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Shader.java
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184 lines (155 loc) · 6.65 KB
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package renderer;
import org.joml.*;
import org.lwjgl.BufferUtils;
import javax.print.DocFlavor;
import java.io.IOException;
import java.nio.FloatBuffer;
import java.nio.file.Files;
import java.nio.file.Paths;
import static org.lwjgl.opengl.GL11.GL_FALSE;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL20.glGetShaderInfoLog;
public class Shader {
private int shaderProgramID;
private boolean beingUsed = false;
private String vertexSource;
private String fragmentSource;
private String filepath;
public Shader(String filepath) {
this.filepath = filepath;
try {
String source = new String(Files.readAllBytes(Paths.get(filepath)));
String[] splitString = source.split("(#type)( )+([a-zA-Z]+)");
// Find the first pattern after #type 'pattern'
int index = source.indexOf("#type") + 6;
int eol = source.indexOf(System.lineSeparator(), index);
String firstPattern = source.substring(index, eol).trim();
// Find the second pattern after #type 'pattern'
index = source.indexOf("#type", eol) + 6;
eol = source.indexOf(System.lineSeparator(), index);
String secondPattern = source.substring(index, eol).trim();
if (firstPattern.equals("vertex")) {
vertexSource = splitString[1];
} else if (firstPattern.equals("fragment")) {
fragmentSource = splitString[1];
} else {
throw new IOException("Unexpected token '" + firstPattern + "'");
}
if (secondPattern.equals("vertex")) {
vertexSource = splitString[2];
} else if (secondPattern.equals("fragment")) {
fragmentSource = splitString[2];
} else {
throw new IOException("Unexpected token '" + secondPattern + "'");
}
} catch(IOException e) {
e.printStackTrace();
assert false : "Error: Could not open file for shader: '" + filepath + "'";
}
}
public void compile() {
// ============================================================
// Compile and link shaders
// ============================================================
int vertexID, fragmentID;
// First load and compile the vertex shader
vertexID = glCreateShader(GL_VERTEX_SHADER);
// Pass the shader source to the GPU
glShaderSource(vertexID, vertexSource);
glCompileShader(vertexID);
// Check for errors in compilation
int success = glGetShaderi(vertexID, GL_COMPILE_STATUS);
if (success == GL_FALSE) {
int len = glGetShaderi(vertexID, GL_INFO_LOG_LENGTH);
System.out.println("ERROR: '" + filepath + "'\n\tVertex shader compilation failed.");
System.out.println(glGetShaderInfoLog(vertexID, len));
assert false : "";
}
// First load and compile the vertex shader
fragmentID = glCreateShader(GL_FRAGMENT_SHADER);
// Pass the shader source to the GPU
glShaderSource(fragmentID, fragmentSource);
glCompileShader(fragmentID);
// Check for errors in compilation
success = glGetShaderi(fragmentID, GL_COMPILE_STATUS);
if (success == GL_FALSE) {
int len = glGetShaderi(fragmentID, GL_INFO_LOG_LENGTH);
System.out.println("ERROR: '" + filepath + "'\n\tFragment shader compilation failed.");
System.out.println(glGetShaderInfoLog(fragmentID, len));
assert false : "";
}
// Link shaders and check for errors
shaderProgramID = glCreateProgram();
glAttachShader(shaderProgramID, vertexID);
glAttachShader(shaderProgramID, fragmentID);
glLinkProgram(shaderProgramID);
// Check for linking errors
success = glGetProgrami(shaderProgramID, GL_LINK_STATUS);
if (success == GL_FALSE) {
int len = glGetProgrami(shaderProgramID, GL_INFO_LOG_LENGTH);
System.out.println("ERROR: '" + filepath + "'\n\tLinking of shaders failed.");
System.out.println(glGetProgramInfoLog(shaderProgramID, len));
assert false : "";
}
}
public void use() {
if (!beingUsed) {
// Bind shader program
glUseProgram(shaderProgramID);
beingUsed = true;
}
}
public void detach() {
glUseProgram(0);
beingUsed = false;
}
public void uploadMat4f(String varName, Matrix4f mat4) {
int varLocation = glGetUniformLocation(shaderProgramID, varName);
use();
FloatBuffer matBuffer = BufferUtils.createFloatBuffer(16);
mat4.get(matBuffer);
glUniformMatrix4fv(varLocation, false, matBuffer);
}
public void uploadMat3f(String varName, Matrix3f mat3) {
int varLocation = glGetUniformLocation(shaderProgramID, varName);
use();
FloatBuffer matBuffer = BufferUtils.createFloatBuffer(9);
mat3.get(matBuffer);
glUniformMatrix3fv(varLocation, false, matBuffer);
}
public void uploadVec4f(String varName, Vector4f vec) {
int varLocation = glGetUniformLocation(shaderProgramID, varName);
use();
glUniform4f(varLocation, vec.x, vec.y, vec.z, vec.w);
}
public void uploadVec3f(String varName, Vector3f vec) {
int varLocation = glGetUniformLocation(shaderProgramID, varName);
use();
glUniform3f(varLocation, vec.x, vec.y, vec.z);
}
public void uploadVec2f(String varName, Vector2f vec) {
int varLocation = glGetUniformLocation(shaderProgramID, varName);
use();
glUniform2f(varLocation, vec.x, vec.y);
}
public void uploadFloat(String varName, float val) {
int varLocation = glGetUniformLocation(shaderProgramID, varName);
use();
glUniform1f(varLocation, val);
}
public void uploadInt(String varName, int val) {
int varLocation = glGetUniformLocation(shaderProgramID, varName);
use();
glUniform1i(varLocation, val);
}
public void uploadTexture(String varName, int slot) {
int varLocation = glGetUniformLocation(shaderProgramID, varName);
use();
glUniform1i(varLocation, slot);
}
public void uploadIntArray(String varName, int[] array) {
int varLocation = glGetUniformLocation(shaderProgramID, varName);
use();
glUniform1iv(varLocation, array);
}
}