Java Code Examples for android.opengl.GLES30#glAttachShader()
The following examples show how to use
android.opengl.GLES30#glAttachShader() .
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Example 1
Source File: Utils.java From alynx-live-wallpaper with Apache License 2.0 | 6 votes |
static int linkProgramGLES30( final int vertShader, final int fragShader ) throws RuntimeException { int program = GLES30.glCreateProgram(); if (program == 0) { throw new RuntimeException("Failed to create program"); } GLES30.glAttachShader(program, vertShader); GLES30.glAttachShader(program, fragShader); GLES30.glLinkProgram(program); final int[] status = new int[1]; GLES30.glGetProgramiv(program, GLES30.GL_LINK_STATUS, status, 0); if (status[0] == 0) { final String log = GLES30.glGetProgramInfoLog(program); GLES30.glDeleteProgram(program); throw new RuntimeException(log); } return program; }
Example 2
Source File: GLHelper.java From libcommon with Apache License 2.0 | 5 votes |
/** * load, compile and link shader * @param vss source of vertex shader * @param fss source of fragment shader * @return */ public static int loadShader(final String vss, final String fss) { if (DEBUG) Log.v(TAG, "loadShader:"); final int[] compiled = new int[1]; // 頂点シェーダーをコンパイル final int vs = loadShader(GLES30.GL_VERTEX_SHADER, vss); if (vs == 0) { Log.d(TAG, "loadShader:failed to compile vertex shader,\n" + vss); return 0; } // フラグメントシェーダーをコンパイル int fs = loadShader(GLES30.GL_FRAGMENT_SHADER, fss); if (fs == 0) { Log.d(TAG, "loadShader:failed to compile fragment shader,\n" + fss); return 0; } // リンク final int program = GLES30.glCreateProgram(); checkGlError("glCreateProgram"); if (program == 0) { Log.e(TAG, "Could not create program"); } GLES30.glAttachShader(program, vs); checkGlError("glAttachShader"); GLES30.glAttachShader(program, fs); checkGlError("glAttachShader"); GLES30.glLinkProgram(program); final int[] linkStatus = new int[1]; GLES30.glGetProgramiv(program, GLES30.GL_LINK_STATUS, linkStatus, 0); if (linkStatus[0] != GLES30.GL_TRUE) { Log.e(TAG, "Could not link program: "); Log.e(TAG, GLES30.glGetProgramInfoLog(program)); GLES30.glDeleteProgram(program); return 0; } return program; }
Example 3
Source File: Square.java From opengl with Apache License 2.0 | 5 votes |
/** * Sets up the drawing object data for use in an OpenGL ES context. */ public Square() { // initialize vertex byte buffer for shape coordinates ByteBuffer bb = ByteBuffer.allocateDirect( // (# of coordinate values * 4 bytes per float) squareCoords.length * 4); bb.order(ByteOrder.nativeOrder()); vertexBuffer = bb.asFloatBuffer(); vertexBuffer.put(squareCoords); vertexBuffer.position(0); // initialize byte buffer for the draw list ByteBuffer dlb = ByteBuffer.allocateDirect( // (# of coordinate values * 2 bytes per short) drawOrder.length * 2); dlb.order(ByteOrder.nativeOrder()); drawListBuffer = dlb.asShortBuffer(); drawListBuffer.put(drawOrder); drawListBuffer.position(0); // prepare shaders and OpenGL program int vertexShader = MyGLRenderer.loadShader( GLES30.GL_VERTEX_SHADER, vertexShaderCode); int fragmentShader = MyGLRenderer.loadShader( GLES30.GL_FRAGMENT_SHADER, fragmentShaderCode); mProgram = GLES30.glCreateProgram(); // create empty OpenGL Program GLES30.glAttachShader(mProgram, vertexShader); // add the vertex shader to program GLES30.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program GLES30.glLinkProgram(mProgram); // create OpenGL program executables }
Example 4
Source File: Triangle.java From opengl with Apache License 2.0 | 5 votes |
/** * Sets up the drawing object data for use in an OpenGL ES context. */ public Triangle() { // initialize vertex byte buffer for shape coordinates ByteBuffer bb = ByteBuffer.allocateDirect( // (number of coordinate values * 4 bytes per float) triangleCoords.length * 4); // use the device hardware's native byte order bb.order(ByteOrder.nativeOrder()); // create a floating point buffer from the ByteBuffer vertexBuffer = bb.asFloatBuffer(); // add the coordinates to the FloatBuffer vertexBuffer.put(triangleCoords); // set the buffer to read the first coordinate vertexBuffer.position(0); // prepare shaders and OpenGL program int vertexShader = MyGLRenderer.loadShader( GLES30.GL_VERTEX_SHADER, vertexShaderCode); int fragmentShader = MyGLRenderer.loadShader( GLES30.GL_FRAGMENT_SHADER, fragmentShaderCode); mProgram = GLES30.glCreateProgram(); // create empty OpenGL Program GLES30.glAttachShader(mProgram, vertexShader); // add the vertex shader to program GLES30.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program GLES30.glLinkProgram(mProgram); // create OpenGL program executables }
Example 5
Source File: Pyramid.java From opengl with Apache License 2.0 | 4 votes |
public Pyramid() { //first setup the mVertices correctly. mVertices = ByteBuffer .allocateDirect(mVerticesData.length * 4) .order(ByteOrder.nativeOrder()) .asFloatBuffer() .put(mVerticesData); mVertices.position(0); //setup the shaders int vertexShader; int fragmentShader; int programObject; int[] linked = new int[1]; // Load the vertex/fragment shaders vertexShader = myRenderer.LoadShader(GLES30.GL_VERTEX_SHADER, vShaderStr); fragmentShader = myRenderer.LoadShader(GLES30.GL_FRAGMENT_SHADER, fShaderStr); // Create the program object programObject = GLES30.glCreateProgram(); if (programObject == 0) { Log.e(TAG, "So some kind of error, but what?"); return; } GLES30.glAttachShader(programObject, vertexShader); GLES30.glAttachShader(programObject, fragmentShader); // Bind vPosition to attribute 0 GLES30.glBindAttribLocation(programObject, 0, "vPosition"); // Link the program GLES30.glLinkProgram(programObject); // Check the link status GLES30.glGetProgramiv(programObject, GLES30.GL_LINK_STATUS, linked, 0); if (linked[0] == 0) { Log.e(TAG, "Error linking program:"); Log.e(TAG, GLES30.glGetProgramInfoLog(programObject)); GLES30.glDeleteProgram(programObject); return; } // Store the program object mProgramObject = programObject; //now everything is setup and ready to draw. }
Example 6
Source File: HelloTriangleRenderer.java From opengl with Apache License 2.0 | 4 votes |
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) { String vShaderStr = "#version 300 es \n" + "in vec4 vPosition; \n" + "void main() \n" + "{ \n" + " gl_Position = vPosition; \n" + "} \n"; //a red ise 1.0, 0.0, 0.0, 1.0 but I prefer blue. String fShaderStr = "#version 300 es \n" + "precision mediump float; \n" + "out vec4 fragColor; \n" + "void main() \n" + "{ \n" + " fragColor = vec4 ( 0.0, 0.0, 1.0, 1.0 ); \n" + "} \n"; int vertexShader; int fragmentShader; int programObject; int[] linked = new int[1]; // Load the vertex/fragment shaders vertexShader = LoadShader(GLES30.GL_VERTEX_SHADER, vShaderStr); fragmentShader = LoadShader(GLES30.GL_FRAGMENT_SHADER, fShaderStr); // Create the program object programObject = GLES30.glCreateProgram(); if (programObject == 0) { return; } GLES30.glAttachShader(programObject, vertexShader); GLES30.glAttachShader(programObject, fragmentShader); // Bind vPosition to attribute 0 GLES30.glBindAttribLocation(programObject, 0, "vPosition"); // Link the program GLES30.glLinkProgram(programObject); // Check the link status GLES30.glGetProgramiv(programObject, GLES30.GL_LINK_STATUS, linked, 0); if (linked[0] == 0) { Log.e(TAG, "Error linking program:"); Log.e(TAG, GLES30.glGetProgramInfoLog(programObject)); GLES30.glDeleteProgram(programObject); return; } // Store the program object mProgramObject = programObject; //set the clear buffer color to white. GLES30.glClearColor(1.0f, 1.0f, 1.0f, 0.0f); }
Example 7
Source File: Cube.java From opengl with Apache License 2.0 | 4 votes |
public Cube() { //first setup the mVertices correctly. mVertices = ByteBuffer .allocateDirect(mVerticesData.length * 4) .order(ByteOrder.nativeOrder()) .asFloatBuffer() .put(mVerticesData); mVertices.position(0); //setup the shaders int vertexShader; int fragmentShader; int programObject; int[] linked = new int[1]; // Load the vertex/fragment shaders vertexShader = myRenderer.LoadShader(GLES30.GL_VERTEX_SHADER, vShaderStr); fragmentShader = myRenderer.LoadShader(GLES30.GL_FRAGMENT_SHADER, fShaderStr); // Create the program object programObject = GLES30.glCreateProgram(); if (programObject == 0) { Log.e(TAG, "So some kind of error, but what?"); return; } GLES30.glAttachShader(programObject, vertexShader); GLES30.glAttachShader(programObject, fragmentShader); // Bind vPosition to attribute 0 GLES30.glBindAttribLocation(programObject, 0, "vPosition"); // Link the program GLES30.glLinkProgram(programObject); // Check the link status GLES30.glGetProgramiv(programObject, GLES30.GL_LINK_STATUS, linked, 0); if (linked[0] == 0) { Log.e(TAG, "Error linking program:"); Log.e(TAG, GLES30.glGetProgramInfoLog(programObject)); GLES30.glDeleteProgram(programObject); return; } // Store the program object mProgramObject = programObject; //now everything is setup and ready to draw. }
Example 8
Source File: Cube.java From opengl with Apache License 2.0 | 4 votes |
public Cube() { //first setup the mVertices correctly. mVertices = ByteBuffer .allocateDirect(mVerticesData.length * 4) .order(ByteOrder.nativeOrder()) .asFloatBuffer() .put(mVerticesData); mVertices.position(0); //setup the shaders int vertexShader; int fragmentShader; int programObject; int[] linked = new int[1]; // Load the vertex/fragment shaders vertexShader = myRenderer.LoadShader(GLES30.GL_VERTEX_SHADER, vShaderStr); fragmentShader = myRenderer.LoadShader(GLES30.GL_FRAGMENT_SHADER, fShaderStr); // Create the program object programObject = GLES30.glCreateProgram(); if (programObject == 0) { Log.e(TAG, "So some kind of error, but what?"); return; } GLES30.glAttachShader(programObject, vertexShader); GLES30.glAttachShader(programObject, fragmentShader); // Bind vPosition to attribute 0 GLES30.glBindAttribLocation(programObject, 0, "vPosition"); // Link the program GLES30.glLinkProgram(programObject); // Check the link status GLES30.glGetProgramiv(programObject, GLES30.GL_LINK_STATUS, linked, 0); if (linked[0] == 0) { Log.e(TAG, "Error linking program:"); Log.e(TAG, GLES30.glGetProgramInfoLog(programObject)); GLES30.glDeleteProgram(programObject); return; } // Store the program object mProgramObject = programObject; //now everything is setup and ready to draw. }