use of com.jogamp.opengl.util.glsl.ShaderProgram in project spaceships-demo by puniverse.
the class GLPort method init.
@Override
public void init(GLAutoDrawable drawable) {
drawable.setGL(new DebugGL3(drawable.getGL().getGL3()));
final GL3 gl = drawable.getGL().getGL3();
try {
spaceshipTex = TextureIO.newTexture(TextureIO.newTextureData(GLProfile.get(GLProfile.GL3), ClassLoader.getSystemResourceAsStream("spaceship.png"), false, "png"));
explosionTex = TextureIO.newTexture(TextureIO.newTextureData(GLProfile.get(GLProfile.GL3), ClassLoader.getSystemResourceAsStream("explosion.png"), false, "png"));
} catch (IOException ex) {
throw new RuntimeException(ex);
}
drawableWidth = drawable.getSurfaceWidth();
drawableHeight = drawable.getSurfaceHeight();
port.min(X, -drawable.getSurfaceWidth() / 2);
port.max(X, drawable.getSurfaceWidth() / 2);
port.min(Y, -drawable.getSurfaceHeight() / 2);
port.max(Y, drawable.getSurfaceHeight() / 2);
//gl.glEnable(gl.GL_VERTEX_PROGRAM_POINT_SIZE);
gl.glViewport(0, 0, (int) (port.max(X) - port.min(X)), (int) (port.max(Y) - port.min(Y)));
gl.glClearColor(0, 0, 0, 1);
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA);
ShaderCode vertexShader = ShaderCode.create(gl, GL3.GL_VERTEX_SHADER, this.getClass(), "shader", null, "vertex", false);
ShaderCode geometryShader = ShaderCode.create(gl, GL3.GL_GEOMETRY_SHADER, this.getClass(), "shader", null, "geometry", false);
ShaderCode fragmentShader = ShaderCode.create(gl, GL3.GL_FRAGMENT_SHADER, this.getClass(), "shader", null, "fragment", false);
if (!vertexShader.compile(gl, System.err))
throw new GLException("Couldn't compile shader: " + vertexShader);
if (!geometryShader.compile(gl, System.err))
throw new GLException("Couldn't compile shader: " + geometryShader);
if (!fragmentShader.compile(gl, System.err))
throw new GLException("Couldn't compile shader: " + fragmentShader);
shaderProgram = new ShaderProgram();
shaderProgram.add(gl, vertexShader, System.err);
shaderProgram.add(gl, geometryShader, System.err);
shaderProgram.add(gl, fragmentShader, System.err);
if (!shaderProgram.link(gl, System.err))
throw new GLException("Couldn't link program: " + shaderProgram);
this.shaderState = new ProgramState(gl, shaderProgram);
shaderState.bind(gl);
pmv.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
pmv.glLoadIdentity();
this.vao = shaderState.createVAO(gl);
vao.bind(gl);
this.vertices = new VBO(gl, 2, GL3.GL_FLOAT, false, maxItems, GL3.GL_DYNAMIC_DRAW);
this.colors = new VBO(gl, 3, GL3.GL_FLOAT, false, maxItems, GL3.GL_DYNAMIC_DRAW);
vao.setVertex(gl, "in_Position", vertices);
vao.setVertex(gl, "in_Vertex", colors);
shaderState.unbind(gl);
}
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