95 lines
2.4 KiB
Java
95 lines
2.4 KiB
Java
package chess.view.render.shader;
|
|
|
|
import java.nio.FloatBuffer;
|
|
import java.nio.IntBuffer;
|
|
|
|
import org.joml.Matrix4f;
|
|
import org.joml.Vector3f;
|
|
import org.lwjgl.BufferUtils;
|
|
import org.lwjgl.opengl.GL30;
|
|
import org.lwjgl.system.MemoryStack;
|
|
|
|
public abstract class ShaderProgram {
|
|
private int programId;
|
|
private int vertexShaderId;
|
|
private int fragmentShaderId;
|
|
|
|
public ShaderProgram() {
|
|
this.programId = 0;
|
|
this.vertexShaderId = 0;
|
|
this.fragmentShaderId = 0;
|
|
}
|
|
|
|
public void Start() {
|
|
GL30.glUseProgram(this.programId);
|
|
}
|
|
|
|
public void Stop() {
|
|
GL30.glUseProgram(0);
|
|
}
|
|
|
|
public void LoadProgram(String vertexSource, String fragmentSource) {
|
|
this.vertexShaderId = LoadShader(vertexSource, GL30.GL_VERTEX_SHADER);
|
|
this.fragmentShaderId = LoadShader(fragmentSource, GL30.GL_FRAGMENT_SHADER);
|
|
|
|
this.programId = GL30.glCreateProgram();
|
|
GL30.glAttachShader(this.programId, vertexShaderId);
|
|
GL30.glAttachShader(this.programId, this.fragmentShaderId);
|
|
GL30.glLinkProgram(this.programId);
|
|
GL30.glValidateProgram(this.programId);
|
|
|
|
if (GL30.glGetProgrami(programId, GL30.GL_VALIDATE_STATUS) == 0) {
|
|
System.err.println("Warning validating Shader code: " + GL30.glGetProgramInfoLog(programId, 1024));
|
|
}
|
|
|
|
GetAllUniformLocation();
|
|
}
|
|
|
|
private int LoadShader(String source, int type) {
|
|
int shaderId = GL30.glCreateShader(type);
|
|
|
|
GL30.glShaderSource(shaderId, source);
|
|
GL30.glCompileShader(shaderId);
|
|
|
|
IntBuffer compileSuccesful = BufferUtils.createIntBuffer(1);
|
|
GL30.glGetShaderiv(shaderId, GL30.GL_COMPILE_STATUS, compileSuccesful);
|
|
|
|
if (compileSuccesful.get() != 1) {
|
|
System.out.println("Shader did not compile !");
|
|
return -1;
|
|
|
|
}
|
|
|
|
return shaderId;
|
|
}
|
|
|
|
protected abstract void GetAllUniformLocation();
|
|
|
|
protected int GetUniformLocation(String uniformName) {
|
|
int location = GL30.glGetUniformLocation(programId, uniformName);
|
|
if (location == -1) {
|
|
System.out.println("Uniform value not found !");
|
|
}
|
|
return location;
|
|
}
|
|
|
|
public void LoadFloat(int location, float value) {
|
|
GL30.glUniform1f(location, value);
|
|
}
|
|
|
|
public void LoadInt(int location, int value) {
|
|
GL30.glUniform1i(location, value);
|
|
}
|
|
|
|
public void LoadVector(int location, Vector3f vector) {
|
|
GL30.glUniform3f(location, vector.x, vector.y, vector.z);
|
|
}
|
|
|
|
public void LoadMat4(int location, Matrix4f mat) {
|
|
try (MemoryStack stack = MemoryStack.stackPush()) {
|
|
FloatBuffer buffer = mat.get(stack.mallocFloat(16));
|
|
GL30.glUniformMatrix4fv(location, false, buffer);
|
|
}
|
|
}
|
|
}
|