Java tutorial
/******************************************************************************* * MIT License * * Copyright (c) 2016 Ashur Rafiev * * 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. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. *******************************************************************************/ package com.xrbpowered.gl.ui; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL20; import com.xrbpowered.gl.res.shaders.Shader; public class UIShader extends Shader { private UIShader() { super(UIManager.uiVertexInfo, "ui_v.glsl", "ui_f.glsl"); } private int anchorLocation; private int alphaLocation; private int screenSizeLocation; @Override protected void storeUniformLocations() { alphaLocation = GL20.glGetUniformLocation(pId, "alpha"); anchorLocation = GL20.glGetUniformLocation(pId, "anchor"); screenSizeLocation = GL20.glGetUniformLocation(pId, "screenSize"); GL20.glUseProgram(pId); GL20.glUniform1i(GL20.glGetUniformLocation(pId, "tex"), 0); GL20.glUniform2f(screenSizeLocation, Display.getWidth(), Display.getHeight()); GL20.glUseProgram(0); } public void resize() { GL20.glUseProgram(pId); GL20.glUniform2f(screenSizeLocation, Display.getWidth(), Display.getHeight()); GL20.glUseProgram(0); } @Override public void use() { GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); super.use(); } @Override public void updateUniforms() { } public void updateUniforms(float x, float y, float alpha) { GL20.glUniform2f(anchorLocation, x, y); GL20.glUniform1f(alphaLocation, alpha); } @Override public void unuse() { GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); super.unuse(); } private static UIShader instance = null; public static UIShader getInstance() { if (instance == null) instance = new UIShader(); return instance; } public static void destroyInstance() { if (instance != null) { instance.destroy(); instance = null; } } }