/*
* Copyright (c) 2013, Oskar Veerhoek
* 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.
*
* The views and conclusions contained in the software and documentation are those
* of the authors and should not be interpreted as representing official policies,
* either expressed or implied, of the FreeBSD Project.
*/
package episode_23;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import java.io.BufferedReader;
import java.io.FileReader;
import java.io.IOException;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL20.*;
/** @author Oskar */
public class ShaderDemo {
public static void main(String[] args) {
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setTitle("Shader Demo");
Display.create();
} catch (LWJGLException e) {
System.err.println("The display wasn't initialized correctly. :(");
Display.destroy();
System.exit(1);
}
int shaderProgram = glCreateProgram();
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
StringBuilder vertexShaderSource = new StringBuilder();
StringBuilder fragmentShaderSource = new StringBuilder();
BufferedReader reader = null;
try {
reader = new BufferedReader(new FileReader("src/episode_23/shader.vs"));
String line;
while ((line = reader.readLine()) != null) {
vertexShaderSource.append(line).append('\n');
}
} catch (IOException e) {
System.err.println("Vertex shader wasn't loaded properly.");
e.printStackTrace();
Display.destroy();
System.exit(1);
} finally {
if (reader != null) {
try {
reader.close();
} catch (IOException e) {
e.printStackTrace();
}
}
}
BufferedReader reader2 = null;
try {
reader2 = new BufferedReader(new FileReader("src/episode_23/shader.fs"));
String line;
while ((line = reader2.readLine()) != null) {
fragmentShaderSource.append(line).append('\n');
}
} catch (IOException e) {
System.err.println("Fragment shader wasn't loaded properly.");
Display.destroy();
System.exit(1);
} finally {
if (reader2 != null) {
try {
reader2.close();
} catch (IOException e) {
e.printStackTrace();
}
}
}
glShaderSource(vertexShader, vertexShaderSource);
glCompileShader(vertexShader);
if (glGetShaderi(vertexShader, GL_COMPILE_STATUS) == GL_FALSE) {
System.err.println("Vertex shader wasn't able to be compiled correctly.");
}
glShaderSource(fragmentShader, fragmentShaderSource);
glCompileShader(fragmentShader);
if (glGetShaderi(fragmentShader, GL_COMPILE_STATUS) == GL_FALSE) {
System.err.println("Fragment shader wasn't able to be compiled correctly.");
}
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glValidateProgram(shaderProgram);
while (!Display.isCloseRequested()) {
glUseProgram(shaderProgram);
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex2f(-0.5f, -0.5f);
glColor3f(0, 1, 0);
glVertex2f(0.5f, -0.5f);
glColor3f(0, 0, 1);
glVertex2f(0, 0.5f);
glEnd();
glUseProgram(0);
Display.update();
Display.sync(60);
}
glDeleteProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
Display.destroy();
System.exit(0);
}
}