Fix for WindowOS Render null Error
This commit is contained in:
@@ -19,7 +19,6 @@
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package com.seibel.lod.core.render;
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import java.io.File;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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@@ -100,18 +99,16 @@ public class GLProxy
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// May throw IllegalStateException, RuntimeException, FileNotFoundException
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private GLProxy()
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{
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ClientApi.LOGGER.error("Creating " + GLProxy.class.getSimpleName() + "... If this is the last message you see in the log there must have been a OpenGL error.");
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ClientApi.LOGGER.info("Lod: Creating " + GLProxy.class.getSimpleName() + "...");
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// getting Minecraft's context has to be done on the render thread,
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// where the GL context is
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if (GLFW.glfwGetCurrentContext() == 0L)
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throw new IllegalStateException(GLProxy.class.getSimpleName() + " was created outside the render thread!");
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//============================//
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// create the builder context //
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//============================//
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@@ -243,50 +240,45 @@ public class GLProxy
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// GLProxy creation success
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ClientApi.LOGGER.error(GLProxy.class.getSimpleName() + " creation successful. OpenGL smiles upon you this day.");
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ClientApi.LOGGER.info(GLProxy.class.getSimpleName() + " creation completed");
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}
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/** Creates all required shaders */
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// May throw RuntimeException, FileNotFoundException
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public void createShaderProgram()
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{
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LodShader vertexShader = null;
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LodShader fragmentShader = null;
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try
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{
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// get the shaders from the resource folder
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vertexShader = LodShader.loadShader(GL20.GL_VERTEX_SHADER, "shaders" + File.separator + "standard.vert", false);
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fragmentShader = LodShader.loadShader(GL20.GL_FRAGMENT_SHADER, "shaders" + File.separator + "flat_shaded.frag", false);
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// this can be used when testing shaders,
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// since we can't hot swap the files in the resource folder
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// vertexShader = LodShader.loadShader(GL20.GL_VERTEX_SHADER, "C:/Users/James Seibel/Desktop/shaders/standard.vert", true);
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// fragmentShader = LodShader.loadShader(GL20.GL_FRAGMENT_SHADER, "C:/Users/James Seibel/Desktop/shaders/flat_shaded.frag", true);
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// create the shaders
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lodShaderProgram = new LodShaderProgram();
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// Attach the compiled shaders to the program
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lodShaderProgram.attachShader(vertexShader);
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lodShaderProgram.attachShader(fragmentShader);
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// activate the fragment shader output
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GL30.glBindFragDataLocation(lodShaderProgram.id, 0, "fragColor");
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// attach the shader program to the OpenGL context
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lodShaderProgram.link();
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// after the shaders have been attached to the program
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// we don't need their OpenGL references anymore
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GL20.glDeleteShader(vertexShader.id);
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GL20.glDeleteShader(fragmentShader.id);
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}
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catch (Exception e)
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{
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ClientApi.LOGGER.error("Unable to compile shaders. Error: " + e.getMessage());
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}
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// get the shaders from the resource folder
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// Use File.separator ONLY if the file is external (not in the resourse), otherwise use "/"
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vertexShader = LodShader.loadShader(GL20.GL_VERTEX_SHADER, "shaders/standard.vert", false);
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fragmentShader = LodShader.loadShader(GL20.GL_FRAGMENT_SHADER, "shaders/flat_shaded.frag", false);
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// this can be used when testing shaders,
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// since we can't hot swap the files in the resource folder
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// vertexShader = LodShader.loadShader(GL20.GL_VERTEX_SHADER, "C:/Users/James Seibel/Desktop/shaders/standard.vert", true);
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// fragmentShader = LodShader.loadShader(GL20.GL_FRAGMENT_SHADER, "C:/Users/James Seibel/Desktop/shaders/flat_shaded.frag", true);
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// create the shaders
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lodShaderProgram = new LodShaderProgram();
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// Attach the compiled shaders to the program, throws RuntimeException on link error
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lodShaderProgram.attachShader(vertexShader);
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lodShaderProgram.attachShader(fragmentShader);
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// activate the fragment shader output
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GL30.glBindFragDataLocation(lodShaderProgram.id, 0, "fragColor");
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// attach the shader program to the OpenGL context
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lodShaderProgram.link();
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// after the shaders have been attached to the program
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// we don't need their OpenGL references anymore
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GL20.glDeleteShader(vertexShader.id);
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GL20.glDeleteShader(fragmentShader.id);
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}
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@@ -21,14 +21,13 @@ package com.seibel.lod.core.render.shader;
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import java.io.BufferedReader;
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import java.io.FileInputStream;
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import java.io.FileNotFoundException;
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import java.io.IOException;
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import java.io.InputStream;
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import java.io.InputStreamReader;
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import org.lwjgl.opengl.GL20;
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import com.seibel.lod.core.api.ClientApi;
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/**
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* This object holds a OpenGL reference to a shader
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* and allows for reading in and compiling a shader file.
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@@ -59,14 +58,23 @@ public class LodShader
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* @param absoluteFilePath If false the file path is relative to the resource jar folder.
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* @throws Exception if the shader fails to compile
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*/
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public static LodShader loadShader(int type, String path, boolean absoluteFilePath) throws Exception
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public static LodShader loadShader(int type, String path, boolean absoluteFilePath)
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{
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StringBuilder stringBuilder = new StringBuilder();
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try
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{
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// open the file
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InputStream in = absoluteFilePath ? new FileInputStream(path) : LodShader.class.getClassLoader().getResourceAsStream(path);
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InputStream in;
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if (absoluteFilePath) {
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// Throws FileNotFoundException
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in = new FileInputStream(path); // Note: this should use OS path seperator
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} else {
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in = LodShader.class.getClassLoader().getResourceAsStream(path); // Note: path seperator should be '/'
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if (in == null) {
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throw new FileNotFoundException("Shader file not found in resource: "+path);
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}
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}
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BufferedReader reader = new BufferedReader(new InputStreamReader(in));
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// read in the file
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@@ -76,7 +84,7 @@ public class LodShader
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}
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catch (IOException e)
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{
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ClientApi.LOGGER.error("Unable to load shader from file [" + path + "]. Error: " + e.getMessage());
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throw new RuntimeException("Unable to load shader from file [" + path + "]. Error: " + e.getMessage());
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}
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CharSequence shaderFileSource = stringBuilder.toString();
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@@ -90,7 +98,7 @@ public class LodShader
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* @param source Source of the shader
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* @throws Exception if the shader fails to compile
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*/
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public static LodShader createShader(int type, CharSequence source) throws Exception
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public static LodShader createShader(int type, CharSequence source)
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{
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LodShader shader = new LodShader(type);
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GL20.glShaderSource(shader.id, source);
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@@ -103,14 +111,14 @@ public class LodShader
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* Compiles the shader and checks its status afterwards.
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* @throws Exception if the shader fails to compile
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*/
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public void compile() throws Exception
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public void compile()
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{
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GL20.glCompileShader(id);
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// check if the shader compiled
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int status = GL20.glGetShaderi(id, GL20.GL_COMPILE_STATUS);
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if (status != GL20.GL_TRUE)
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throw new Exception(GL20.glGetShaderInfoLog(id));
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throw new RuntimeException("Shader compiler error. Details: "+GL20.glGetShaderInfoLog(id));
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}
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}
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@@ -73,7 +73,7 @@ public class LodShaderProgram
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* Links the shader program to the current OpenGL context.
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* @throws Exception Exception if the program failed to link
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*/
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public void link() throws Exception
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public void link()
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{
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GL20.glLinkProgram(this.id);
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checkLinkStatus();
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@@ -83,11 +83,11 @@ public class LodShaderProgram
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* Checks if the program was linked successfully.
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* @throws Exception if the program failed to link
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*/
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public void checkLinkStatus() throws Exception
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public void checkLinkStatus()
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{
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int status = GL20.glGetProgrami(this.id, GL20.GL_LINK_STATUS);
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if (status != GL20.GL_TRUE)
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throw new Exception(GL20.glGetProgramInfoLog(this.id));
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throw new RuntimeException("Shader Link Error. Details: "+GL20.glGetProgramInfoLog(this.id));
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}
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