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"); }
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 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"); // 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"); }
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 setupGeometryShader() throws Exception { gBufferShaderProgram = new ShaderProgram(); gBufferShaderProgram.createVertexShader(Utils.loadResource("/shaders/gbuffer_vertex.vs")); gBufferShaderProgram.createFragmentShader(Utils.loadResource("/shaders/gbuffer_fragment.fs")); gBufferShaderProgram.link(); gBufferShaderProgram.createUniform("projectionMatrix"); gBufferShaderProgram.createUniform("viewMatrix"); gBufferShaderProgram.createUniform("texture_sampler"); gBufferShaderProgram.createUniform("normalMap"); gBufferShaderProgram.createMaterialUniform("material"); gBufferShaderProgram.createUniform("isInstanced"); gBufferShaderProgram.createUniform("modelNonInstancedMatrix"); gBufferShaderProgram.createUniform("selectedNonInstanced"); gBufferShaderProgram.createUniform("jointsMatrix"); gBufferShaderProgram.createUniform("numCols"); gBufferShaderProgram.createUniform("numRows"); // Create uniforms for shadow mapping for (int i = 0; i < ShadowRenderer.NUM_CASCADES; i++) { gBufferShaderProgram.createUniform("shadowMap_" + i); } gBufferShaderProgram.createUniform("orthoProjectionMatrix", ShadowRenderer.NUM_CASCADES); gBufferShaderProgram.createUniform("lightViewMatrix", ShadowRenderer.NUM_CASCADES); gBufferShaderProgram.createUniform("cascadeFarPlanes", ShadowRenderer.NUM_CASCADES); gBufferShaderProgram.createUniform("renderShadow"); }