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Copy pathShader.java
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207 lines (173 loc) · 6.79 KB
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package Gprocessing.graphics;
import static org.lwjgl.opengl.GL11.GL_FALSE;
import static org.lwjgl.opengl.GL20.GL_COMPILE_STATUS;
import static org.lwjgl.opengl.GL20.GL_FRAGMENT_SHADER;
import static org.lwjgl.opengl.GL20.GL_INFO_LOG_LENGTH;
import static org.lwjgl.opengl.GL20.GL_LINK_STATUS;
import static org.lwjgl.opengl.GL20.GL_VERTEX_SHADER;
import static org.lwjgl.opengl.GL20.glAttachShader;
import static org.lwjgl.opengl.GL20.glCompileShader;
import static org.lwjgl.opengl.GL20.glCreateProgram;
import static org.lwjgl.opengl.GL20.glCreateShader;
import static org.lwjgl.opengl.GL20.glGetProgramInfoLog;
import static org.lwjgl.opengl.GL20.glGetProgrami;
import static org.lwjgl.opengl.GL20.glGetShaderInfoLog;
import static org.lwjgl.opengl.GL20.glGetShaderi;
import static org.lwjgl.opengl.GL20.glGetUniformLocation;
import static org.lwjgl.opengl.GL20.glLinkProgram;
import static org.lwjgl.opengl.GL20.glShaderSource;
import static org.lwjgl.opengl.GL20.glUniform1f;
import static org.lwjgl.opengl.GL20.glUniform1i;
import static org.lwjgl.opengl.GL20.glUniform1iv;
import static org.lwjgl.opengl.GL20.glUniform2f;
import static org.lwjgl.opengl.GL20.glUniform4f;
import static org.lwjgl.opengl.GL20.glUniformMatrix3fv;
import static org.lwjgl.opengl.GL20.glUniformMatrix4fv;
import static org.lwjgl.opengl.GL20.glUseProgram;
import java.io.IOException;
import java.nio.FloatBuffer;
import java.nio.file.Files;
import java.nio.file.Paths;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
import org.joml.Vector2f;
import org.joml.Vector4f;
import org.lwjgl.BufferUtils;
import Gprocessing.util.Engine;
public class Shader {
private int shaderProgramID;
private boolean beingUsed = false;
// Setup shaders
public static int vertexID;
public static int fragmentID;
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 first pattern after #type
int index = source.indexOf("#type") + 6;
int endOfLine = source.indexOf("\n", index); // \r\n on windows
String firstPattern = source.substring(index, endOfLine).trim();
// find the second pattern after #type
index = source.indexOf("#type", endOfLine) + 6;
endOfLine = source.indexOf("\n", index);
String secondPattern = source.substring(index, endOfLine).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 shader file at \"" + filepath + "\"";
}
}
public void compile() {
// load and compile vertex shader
vertexID = glCreateShader(GL_VERTEX_SHADER);
// Add the shader source to the GPU
glShaderSource(vertexID, vertexSource);
glCompileShader(vertexID);
// Check for errors
int success = glGetShaderi(vertexID, GL_COMPILE_STATUS);
if (success == GL_FALSE) {
int length = glGetShaderi(vertexID, GL_INFO_LOG_LENGTH);
Engine.println("[FATAL] Vertex shader compilation failed. Gprocessing.graphics.Window.initShaders()\n\t");
Engine.println(glGetShaderInfoLog(vertexID, length));
assert false : "";
}
// load and compile vertex shader
fragmentID = glCreateShader(GL_FRAGMENT_SHADER);
// Add the shader source to the GPU
glShaderSource(fragmentID, fragmentSource);
glCompileShader(fragmentID);
// Check for errors
success = glGetShaderi(fragmentID, GL_COMPILE_STATUS);
if (success == GL_FALSE) {
int length = glGetShaderi(fragmentID, GL_INFO_LOG_LENGTH);
Engine.println("[FATAL] Fragment shader compilation failed. Gprocessing.graphics.Window.initShaders()\n\t");
Engine.println(glGetShaderInfoLog(fragmentID, length));
assert false : "";
}
// Compile and link shaders
shaderProgramID = glCreateProgram();
glAttachShader(shaderProgramID, vertexID);
glAttachShader(shaderProgramID, fragmentID);
glLinkProgram(shaderProgramID);
success = glGetProgrami(shaderProgramID, GL_LINK_STATUS);
if (success == GL_FALSE) {
int length = glGetProgrami(shaderProgramID, GL_INFO_LOG_LENGTH);
Engine.println("[FATAL] Shader linking failed. Gprocessing.graphics.Window.initShaders()\n\t");
Engine.println(glGetProgramInfoLog(shaderProgramID, length));
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(); // make sure the shader is being used
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 v) {
int varLocation = glGetUniformLocation(shaderProgramID, varName);
use(); // make sure the shader is being used
glUniform4f(varLocation, v.x, v.y, v.z, v.w);
}
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(); // make sure the shader is being used
glUniform1f(varLocation, val);
}
public void uploadInt (String varName, int val) {
int varLocation = glGetUniformLocation(shaderProgramID, varName);
use(); // make sure the shader is being used
glUniform1i(varLocation, val);
}
public void uploadTexture (String varName, int slot) {
int varLocation = glGetUniformLocation(shaderProgramID, varName);
use(); // make sure the shader is being used
glUniform1i(varLocation, slot);
}
public void uploadIntArray(String varName, int[] array) {
int varLocation = glGetUniformLocation(shaderProgramID, varName);
use();
glUniform1iv(varLocation, array);
}
}