/* * Copyright (c) 2002 Lightweight Java Game Library Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * 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. * * * Neither the name of 'Light Weight Java Game Library' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * 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. */ /* * Created by LWJGL. * User: spasi * Date: 2004-03-30 * Time: 9:55:38 pm */ package org.lwjgl.test.opengl.shaders; import org.lwjgl.opengl.ARBProgram; import org.lwjgl.opengl.ARBVertexProgram; import org.lwjgl.opengl.GL11; import java.nio.ByteBuffer; final class ShaderVP extends Shader { final String file; final ByteBuffer source; final int ID; ShaderVP(final String shaderFile) { file = shaderFile; source = getShaderText(shaderFile); ARBProgram.glGenProgramsARB(programBuffer); ID = programBuffer.get(0); ARBProgram.glBindProgramARB(ARBVertexProgram.GL_VERTEX_PROGRAM_ARB, ID); ARBProgram.glProgramStringARB(ARBVertexProgram.GL_VERTEX_PROGRAM_ARB, ARBProgram.GL_PROGRAM_FORMAT_ASCII_ARB, source); checkProgramError(file, source); } void render() { GL11.glEnable(ARBVertexProgram.GL_VERTEX_PROGRAM_ARB); ARBProgram.glBindProgramARB(ARBVertexProgram.GL_VERTEX_PROGRAM_ARB, ID); ARBProgram.glProgramLocalParameter4fARB(ARBVertexProgram.GL_VERTEX_PROGRAM_ARB, 0, ShadersTest.getSin(), ShadersTest.getSpecularity() * 8.0f, 0.0f, 0.0f); ShadersTest.renderObject(); GL11.glDisable(ARBVertexProgram.GL_VERTEX_PROGRAM_ARB); } void cleanup() { programBuffer.put(0, ID); ARBProgram.glDeleteProgramsARB(programBuffer); } }