;
import static org.lwjgl.opengl.GL20.glLinkProgram;
import static org.lwjgl.opengl.GL20.glShaderSource;
import static org.lwjgl.opengl.GL20.glUseProgram;
import java.util.List;
/**
* A bare-bones ShaderProgram utility based on ra4king's ArcSynthesis Java ports.
*
* @author ra4king, modifications by davedes
*/
public class ShaderProgram {
public final int program;
public final int vertex;
public final int fragment;
protected String log;
public ShaderProgram(String vertexSource, String fragmentSource) {
this(vertexSource, fragmentSource, null);
}
public ShaderProgram(String vertexShader, String fragmentShader, List<VertexAttrib> attributes) {
vertex = compileShader(vertexShader, GL_VERTEX_SHADER);
fragment = compileShader(fragmentShader, GL_FRAGMENT_SHADER);
program = glCreateProgram();
glAttachShader(program, vertex);
glAttachShader(program, fragment);
if (attributes != null)
for (VertexAttrib a : attributes)
glBindAttribLocation(program, a.location, a.name);
glLinkProgram(program);
String infoLog = glGetProgramInfoLog(program, glGetProgram(program, GL_INFO_LOG_LENGTH));
if (glGetProgram(program, GL_LINK_STATUS) == GL_FALSE)
throw new RuntimeException(
"Failure in linking program. Error log:\n" + infoLog);
if (infoLog!=null && infoLog.trim().length()!=0)
log += infoLog;
glDetachShader(program, vertex);
glDetachShader(program, fragment);
glDeleteShader(vertex);
glDeleteShader(fragment);
}
private int compileShader(String source, int type) {
int shader = glCreateShader(type);
glShaderSource(shader, source);
glCompileShader(shader);
String infoLog = glGetShaderInfoLog(shader,
glGetShader(shader, GL_INFO_LOG_LENGTH));
if (glGetShader(shader, GL_COMPILE_STATUS) == GL_FALSE)
throw new RuntimeException("Failure in compiling " + getName(type)
+ ". Error log:\n" + infoLog);
if (infoLog!=null && infoLog.trim().length()!=0)
log += getName(type) +": "+infoLog + "\n";
return shader;
}
private String getName(int shaderType) {
if (shaderType == GL_VERTEX_SHADER)
return "GL_VERTEX_SHADER";
if (shaderType == GL_FRAGMENT_SHADER)
return "GL_FRAGMENT_SHADER";
else
return "shader";
}
public void begin() {
glUseProgram(program);
}
public void end() {
glUseProgram(0);
}
public void destroy() {
glDeleteProgram(program);
}
public int getUniformLocation(String str) {
return glGetUniformLocation(program, str);
}
}