LiteCraft/src/main/java/io/github/hydos/ginger/engine/render/shaders/ShaderProgram.java

114 lines
3.2 KiB
Java

package io.github.hydos.ginger.engine.render.shaders;
import java.io.*;
import java.nio.FloatBuffer;
import org.joml.*;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.*;
public abstract class ShaderProgram
{
private int programID;
private int vertexShaderID;
private int fragmentShaderID;
private static FloatBuffer matrixBuffer = BufferUtils.createFloatBuffer(16);
public ShaderProgram(String vertexFile, String fragmentFile)
{
vertexShaderID = loadShader(vertexFile, GL20.GL_VERTEX_SHADER);
fragmentShaderID = loadShader(fragmentFile, GL20.GL_FRAGMENT_SHADER);
programID = GL20.glCreateProgram();
GL20.glAttachShader(programID, vertexShaderID);
GL20.glAttachShader(programID, fragmentShaderID);
bindAttributes();
GL20.glLinkProgram(programID);
GL20.glValidateProgram(programID);
getAllUniformLocations();
}
protected abstract void getAllUniformLocations();
protected int getUniformLocation(String uniformName)
{ return GL20.glGetUniformLocation(programID, uniformName); }
public void start()
{ GL20.glUseProgram(programID); }
public void stop()
{ GL20.glUseProgram(0); }
public void cleanUp()
{
stop();
GL20.glDetachShader(programID, vertexShaderID);
GL20.glDetachShader(programID, fragmentShaderID);
GL20.glDeleteShader(vertexShaderID);
GL20.glDeleteShader(fragmentShaderID);
GL20.glDeleteProgram(programID);
}
protected abstract void bindAttributes();
protected void bindAttribute(int attribute, String variableName)
{ GL20.glBindAttribLocation(programID, attribute, variableName); }
protected void loadFloat(int location, float value)
{ GL20.glUniform1f(location, value); }
protected void loadInt(int location, int value)
{ GL20.glUniform1i(location, value); }
protected void loadVector(int location, Vector3f vector)
{ GL20.glUniform3f(location, vector.x, vector.y, vector.z); }
protected void loadVector(int location, Vector4f vector)
{ GL20.glUniform4f(location, vector.x, vector.y, vector.z, vector.w); }
protected void load2DVector(int location, Vector2f vector)
{ GL20.glUniform2f(location, vector.x, vector.y); }
protected void loadBoolean(int location, boolean value)
{
float toLoad = 0;
if (value)
{ toLoad = 1; }
GL20.glUniform1f(location, toLoad);
}
protected void loadMatrix(int location, Matrix4f matrix)
{
matrix = new Matrix4f(matrixBuffer);
matrixBuffer.flip();
GL20.glUniformMatrix4fv(location, false, matrixBuffer);
}
private static int loadShader(String file, int type)
{
StringBuilder shaderSource = new StringBuilder();
try
{
BufferedReader reader = new BufferedReader(new InputStreamReader(ShaderProgram.class.getResourceAsStream("/shaders/" + file)));
String line;
while ((line = reader.readLine()) != null)
{ shaderSource.append(line).append("\n"); }
reader.close();
}
catch (IOException e)
{
e.printStackTrace();
System.exit(-1);
}
int shaderID = GL20.glCreateShader(type);
GL20.glShaderSource(shaderID, shaderSource);
GL20.glCompileShader(shaderID);
if (GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE)
{
System.out.println(GL20.glGetShaderInfoLog(shaderID, 500));
System.err.println("Could not compile shader: " + file);
System.exit(-1);
}
return shaderID;
}
}