Java tutorial
/** ** This file is part of the project https://github.com/toss-dev/VoxelEngine ** ** License is available here: https://raw.githubusercontent.com/toss-dev/VoxelEngine/master/LICENSE.md ** ** PEREIRA Romain ** 4-----7 ** /| /| ** 0-----3 | ** | 5___|_6 ** |/ | / ** 1-----2 */ package com.grillecube.engine.renderer.model; import org.lwjgl.opengl.GL20; import com.grillecube.engine.opengl.GLH; import com.grillecube.engine.opengl.object.GLProgram; import com.grillecube.engine.renderer.model.instance.ModelPartInstance; import com.grillecube.engine.renderer.world.ShadowCamera; import com.grillecube.engine.resources.R; public class ProgramModelShadow extends GLProgram { private int _mvp_matrix; private int _transf_matrix; public ProgramModelShadow() { super(); this.addShader(GLH.glhLoadShader(R.getResPath("shaders/model_shadow.fs"), GL20.GL_FRAGMENT_SHADER)); this.addShader(GLH.glhLoadShader(R.getResPath("shaders/model_shadow.vs"), GL20.GL_VERTEX_SHADER)); this.link(); } @Override public void bindAttributes() { super.bindAttribute(0, "position"); super.bindAttribute(1, "normal"); super.bindAttribute(2, "color"); } @Override public void linkUniforms() { this._mvp_matrix = super.getUniform("mvp_matrix"); this._transf_matrix = super.getUniform("transf_matrix"); } public void loadUniforms(ShadowCamera shadow_camera) { this.loadUniformMatrix(this._mvp_matrix, shadow_camera.getMVPMatrix()); } public void loadInstanceUniforms(ModelPartInstance part) { this.loadUniformMatrix(this._transf_matrix, part.getTransformationMatrix()); } }