Java Code Examples for android.opengl.GLES30#glDeleteProgram()

The following examples show how to use android.opengl.GLES30#glDeleteProgram() . 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: Utils.java    From alynx-live-wallpaper with Apache License 2.0 6 votes vote down vote up
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 vote down vote up
/**
 * 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: GLDrawer2DES3.java    From libcommon with Apache License 2.0 5 votes vote down vote up
/**
 * 破棄処理。GLコンテキスト/EGLレンダリングコンテキスト内で呼び出さないとダメ
 * IDrawer2Dの実装
 */
@Override
protected void internalReleaseShader(final int program) {
	// バッファーオブジェクトを破棄
	if (mBufVertex > 0) {
		GLHelper.deleteBuffer(mBufVertex);
		mBufVertex = 0;
	}
	if (mBufTexCoord > 0) {
		GLHelper.deleteBuffer(mBufTexCoord);
		mBufTexCoord = 0;
	}
	// シェーダーを破棄
	GLES30.glDeleteProgram(program);
}
 
Example 4
Source File: Pyramid.java    From opengl with Apache License 2.0 4 votes vote down vote up
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 5
Source File: HelloTriangleRenderer.java    From opengl with Apache License 2.0 4 votes vote down vote up
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 6
Source File: Cube.java    From opengl with Apache License 2.0 4 votes vote down vote up
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 7
Source File: Cube.java    From opengl with Apache License 2.0 4 votes vote down vote up
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.
}