Java tutorial
/****************************************************************************** * Copyright (c) Tim Visee 2016. All rights reserved. * * * * @author Tim Visee * * @website http://timvisee.com/ * * * * Open Source != No Copyright * * * * 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. * * * * You should have received a copy of The MIT License (MIT) along with this * * program. If not, see <http://opensource.org/licenses/MIT/>. * ******************************************************************************/ package com.timvisee.voxeltex.module.shader.raw; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL20; public class RawShader extends AbstractRawShader { /** * Vertex shader source. */ protected String vertexSource; /** * Fragment shader source. */ protected String fragmentSource; /** * Constructor. */ public RawShader() { } /** * Constructor. * * @param vertexSource Vertex shader source. * @param fragmentSource Fragment shader source. */ public RawShader(String vertexSource, String fragmentSource) { this.vertexSource = vertexSource; this.fragmentSource = fragmentSource; } @Override public String getVertexShader() { return this.vertexSource; } @Override public void setVertexShader(String vertexSource) { this.vertexSource = vertexSource; } @Override public String getFragmentShader() { return this.fragmentSource; } @Override public void setFragmentShader(String fragmentSource) { this.fragmentSource = fragmentSource; } @Override public int compile() { // Show a status message System.out.print("Compiling shader... "); // Create a new OpenGL shader program int program = GL20.glCreateProgram(); // Shader IDs int vertexId = 0; int fragmentId = 0; // Compile the vertex shader if available if (hasVertexShader()) { // Create the vertex shader vertexId = GL20.glCreateShader(GL20.GL_VERTEX_SHADER); // Attach the vertex shader source and compile it GL20.glShaderSource(vertexId, vertexSource); GL20.glCompileShader(vertexId); // Check for compiling errors if (GL20.glGetShaderi(vertexId, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) { // Show an error message System.out.println("FAIL\nFailed to compile the vertex shader"); System.out.println(GL20.glGetShaderInfoLog(vertexId)); // Delete the shader before returning GL20.glDeleteShader(vertexId); throw new RuntimeException("Failed to compile the vertex shader"); } } // Compile the fragment shader if available if (hasFragmentShader()) { // Create the fragment shader fragmentId = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER); // Attach the fragment shader source and compile it GL20.glShaderSource(fragmentId, fragmentSource); GL20.glCompileShader(fragmentId); // Check for compiling errors if (GL20.glGetShaderi(fragmentId, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) { // Show an error message System.out.println("FAIL\nFailed to compile the fragment shader"); System.out.println(GL20.glGetShaderInfoLog(fragmentId)); // Delete the shader before returning GL20.glDeleteShader(fragmentId); throw new RuntimeException("Failed to compile the vertex shader"); } } // Attach all compiled shaders if (hasVertexShader()) GL20.glAttachShader(program, vertexId); if (hasFragmentShader()) GL20.glAttachShader(program, fragmentId); // Link the shader program to OpenGL and link it GL20.glLinkProgram(program); GL20.glValidateProgram(program); // Shaders have been attached to the program, delete their compiled sources to save memory if (hasVertexShader()) GL20.glDeleteShader(vertexId); if (hasFragmentShader()) GL20.glDeleteShader(fragmentId); // Show a status message System.out.println("OK"); // Return the created OpenGL shader program return program; } }