Java Code Examples for android.opengl.GLES30#glBindAttribLocation()
The following examples show how to use
android.opengl.GLES30#glBindAttribLocation() .
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Example 1
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 2
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 3
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 4
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. }