Java Code Examples for com.jogamp.opengl.GL4#glGetUniformLocation()

The following examples show how to use com.jogamp.opengl.GL4#glGetUniformLocation() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: Gl_410_glsl_block.java    From jogl-samples with MIT License 5 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram program = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    VERT_SHADER_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode1 = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    FRAG_SHADER_SOURCE1, "frag", null, true);
            ShaderCode fragShaderCode2 = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    FRAG_SHADER_SOURCE2, "frag", null, true);

            program.init(gl4);
            programName = program.program();

            program.add(vertShaderCode);
            program.add(fragShaderCode1);
            program.add(fragShaderCode2);

            gl4.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position");
            gl4.glBindAttribLocation(programName, Semantic.Attr.TEXCOORD, "texCoord");
            gl4.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color");

            program.link(gl4, System.out);
        }

        // Get variables locations
        if (validated) {

            uniformTransform = gl4.glGetUniformBlockIndex(programName, "Transform");
            uniformDiffuse = gl4.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 2
Source File: Gl_400_primitive_tessellation.java    From jogl-samples with MIT License 5 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode contShaderCode = ShaderCode.create(gl4, GL_TESS_CONTROL_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "cont", null, true);
            ShaderCode evalShaderCode = ShaderCode.create(gl4, GL_TESS_EVALUATION_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "eval", null, true);
            ShaderCode geomShaderCode = ShaderCode.create(gl4, GL_GEOMETRY_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "geom", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertShaderCode);
            shaderProgram.add(geomShaderCode);
            shaderProgram.add(contShaderCode);
            shaderProgram.add(evalShaderCode);
            shaderProgram.add(fragShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);
        }

        if (validated) {

            uniformMvp = gl4.glGetUniformLocation(programName, "mvp");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 3
Source File: Gl_400_primitive_instanced.java    From jogl-samples with MIT License 5 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER,
                    this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode geomShaderCode = ShaderCode.create(gl4, GL_GEOMETRY_SHADER,
                    this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "geom", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER,
                    this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertShaderCode);
            shaderProgram.add(geomShaderCode);
            shaderProgram.add(fragShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);
        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl4.glGetUniformLocation(programName, "mvp");
            uniformDiffuse = gl4.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 4
Source File: Gl_420_sampler_gather.java    From jogl-samples with MIT License 5 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);
            programName = shaderProgram.program();

            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);
            shaderProgram.link(gl4, System.out);
        }

        if (validated) {

            uniformMvp = gl4.glGetUniformLocation(programName, "mvp");
            uniformDiffuse = gl4.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 5
Source File: Gl_410_program_separate.java    From jogl-samples with MIT License 4 votes vote down vote up
private boolean initSeparateProgram(GL4 gl4) {

        boolean validated = true;

        try {

            if (validated) {

                String[] vertexSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE
                    + ".vert")).useDelimiter("\\A").next()};
                separateProgramName[Program.VERTEX] = gl4.glCreateShaderProgramv(GL_VERTEX_SHADER, 1, vertexSourceContent);
            }

            if (validated) {

                String[] fragmentSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE
                    + ".frag")).useDelimiter("\\A").next()};
                separateProgramName[Program.FRAGMENT] = gl4.glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, fragmentSourceContent);
            }

            if (validated) {

                validated = validated
                        && framework.Compiler.checkProgram(gl4, separateProgramName[Program.VERTEX]);
                validated = validated
                        && framework.Compiler.checkProgram(gl4, separateProgramName[Program.FRAGMENT]);
            }
            if (validated) {

                gl4.glGenProgramPipelines(1, pipelineName);
                gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT, separateProgramName[Program.VERTEX]);
                gl4.glUseProgramStages(pipelineName.get(0), GL_FRAGMENT_SHADER_BIT, separateProgramName[Program.FRAGMENT]);
            }
            if (validated) {

                separateUniformMvp = gl4.glGetUniformLocation(separateProgramName[Program.VERTEX], "mvp");
                separateUniformDiffuse = gl4.glGetUniformLocation(separateProgramName[Program.FRAGMENT], "diffuse");
            }

        } catch (FileNotFoundException ex) {
            Logger.getLogger(Gl_410_program_64.class.getName()).log(Level.SEVERE, null, ex);
        }

        return validated && checkError(gl4, "initProgram");
    }
 
Example 6
Source File: Gl_410_program_64.java    From jogl-samples with MIT License 4 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        try {

            if (validated) {

                String[] vertexSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE
                    + ".vert")).useDelimiter("\\A").next()};
                programName[Program.VERT] = gl4.glCreateShaderProgramv(GL_VERTEX_SHADER, 1, vertexSourceContent);
            }

            if (validated) {

                String[] fragmentSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE
                    + ".frag")).useDelimiter("\\A").next()};
                programName[Program.FRAG] = gl4.glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, fragmentSourceContent);
            }

            if (validated) {

                validated = validated && framework.Compiler.checkProgram(gl4, programName[Program.VERT]);
                validated = validated && framework.Compiler.checkProgram(gl4, programName[Program.FRAG]);
            }

            if (validated) {

                uniformMvp = gl4.glGetUniformLocation(programName[Program.VERT], "mvp");
                uniformDiffuse = gl4.glGetUniformLocation(programName[Program.FRAG], "diffuse");
            }

            if (validated) {

                gl4.glGenProgramPipelines(1, pipelineName);
                gl4.glBindProgramPipeline(pipelineName.get(0));
                gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT, programName[Program.VERT]);
                gl4.glUseProgramStages(pipelineName.get(0), GL_FRAGMENT_SHADER_BIT, programName[Program.FRAG]);
            }

        } catch (FileNotFoundException ex) {
            Logger.getLogger(Gl_410_program_64.class.getName()).log(Level.SEVERE, null, ex);
        }

        return validated && checkError(gl4, "initProgram");
    }
 
Example 7
Source File: Gl_410_primitive_tessellation2.java    From jogl-samples with MIT License 4 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram vertProgram = new ShaderProgram();
            ShaderProgram fragProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode contShaderCode = ShaderCode.create(gl4, GL_TESS_CONTROL_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "cont", null, true);
            ShaderCode evalShaderCode = ShaderCode.create(gl4, GL_TESS_EVALUATION_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "eval", null, true);
            ShaderCode geomShaderCode = ShaderCode.create(gl4, GL_GEOMETRY_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "geom", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "frag", null, true);

            vertProgram.init(gl4);
            fragProgram.init(gl4);

            vertProgram.add(vertShaderCode);
            vertProgram.add(contShaderCode);
            vertProgram.add(evalShaderCode);
            vertProgram.add(geomShaderCode);
            fragProgram.add(fragShaderCode);

            programName[Program.VERT] = vertProgram.program();
            programName[Program.FRAG] = fragProgram.program();

            gl4.glProgramParameteri(programName[Program.VERT], GL_PROGRAM_SEPARABLE, GL_TRUE);
            gl4.glProgramParameteri(programName[Program.FRAG], GL_PROGRAM_SEPARABLE, GL_TRUE);

            vertProgram.link(gl4, System.out);
            fragProgram.link(gl4, System.out);
        }

        if (validated) {

            uniformMvp = gl4.glGetUniformLocation(programName[Program.VERT], "mvp");
            validated = validated && (uniformMvp != -1);

        }

        // Get variables locations
        if (validated) {

            gl4.glGenProgramPipelines(1, pipelineName);
            gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_TESS_CONTROL_SHADER_BIT
                    | GL_TESS_EVALUATION_SHADER_BIT | GL_GEOMETRY_SHADER_BIT, programName[Program.VERT]);
            gl4.glUseProgramStages(pipelineName.get(0), GL_FRAGMENT_SHADER_BIT, programName[Program.FRAG]);
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 8
Source File: Gl_410_primitive_instanced.java    From jogl-samples with MIT License 4 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        gl4.glGenProgramPipelines(1, pipelineName);

        // Create program
        if (validated) {

            ShaderProgram vertProgram = new ShaderProgram();
            ShaderProgram fragProgram = new ShaderProgram();

            ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode geometryShaderCode = ShaderCode.create(gl4, GL_GEOMETRY_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "geom", null, true);
            ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "frag", null, true);

            vertProgram.init(gl4);
            fragProgram.init(gl4);

            vertProgram.add(vertexShaderCode);
            vertProgram.add(geometryShaderCode);
            fragProgram.add(fragmentShaderCode);

            programName[Program.VERT] = vertProgram.program();
            programName[Program.FRAG] = fragProgram.program();

            gl4.glProgramParameteri(programName[Program.VERT], GL_PROGRAM_SEPARABLE, GL_TRUE);
            gl4.glProgramParameteri(programName[Program.FRAG], GL_PROGRAM_SEPARABLE, GL_TRUE);

            vertProgram.link(gl4, System.out);
            fragProgram.link(gl4, System.out);
        }

        if (validated) {

            gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT,
                    programName[Program.VERT]);
            gl4.glUseProgramStages(pipelineName.get(0), GL_FRAGMENT_SHADER_BIT, programName[Program.FRAG]);

        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl4.glGetUniformLocation(programName[Program.VERT], "mvp");
            uniformDiffuse = gl4.glGetUniformLocation(programName[Program.FRAG], "diffuse");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 9
Source File: Gl_400_program_varying_blocks.java    From jogl-samples with MIT License 4 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(),
                    SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode controlShaderCode = ShaderCode.create(gl4, GL_TESS_CONTROL_SHADER, this.getClass(),
                    SHADERS_ROOT, null, SHADERS_SOURCE, "cont", null, true);
            ShaderCode evaluationShaderCode = ShaderCode.create(gl4, GL_TESS_EVALUATION_SHADER, this.getClass(),
                    SHADERS_ROOT, null, SHADERS_SOURCE, "eval", null, true);
            ShaderCode geometryShaderCode = ShaderCode.create(gl4, GL_GEOMETRY_SHADER, this.getClass(),
                    SHADERS_ROOT, null, SHADERS_SOURCE, "geom", null, true);
            ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(),
                    SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertexShaderCode);
            shaderProgram.add(controlShaderCode);
            shaderProgram.add(evaluationShaderCode);
            shaderProgram.add(geometryShaderCode);
            shaderProgram.add(fragmentShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);

        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl4.glGetUniformLocation(programName, "mvp");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 10
Source File: Gl_410_primitive_tessellation5.java    From jogl-samples with MIT License 4 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        gl4.glGenProgramPipelines(1, pipelineName);
        gl4.glBindProgramPipeline(pipelineName.get(0));
        gl4.glBindProgramPipeline(0);

        // Create program
        if (validated) {

            ShaderProgram[] shaderPrograms = new ShaderProgram[Program.MAX];

            ShaderCode[] shaderCodes = new ShaderCode[]{
                ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE,
                "vert", null, true),
                ShaderCode.create(gl4, GL_TESS_CONTROL_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE,
                "cont", null, true),
                ShaderCode.create(gl4, GL_TESS_EVALUATION_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE,
                "eval", null, true),
                ShaderCode.create(gl4, GL_GEOMETRY_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE,
                "geom", null, true),
                ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE,
                "frag", null, true)};

            for (int i = 0; i < Program.MAX; i++) {

                shaderPrograms[i] = new ShaderProgram();
                shaderPrograms[i].init(gl4);
                shaderPrograms[i].add(shaderCodes[i]);
                programName[i] = shaderPrograms[i].program();
                gl4.glProgramParameteri(programName[i], GL_PROGRAM_SEPARABLE, GL_TRUE);
                shaderPrograms[i].link(gl4, System.out);
            }
        }

        if (validated) {

            gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT, programName[Program.VERT]);
            gl4.glUseProgramStages(pipelineName.get(0), GL_TESS_CONTROL_SHADER_BIT, programName[Program.CONT]);
            gl4.glUseProgramStages(pipelineName.get(0), GL_TESS_EVALUATION_SHADER_BIT, programName[Program.EVAL]);
            gl4.glUseProgramStages(pipelineName.get(0), GL_GEOMETRY_SHADER_BIT, programName[Program.GEOM]);
            gl4.glUseProgramStages(pipelineName.get(0), GL_FRAGMENT_SHADER_BIT, programName[Program.FRAG]);

        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl4.glGetUniformLocation(programName[Program.VERT], "mvp");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 11
Source File: Gl_400_program_varying_structs.java    From jogl-samples with MIT License 4 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(),
                    SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode controlShaderCode = ShaderCode.create(gl4, GL_TESS_CONTROL_SHADER, this.getClass(),
                    SHADERS_ROOT, null, SHADERS_SOURCE, "cont", null, true);
            ShaderCode evaluationShaderCode = ShaderCode.create(gl4, GL_TESS_EVALUATION_SHADER, this.getClass(),
                    SHADERS_ROOT, null, SHADERS_SOURCE, "eval", null, true);
            ShaderCode geometryShaderCode = ShaderCode.create(gl4, GL_GEOMETRY_SHADER, this.getClass(),
                    SHADERS_ROOT, null, SHADERS_SOURCE, "geom", null, true);
            ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(),
                    SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertexShaderCode);
            shaderProgram.add(controlShaderCode);
            shaderProgram.add(evaluationShaderCode);
            shaderProgram.add(geometryShaderCode);
            shaderProgram.add(fragmentShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);

        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl4.glGetUniformLocation(programName, "mvp");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 12
Source File: Gl_400_program_64.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);

        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl4.glGetUniformLocation(programName, "mvp");
            uniformDiffuse = gl4.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 13
Source File: Gl_420_buffer_uniform.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER,
                    this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER,
                    this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);
            programName = shaderProgram.program();

            gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE);

            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            shaderProgram.link(gl4, System.out);
        }

        if (validated) {

            gl4.glGenProgramPipelines(1, pipelineName);
            gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName);
        }

        if (validated) {

            uniformInstance = gl4.glGetUniformLocation(programName, "instance");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 14
Source File: Gl_400_sampler_array_nv.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertexShaderCode);
            shaderProgram.add(fragmentShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);

        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl4.glGetUniformLocation(programName, "mvp");
            uniformDiffuseRGB = gl4.glGetUniformLocation(programName, "diffuse[0]");
            uniformDiffuseBGR = gl4.glGetUniformLocation(programName, "diffuse[1]");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 15
Source File: Gl_400_fbo_rtt.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);
        }

        if (validated) {

            uniformDiffuse = gl4.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 16
Source File: Gl_400_draw_indirect.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);
        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl4.glGetUniformLocation(programName, "mvp");
            uniformDiffuse = gl4.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 17
Source File: Gl_400_texture_buffer_rgb.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertexShaderCode);
            shaderProgram.add(fragmentShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);

        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl4.glGetUniformLocation(programName, "mvp");
            uniformDiffuse = gl4.glGetUniformLocation(programName, "diffuse");
            uniformDisplacement = gl4.glGetUniformLocation(programName, "displacement");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 18
Source File: Gl_410_program_separate.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initUnifiedProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            unifiedProgramName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);
        }

        // Get variables locations
        if (validated) {

            unifiedUniformMvp = gl4.glGetUniformLocation(unifiedProgramName, "mvp");
            unifiedUniformDiffuse = gl4.glGetUniformLocation(unifiedProgramName, "diffuse");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 19
Source File: Gl_400_fbo_multisample.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            programName = shaderProgram.program();

            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            shaderProgram.link(gl4, System.out);
        }

        if (validated) {

            uniformMvp = gl4.glGetUniformLocation(programName, "mvp");
            uniformDiffuse = gl4.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 20
Source File: Gl_400_sampler_array.java    From jogl-samples with MIT License 2 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertexShaderCode);
            shaderProgram.add(fragmentShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);

        }

        // Get variables locations
        if (validated) {

            gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"),
                    Semantic.Uniform.TRANSFORM0);

            uniformDiffuseIndex = gl4.glGetUniformLocation(programName, "diffuseIndex");

            gl4.glUseProgram(programName);
            gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse[0]"), 0);
            gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse[1]"), 1);
            gl4.glUseProgram(0);
        }

        return validated & checkError(gl4, "initProgram");
    }