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import java.nio.FloatBuffer;
import java.util.Map;
import org.lwjgl.BufferUtils;
import java.io.*;
import javax.swing.JOptionPane;
import static org.lwjgl.opengl.GL20.*;
public class GLSLProgram{
protected GLSLShader m_vertexShader;
protected GLSLShader m_fragmentShader;
protected int m_programID;
protected Map<String, Integer> m_uniformMap;
protected Map<String, Integer> m_attribMap;
GLSLProgram(String vertexShader, String fragmentShader){
m_vertexShader = new GLSLShader();
m_fragmentShader = new GLSLShader();
m_vertexShader.filename = vertexShader;
m_fragmentShader.filename = fragmentShader;
m_programID = 0;
}
protected String readFile(String filename){
try{
String source = new FileReader(filename).toString();
return source;
}
catch(Exception e){
return new String();
}
}
protected boolean compileShader(GLSLShader shader){
glCompileShader(shader.id);
int result = glGetShader(shader.id, GL_COMPILE_STATUS);
if(result == 0){
return false;
}
return true;
}
protected void outputShaderLog(int shaderID){
String infoLog;
int infoLen;
infoLen = glGetShader(shaderID, GL_INFO_LOG_LENGTH);
infoLog = glGetShaderInfoLog(shaderID, infoLen);
JOptionPane.showMessageDialog(null, infoLog, "GLSL Shader Error", 0);
}
protected void outputProgramLog(int programID){
String infoLog;
int infoLen;
int result;
result = glGetProgram(programID, GL_LINK_STATUS);
if(result == 1){
return;
}
infoLen = glGetProgram(programID, GL_INFO_LOG_LENGTH);
infoLog = glGetProgramInfoLog(programID, infoLen);
JOptionPane.showMessageDialog(null, infoLog, "GLSL Shader Error", 0);
}
public boolean initialize(){
m_programID = glCreateProgram(); // Erzeugt Shaderprogramm
m_vertexShader.id = glCreateShader(GL_VERTEX_SHADER); // Erzeugt Vertex Shader
m_fragmentShader.id = glCreateShader(GL_FRAGMENT_SHADER); // Erzeugt Fragment Shader
// Daten einlesen
m_vertexShader.source = readFile(m_vertexShader.filename);
m_fragmentShader.source = readFile(m_fragmentShader.filename);
if(m_vertexShader.source.length() == 0 || m_fragmentShader.source.length() == 0){
return false;
}
glShaderSource(m_vertexShader.id, m_vertexShader.source);
glShaderSource(m_fragmentShader.id, m_fragmentShader.source);
if(!compileShader(m_vertexShader) || !compileShader(m_fragmentShader)){ // Shader compilieren
outputShaderLog(m_vertexShader.id);
outputShaderLog(m_fragmentShader.id);
return false;
}
// Hinzufuegen, Linken
glAttachShader(m_programID, m_vertexShader.id);
glAttachShader(m_programID, m_fragmentShader.id);
glLinkProgram(m_programID); // Programm linken
return true;
}
public void linkProgram(){
glLinkProgram(m_programID);
int result = glGetProgram(m_programID, GL_LINK_STATUS);
if(result == 0){
outputProgramLog(m_programID); // Fehlerlog erstellen
}
}
public void bindShader(){
glUseProgram(m_programID);
}
public void unbindShader(){
glUseProgram(0);
}
public int getUniformLocation(String name){
if(!m_uniformMap.containsKey(name)){
int location = glGetUniformLocation(m_programID, name);
m_uniformMap.put(name, location);
return location;
}
return m_uniformMap.get(name);
}
public int getAttribLocation(String name){
if(!m_attribMap.containsKey(name)){
int location = glGetAttribLocation(m_programID, name);
m_attribMap.put(name, location);
return location;
}
return m_attribMap.get(name);
}
public void sendUniform(String name, int id){
int location = getUniformLocation(name);
glUniform1i(location, id);
}
public void sendUniform(String name, float r, float g, float b, float a){ // red green blue alpha
FloatBuffer v = BufferUtils.createFloatBuffer(4);
v.put(r);
v.put(g);
v.put(b);
v.put(a);
int location = getUniformLocation(name);
glUniform4(location, v);
}
public void sendUniform(String name, float x, float y, float z){
FloatBuffer v = BufferUtils.createFloatBuffer(3);
v.put(x);
v.put(y);
v.put(z);
int location = getUniformLocation(name);
glUniform3(location, v);
}
public void sendUniform(String name, float scalar){
FloatBuffer f = BufferUtils.createFloatBuffer(1);
f.put(scalar);
int location = getUniformLocation(name);
glUniform1(location, f);
}
public void sendUniform4x4(String name, float matrix[]){
FloatBuffer m = BufferUtils.createFloatBuffer(16);
m.put(matrix);
int location = getUniformLocation(name);
glUniformMatrix4(location, false, m);
}
public void sendUniform3x3(String name, float matrix[]){
FloatBuffer m = BufferUtils.createFloatBuffer(16);
m.put(matrix);
int location = getUniformLocation(name);
glUniformMatrix3(location, false, m);
}
public void sendUniform4x4(String name, float matrix[], boolean transpose){
FloatBuffer m = BufferUtils.createFloatBuffer(16);
m.put(matrix);
int location = getUniformLocation(name);
glUniformMatrix4(location, transpose, m);
}
public void sendUniform3x3(String name, float matrix[], boolean transpose){
FloatBuffer m = BufferUtils.createFloatBuffer(16);
m.put(matrix);
int location = getUniformLocation(name);
glUniformMatrix3(location, transpose, m);
}
public void bindAttrib(int index, String name){
glBindAttribLocation(m_programID, index, name);
}
}
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