model viewer: add support for texture rendering on terrain
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/*
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* Copyright (c) 2017, Adam <Adam@sigterm.info>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package net.runelite.modelviewer;
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import java.io.IOException;
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import java.io.InputStream;
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import java.io.InputStreamReader;
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import org.apache.commons.io.IOUtils;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL20;
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import static org.lwjgl.opengl.GL20.GL_INFO_LOG_LENGTH;
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import static org.lwjgl.opengl.GL20.glGetProgrami;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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public class ShaderManager
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{
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private static final Logger logger = LoggerFactory.getLogger(ShaderManager.class);
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private static final int ERR_LEN = 1024;
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private int program;
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private int vertexShader;
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private int fragmentShader;
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public void load(InputStream vertexShaderStream, InputStream fragShaderStream) throws IOException
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{
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program = GL20.glCreateProgram();
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vertexShader = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
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fragmentShader = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
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String vertexShaderStr = IOUtils.toString(new InputStreamReader(vertexShaderStream));
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String fragShaderStr = IOUtils.toString(new InputStreamReader(fragShaderStream));
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GL20.glShaderSource(vertexShader, vertexShaderStr);
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GL20.glCompileShader(vertexShader);
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if (GL20.glGetShader(vertexShader, GL20.GL_COMPILE_STATUS) == GL11.GL_TRUE)
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{
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GL20.glAttachShader(program, vertexShader);
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}
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else
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{
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String err = GL20.glGetShaderInfoLog(vertexShader, ERR_LEN);
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logger.warn("Error compiling vertex shader: {}", err);
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}
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GL20.glShaderSource(fragmentShader, fragShaderStr);
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GL20.glCompileShader(fragmentShader);
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if (GL20.glGetShader(fragmentShader, GL20.GL_COMPILE_STATUS) == GL11.GL_TRUE)
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{
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GL20.glAttachShader(program, fragmentShader);
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}
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else
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{
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String err = GL20.glGetShaderInfoLog(fragmentShader, ERR_LEN);
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logger.warn("Error compiling fragment shader: {}", err);
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}
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GL20.glLinkProgram(program);
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if (GL20.glGetProgram(program, GL20.GL_LINK_STATUS) == GL11.GL_FALSE)
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{
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String err = GL20.glGetProgramInfoLog(program, glGetProgrami(program, GL_INFO_LOG_LENGTH));
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logger.warn("Error linking program: {}", err);
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}
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GL20.glValidateProgram(program);
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}
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public void destroy()
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{
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GL20.glDeleteShader(vertexShader);
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GL20.glDeleteShader(fragmentShader);
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GL20.glDeleteProgram(program);
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}
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public void use()
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{
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GL20.glUseProgram(program);
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}
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void unuse()
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{
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GL20.glUseProgram(0);
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}
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public int getProgram()
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{
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return program;
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}
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public int getVertexShader()
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{
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return vertexShader;
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}
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public int getFragmentShader()
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{
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return fragmentShader;
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}
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}
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