public void init(Window window) throws Exception { // Create shader shaderProgram = new ShaderProgram(); shaderProgram.createVertexShader(Utils.loadResource("/shaders/vertex.vs")); shaderProgram.createFragmentShader(Utils.loadResource("/shaders/fragment.fs")); shaderProgram.link(); // Create uniforms for modelView and projection matrices and texture shaderProgram.createUniform("projectionMatrix"); shaderProgram.createUniform("modelViewMatrix"); shaderProgram.createUniform("texture_sampler"); // Create uniform for material shaderProgram.createMaterialUniform("material"); // Create lighting related uniforms shaderProgram.createUniform("specularPower"); shaderProgram.createUniform("ambientLight"); shaderProgram.createPointLightUniform("pointLight"); shaderProgram.createDirectionalLightUniform("directionalLight"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices and texture sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); }
public void init(Window window) throws Exception { // Create shader shaderProgram = new ShaderProgram(); shaderProgram.createVertexShader(Utils.loadResource("/shaders/vertex.vs")); shaderProgram.createFragmentShader(Utils.loadResource("/shaders/fragment.fs")); shaderProgram.link(); // Create uniforms for modelView and projection matrices and texture shaderProgram.createUniform("projectionMatrix"); shaderProgram.createUniform("modelViewMatrix"); shaderProgram.createUniform("texture_sampler"); // Create uniform for material shaderProgram.createMaterialUniform("material"); // Create lighting related uniforms shaderProgram.createUniform("specularPower"); shaderProgram.createUniform("ambientLight"); shaderProgram.createPointLightUniform("pointLight"); shaderProgram.createSpotLightUniform("spotLight"); shaderProgram.createDirectionalLightUniform("directionalLight"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices and texture sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); }
public void init(Window window) throws Exception { // Create shader shaderProgram = new ShaderProgram(); shaderProgram.createVertexShader(Utils.loadResource("/shaders/vertex.vs")); shaderProgram.createFragmentShader(Utils.loadResource("/shaders/fragment.fs")); shaderProgram.link(); // Create uniforms for modelView and projection matrices and texture shaderProgram.createUniform("projectionMatrix"); shaderProgram.createUniform("modelViewMatrix"); shaderProgram.createUniform("texture_sampler"); // Create uniform for material shaderProgram.createMaterialUniform("material"); // Create lighting related uniforms shaderProgram.createUniform("specularPower"); shaderProgram.createUniform("ambientLight"); shaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); shaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); shaderProgram.createDirectionalLightUniform("directionalLight"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices and texture sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices and texture sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices and texture sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices and texture sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices and texture sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); }
private void setupDirLightShader() throws Exception { dirLightShaderProgram = new ShaderProgram(); dirLightShaderProgram.createVertexShader(Utils.loadResource("/shaders/light_vertex.vs")); dirLightShaderProgram.createFragmentShader(Utils.loadResource("/shaders/dir_light_fragment.fs")); dirLightShaderProgram.link(); dirLightShaderProgram.createUniform("modelMatrix"); dirLightShaderProgram.createUniform("projectionMatrix"); dirLightShaderProgram.createUniform("screenSize"); dirLightShaderProgram.createUniform("positionsText"); dirLightShaderProgram.createUniform("diffuseText"); dirLightShaderProgram.createUniform("specularText"); dirLightShaderProgram.createUniform("normalsText"); dirLightShaderProgram.createUniform("shadowText"); dirLightShaderProgram.createUniform("specularPower"); dirLightShaderProgram.createUniform("ambientLight"); dirLightShaderProgram.createDirectionalLightUniform("directionalLight"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices and texture sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); // Create uniform for joint matrices sceneShaderProgram.createUniform("jointsMatrix"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); // Create uniform for joint matrices sceneShaderProgram.createUniform("jointsMatrix"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); // Create uniform for joint matrices sceneShaderProgram.createUniform("jointsMatrix"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); // Create uniform for joint matrices sceneShaderProgram.createUniform("jointsMatrix"); }