Files
shattered-pixel-dungeon-web…/SPD-classes/src/main/java/com/watabou/glwrap/Program.java
T
2023-03-07 15:28:57 -05:00

81 lines
2.0 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2023 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.glwrap;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.utils.BufferUtils;
import com.watabou.noosa.Game;
import java.nio.IntBuffer;
public class Program {
private int handle;
public Program() {
handle = Gdx.gl.glCreateProgram();
}
public int handle() {
return handle;
}
public void attach( Shader shader ) {
Gdx.gl.glAttachShader( handle, shader.handle() );
}
public void link() {
Gdx.gl.glLinkProgram( handle );
IntBuffer status = BufferUtils.newIntBuffer(1);
Gdx.gl.glGetProgramiv( handle, Gdx.gl.GL_LINK_STATUS, status );
if (status.get() == Gdx.gl.GL_FALSE) {
Game.reportException( new RuntimeException( Gdx.gl.glGetProgramInfoLog( handle ) ) );
}
}
public Attribute attribute( String name ) {
return new Attribute( Gdx.gl.glGetAttribLocation( handle, name ) );
}
public Uniform uniform( String name ) {
return new Uniform( Gdx.gl.glGetUniformLocation( handle, name ) );
}
public void use() {
Gdx.gl.glUseProgram( handle );
}
public void delete() {
Gdx.gl.glDeleteProgram( handle );
}
public static Program create( Shader ...shaders ) {
Program program = new Program();
for (int i=0; i < shaders.length; i++) {
program.attach( shaders[i] );
}
program.link();
return program;
}
}