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runelite/model-viewer/src/main/java/net/runelite/modelviewer/ShaderManager.java

126 lines
3.8 KiB
Java

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