hadean/src/main/java/xyz/valnet/engine/shaders/Shader.java

152 lines
4.0 KiB
Java

package xyz.valnet.engine.shaders;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL20.*;
import java.io.BufferedReader;
import java.io.FileReader;
import java.io.IOException;
import java.util.HashMap;
import java.util.Map;
import xyz.valnet.engine.graphics.Color;
import xyz.valnet.engine.math.Matrix4f;
import xyz.valnet.engine.math.Vector3f;
import xyz.valnet.engine.math.Vector4f;
public class Shader {
private boolean enabled = false;
public final int handle;
public final static int POSITION = 0;
private Map<String, Integer> locationCache = new HashMap<String, Integer>();
public Shader(String vertPath, String fragPath) {
handle = load(vertPath, fragPath);
}
private static String loadAsString(String file) {
StringBuilder result = new StringBuilder();
try {
BufferedReader reader = new BufferedReader(new FileReader(file));
String buffer = "";
while ((buffer = reader.readLine()) != null) {
result.append(buffer + '\n');
}
reader.close();
} catch (IOException e) {
e.printStackTrace();
}
return result.toString();
}
public int load(String vertPath, String fragPath) {
String vert = Shader.loadAsString(vertPath);
String frag = Shader.loadAsString(fragPath);
return create(vert, frag);
}
public int create(String vert, String frag) {
int program = glCreateProgram();
int vertID = glCreateShader(GL_VERTEX_SHADER);
int fragID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertID, vert);
glShaderSource(fragID, frag);
glCompileShader(vertID);
if (glGetShaderi(vertID, GL_COMPILE_STATUS) == GL_FALSE) {
System.err.println("Failed to compile vertex shader!");
System.err.println(glGetShaderInfoLog(vertID));
throw new Error("Failed to compile vertex shader!");
}
glCompileShader(fragID);
if (glGetShaderi(fragID, GL_COMPILE_STATUS) == GL_FALSE) {
System.err.println("Failed to compile fragment shader!");
System.err.println(glGetShaderInfoLog(fragID));
throw new Error("Failed to compile fragment shader!");
}
bindAttributes(program);
glAttachShader(program, vertID);
glAttachShader(program, fragID);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vertID);
glDeleteShader(fragID);
return program;
}
protected void bindAttributes(int program) {
glBindAttribLocation(program, POSITION, "Position");
}
public int getUniform(String name) {
if (locationCache.containsKey(name))
return locationCache.get(name);
int result = glGetUniformLocation(handle, name);
if (result == -1)
System.err.println("Could not find uniform variable '" + name + "'!");
else
locationCache.put(name, result);
return result;
}
public void setUniform1i(String name, int value) {
if (!enabled) enable();
glUniform1i(getUniform(name), value);
}
public void setUniform1f(String name, float value) {
if (!enabled) enable();
glUniform1f(getUniform(name), value);
}
public void setUniform2f(String name, float x, float y) {
if (!enabled) enable();
glUniform2f(getUniform(name), x, y);
}
public void setUniform3f(String name, Vector3f v) {
if (!enabled) enable();
glUniform3f(getUniform(name), v.x, v.y, v.z);
}
public void setUniform4f(String name, Vector4f v) {
if (!enabled) enable();
glUniform4f(getUniform(name), v.x, v.y, v.z, v.w);
}
public void setUniform4f(String name, Color c) {
if (!enabled) enable();
glUniform4f(getUniform(name), c.r, c.g, c.b, c.a);
}
public void setUniformMat4f(String name, Matrix4f matrix) {
if (!enabled) enable();
glUniformMatrix4fv(getUniform(name), false, matrix.toFloatBuffer());
}
public void setMatrices (Matrix4f projection) {
setUniformMat4f("uProjection", projection);
}
public void enable() {
glUseProgram(handle);
enabled = true;
}
public void disable() {
glUseProgram(0);
enabled = false;
}
}