Java tutorial
/* * The MIT License * * Copyright 2014 thbounzer. * * 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 thebounzer.org.lwgldemo; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL20; import org.lwjgl.opengl.GL30; import thebounzer.org.lwgldemo.glutils.GenericShader; /** * * @author thbounzer */ public class Chapter3 extends Chapter { @Override public void configure() { shaders.add(new GenericShader("src/main/resources/shadersCap3/shader.vert", GL20.GL_VERTEX_SHADER)); shaders.add(new GenericShader("src/main/resources/shadersCap3/shader.frag", GL20.GL_FRAGMENT_SHADER)); shaderSetup(); } @Override public void loopCycle() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL20.glUseProgram(program.getId()); vaoId = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vaoId); attributesBind(time += 0.01f); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3); GL20.glUseProgram(0); } private void attributesBind(float time) { GL20.glVertexAttrib1f(1, time); } @Override public void destroy() { program.destroy(); GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vaoId); } }