Java Code Examples for android.opengl.GLES20#glAttachShader()
The following examples show how to use
android.opengl.GLES20#glAttachShader() .
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Example 1
Source File: GLES20Canvas.java From TurboLauncher with Apache License 2.0 | 6 votes |
private int assembleProgram(int vertexShader, int fragmentShader, ShaderParameter[] params) { int program = GLES20.glCreateProgram(); checkError(); if (program == 0) { throw new RuntimeException("Cannot create GL program: " + GLES20.glGetError()); } GLES20.glAttachShader(program, vertexShader); checkError(); GLES20.glAttachShader(program, fragmentShader); checkError(); GLES20.glLinkProgram(program); checkError(); int[] mLinkStatus = mTempIntArray; GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, mLinkStatus, 0); if (mLinkStatus[0] != GLES20.GL_TRUE) { Log.e(TAG, "Could not link program: "); Log.e(TAG, GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; } for (int i = 0; i < params.length; i++) { params[i].loadHandle(program); } return program; }
Example 2
Source File: RenderPass.java From smartGL with Apache License 2.0 | 6 votes |
void load() { Assert.assertTrue(!isLoaded()); if (mShaders != null) { mProgramId = GLES20.glCreateProgram(); Assert.assertTrue(mProgramId != NOPROGRAM); if (!mShaders.isLoaded()) { mShaders.loadShader(mProgramId); } GLES20.glAttachShader(mProgramId, mShaders.getVertexScriptId()); GLES20.glAttachShader(mProgramId, mShaders.getPixelScriptId()); GLES20.glLinkProgram(mProgramId); int[] linkStatus = new int[1]; GLES20.glGetProgramiv(mProgramId, GLES20.GL_LINK_STATUS, linkStatus, 0); Assert.assertTrue(linkStatus[0] == GLES20.GL_TRUE); mShaders.init(mProgramId); } }
Example 3
Source File: TextureRenderer.java From VideoCompressor with Apache License 2.0 | 5 votes |
private int createProgram(String vertexSource, String fragmentSource) { int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource); if (vertexShader == 0) { return 0; } int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); if (pixelShader == 0) { return 0; } int program = GLES20.glCreateProgram(); checkGlError("glCreateProgram"); if (program == 0) { return 0; } GLES20.glAttachShader(program, vertexShader); checkGlError("glAttachShader"); GLES20.glAttachShader(program, pixelShader); checkGlError("glAttachShader"); GLES20.glLinkProgram(program); int[] linkStatus = new int[1]; GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); if (linkStatus[0] != GLES20.GL_TRUE) { GLES20.glDeleteProgram(program); program = 0; } return program; }
Example 4
Source File: TextureRenderer.java From VideoCompressor with Apache License 2.0 | 5 votes |
private int createProgram(String vertexSource, String fragmentSource) { int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource); if (vertexShader == 0) { return 0; } int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); if (pixelShader == 0) { return 0; } int program = GLES20.glCreateProgram(); checkGlError("glCreateProgram"); if (program == 0) { return 0; } GLES20.glAttachShader(program, vertexShader); checkGlError("glAttachShader"); GLES20.glAttachShader(program, pixelShader); checkGlError("glAttachShader"); GLES20.glLinkProgram(program); int[] linkStatus = new int[1]; GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); if (linkStatus[0] != GLES20.GL_TRUE) { GLES20.glDeleteProgram(program); program = 0; } return program; }
Example 5
Source File: TextureRender.java From android-transcoder with Apache License 2.0 | 5 votes |
private int createProgram(String vertexSource, String fragmentSource) { int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource); if (vertexShader == 0) { return 0; } int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); if (pixelShader == 0) { return 0; } int program = GLES20.glCreateProgram(); checkGlError("glCreateProgram"); if (program == 0) { Log.e(TAG, "Could not create program"); } GLES20.glAttachShader(program, vertexShader); checkGlError("glAttachShader"); GLES20.glAttachShader(program, pixelShader); checkGlError("glAttachShader"); GLES20.glLinkProgram(program); int[] linkStatus = new int[1]; GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); if (linkStatus[0] != GLES20.GL_TRUE) { Log.e(TAG, "Could not link program: "); Log.e(TAG, GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; } return program; }
Example 6
Source File: GSYVideoGLViewBaseRender.java From GSYVideoPlayer with Apache License 2.0 | 5 votes |
protected int createProgram(String vertexSource, String fragmentSource) { int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource); if (vertexShader == 0) { return 0; } int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); if (pixelShader == 0) { return 0; } int program = GLES20.glCreateProgram(); if (program != 0) { GLES20.glAttachShader(program, vertexShader); checkGlError("glAttachShader"); GLES20.glAttachShader(program, pixelShader); checkGlError("glAttachShader"); GLES20.glLinkProgram(program); int[] linkStatus = new int[1]; GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); if (linkStatus[0] != GLES20.GL_TRUE) { Debuger.printfError("Could not link program: "); Debuger.printfError(GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; } } return program; }
Example 7
Source File: ColorFade.java From android_9.0.0_r45 with Apache License 2.0 | 5 votes |
private boolean initGLShaders(Context context) { int vshader = loadShader(context, com.android.internal.R.raw.color_fade_vert, GLES20.GL_VERTEX_SHADER); int fshader = loadShader(context, com.android.internal.R.raw.color_fade_frag, GLES20.GL_FRAGMENT_SHADER); GLES20.glReleaseShaderCompiler(); if (vshader == 0 || fshader == 0) return false; mProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(mProgram, vshader); GLES20.glAttachShader(mProgram, fshader); GLES20.glDeleteShader(vshader); GLES20.glDeleteShader(fshader); GLES20.glLinkProgram(mProgram); mVertexLoc = GLES20.glGetAttribLocation(mProgram, "position"); mTexCoordLoc = GLES20.glGetAttribLocation(mProgram, "uv"); mProjMatrixLoc = GLES20.glGetUniformLocation(mProgram, "proj_matrix"); mTexMatrixLoc = GLES20.glGetUniformLocation(mProgram, "tex_matrix"); mOpacityLoc = GLES20.glGetUniformLocation(mProgram, "opacity"); mGammaLoc = GLES20.glGetUniformLocation(mProgram, "gamma"); mTexUnitLoc = GLES20.glGetUniformLocation(mProgram, "texUnit"); GLES20.glUseProgram(mProgram); GLES20.glUniform1i(mTexUnitLoc, 0); GLES20.glUseProgram(0); return true; }
Example 8
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( GLES20.GL_VERTEX_SHADER, vertexShaderCode); int fragmentShader = MyGLRenderer.loadShader( GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program GLES20.glLinkProgram(mProgram); // create OpenGL program executables }
Example 9
Source File: GLUtil.java From MD360Player4Android with Apache License 2.0 | 5 votes |
/** * Helper function to compile and link a program. * * @param vertexShaderHandle An OpenGL handle to an already-compiled vertex shader. * @param fragmentShaderHandle An OpenGL handle to an already-compiled fragment shader. * @param attributes Attributes that need to be bound to the program. * @return An OpenGL handle to the program. */ public static int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle, final String[] attributes) { int programHandle = GLES20.glCreateProgram(); if (programHandle != 0) { // Bind the vertex shader to the program. GLES20.glAttachShader(programHandle, vertexShaderHandle); // Bind the fragment shader to the program. GLES20.glAttachShader(programHandle, fragmentShaderHandle); // Bind attributes if (attributes != null) { final int size = attributes.length; for (int i = 0; i < size; i++) { GLES20.glBindAttribLocation(programHandle, i, attributes[i]); } } // Link the two shaders together into a program. GLES20.glLinkProgram(programHandle); // Get the link status. final int[] linkStatus = new int[1]; GLES20.glGetProgramiv(programHandle, GLES20.GL_LINK_STATUS, linkStatus, 0); // If the link failed, delete the program. if (linkStatus[0] == 0) { Log.e(TAG, "Error compiling program: " + GLES20.glGetProgramInfoLog(programHandle)); GLES20.glDeleteProgram(programHandle); programHandle = 0; } } if (programHandle == 0) { throw new RuntimeException("Error creating program."); } return programHandle; }
Example 10
Source File: GLDrawer2D.java From TimeLapseRecordingSample 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(String vss, String fss) { if (DEBUG) Log.v(TAG, "loadShader:"); int vs = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER); GLES20.glShaderSource(vs, vss); GLES20.glCompileShader(vs); final int[] compiled = new int[1]; GLES20.glGetShaderiv(vs, GLES20.GL_COMPILE_STATUS, compiled, 0); if (compiled[0] == 0) { if (DEBUG) Log.e(TAG, "Failed to compile vertex shader:" + GLES20.glGetShaderInfoLog(vs)); GLES20.glDeleteShader(vs); vs = 0; } int fs = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER); GLES20.glShaderSource(fs, fss); GLES20.glCompileShader(fs); GLES20.glGetShaderiv(fs, GLES20.GL_COMPILE_STATUS, compiled, 0); if (compiled[0] == 0) { if (DEBUG) Log.w(TAG, "Failed to compile fragment shader:" + GLES20.glGetShaderInfoLog(fs)); GLES20.glDeleteShader(fs); fs = 0; } final int program = GLES20.glCreateProgram(); GLES20.glAttachShader(program, vs); GLES20.glAttachShader(program, fs); GLES20.glLinkProgram(program); return program; }
Example 11
Source File: GlUtil.java From sealrtc-android with MIT License | 5 votes |
/** * Creates a new program from the supplied vertex and fragment shaders. * * @return A handle to the program, or 0 on failure. */ public static int createProgram(String vertexSource, String fragmentSource) { int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource); if (vertexShader == 0) { return 0; } int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); if (pixelShader == 0) { return 0; } int program = GLES20.glCreateProgram(); checkGlError("glCreateProgram"); if (program == 0) { Log.e(TAG, "Could not create program"); } GLES20.glAttachShader(program, vertexShader); checkGlError("glAttachShader"); GLES20.glAttachShader(program, pixelShader); checkGlError("glAttachShader"); GLES20.glLinkProgram(program); int[] linkStatus = new int[1]; GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); if (linkStatus[0] != GLES20.GL_TRUE) { Log.e(TAG, "Could not link program: "); Log.e(TAG, GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; } return program; }
Example 12
Source File: OpenGlUtils.java From TikTok with Apache License 2.0 | 5 votes |
public static int loadProgram(final String strVSource, final String strFSource) { int iVShader; int iFShader; int iProgId; int[] link = new int[1]; iVShader = loadShader(strVSource, GLES20.GL_VERTEX_SHADER); if (iVShader == 0) { Log.d("Load Program", "Vertex Shader Failed"); return 0; } iFShader = loadShader(strFSource, GLES20.GL_FRAGMENT_SHADER); if (iFShader == 0) { Log.d("Load Program", "Fragment Shader Failed"); return 0; } iProgId = GLES20.glCreateProgram(); GLES20.glAttachShader(iProgId, iVShader); GLES20.glAttachShader(iProgId, iFShader); GLES20.glLinkProgram(iProgId); GLES20.glGetProgramiv(iProgId, GLES20.GL_LINK_STATUS, link, 0); if (link[0] <= 0) { Log.d("Load Program", "Linking Failed"); return 0; } GLES20.glDeleteShader(iVShader); GLES20.glDeleteShader(iFShader); return iProgId; }
Example 13
Source File: GLRenderer.java From bombsquad-remote-android with Apache License 2.0 | 4 votes |
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 String vertexShaderCode = "uniform mat4 uMVPMatrix;" + "attribute vec4 vPosition;" + "void main() {" + // the matrix must be included as a modifier of gl_Position " gl_Position = vPosition * uMVPMatrix;" + "}"; int vertexShader = GLRenderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); String fragmentShaderCode = "precision mediump float;" + "uniform vec4 " + "vColor;" + "void " + "main() {" + " gl_FragColor = vColor;" + "}"; int fragmentShader = GLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); mProgram = GLES20.glCreateProgram(); // create empty OpenGL // Program GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader // to program GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment // shader to program GLES20.glLinkProgram(mProgram); // create OpenGL program // executables }
Example 14
Source File: CameraGLRendererBase.java From OpenCvFaceDetect with Apache License 2.0 | 4 votes |
private static int loadShader(String vss, String fss) { Log.d("CameraGLRendererBase", "loadShader"); int vshader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER); GLES20.glShaderSource(vshader, vss); GLES20.glCompileShader(vshader); int[] status = new int[1]; GLES20.glGetShaderiv(vshader, GLES20.GL_COMPILE_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Could not compile vertex shader: "+GLES20.glGetShaderInfoLog(vshader)); GLES20.glDeleteShader(vshader); vshader = 0; return 0; } int fshader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER); GLES20.glShaderSource(fshader, fss); GLES20.glCompileShader(fshader); GLES20.glGetShaderiv(fshader, GLES20.GL_COMPILE_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Could not compile fragment shader:"+GLES20.glGetShaderInfoLog(fshader)); GLES20.glDeleteShader(vshader); GLES20.glDeleteShader(fshader); fshader = 0; return 0; } int program = GLES20.glCreateProgram(); GLES20.glAttachShader(program, vshader); GLES20.glAttachShader(program, fshader); GLES20.glLinkProgram(program); GLES20.glDeleteShader(vshader); GLES20.glDeleteShader(fshader); GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Could not link shader program: "+GLES20.glGetProgramInfoLog(program)); program = 0; return 0; } GLES20.glValidateProgram(program); GLES20.glGetProgramiv(program, GLES20.GL_VALIDATE_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Shader program validation error: "+GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; return 0; } Log.d("CameraGLRendererBase", "Shader program is built OK"); return program; }
Example 15
Source File: CameraGLRendererBase.java From OpenCV-android with Apache License 2.0 | 4 votes |
private static int loadShader(String vss, String fss) { Log.d("CameraGLRendererBase", "loadShader"); int vshader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER); GLES20.glShaderSource(vshader, vss); GLES20.glCompileShader(vshader); int[] status = new int[1]; GLES20.glGetShaderiv(vshader, GLES20.GL_COMPILE_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Could not compile vertex shader: "+GLES20.glGetShaderInfoLog(vshader)); GLES20.glDeleteShader(vshader); vshader = 0; return 0; } int fshader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER); GLES20.glShaderSource(fshader, fss); GLES20.glCompileShader(fshader); GLES20.glGetShaderiv(fshader, GLES20.GL_COMPILE_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Could not compile fragment shader:"+GLES20.glGetShaderInfoLog(fshader)); GLES20.glDeleteShader(vshader); GLES20.glDeleteShader(fshader); fshader = 0; return 0; } int program = GLES20.glCreateProgram(); GLES20.glAttachShader(program, vshader); GLES20.glAttachShader(program, fshader); GLES20.glLinkProgram(program); GLES20.glDeleteShader(vshader); GLES20.glDeleteShader(fshader); GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Could not link shader program: "+GLES20.glGetProgramInfoLog(program)); program = 0; return 0; } GLES20.glValidateProgram(program); GLES20.glGetProgramiv(program, GLES20.GL_VALIDATE_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Shader program validation error: "+GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; return 0; } Log.d("CameraGLRendererBase", "Shader program is built OK"); return program; }
Example 16
Source File: CameraGLRendererBase.java From FaceT with Mozilla Public License 2.0 | 4 votes |
private static int loadShader(String vss, String fss) { Log.d("CameraGLRendererBase", "loadShader"); int vshader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER); GLES20.glShaderSource(vshader, vss); GLES20.glCompileShader(vshader); int[] status = new int[1]; GLES20.glGetShaderiv(vshader, GLES20.GL_COMPILE_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Could not compile vertex shader: "+GLES20.glGetShaderInfoLog(vshader)); GLES20.glDeleteShader(vshader); vshader = 0; return 0; } int fshader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER); GLES20.glShaderSource(fshader, fss); GLES20.glCompileShader(fshader); GLES20.glGetShaderiv(fshader, GLES20.GL_COMPILE_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Could not compile fragment shader:"+GLES20.glGetShaderInfoLog(fshader)); GLES20.glDeleteShader(vshader); GLES20.glDeleteShader(fshader); fshader = 0; return 0; } int program = GLES20.glCreateProgram(); GLES20.glAttachShader(program, vshader); GLES20.glAttachShader(program, fshader); GLES20.glLinkProgram(program); GLES20.glDeleteShader(vshader); GLES20.glDeleteShader(fshader); GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Could not link shader program: "+GLES20.glGetProgramInfoLog(program)); program = 0; return 0; } GLES20.glValidateProgram(program); GLES20.glGetProgramiv(program, GLES20.GL_VALIDATE_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Shader program validation error: "+GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; return 0; } Log.d("CameraGLRendererBase", "Shader program is built OK"); return program; }
Example 17
Source File: PointsMatrix.java From MegviiFacepp-Android-SDK with Apache License 2.0 | 4 votes |
public PointsMatrix(boolean isFaceCompare) { // FloatBuffer fb_0 = floatBufferUtil(squareCoords); // FloatBuffer fb_1 = floatBufferUtil(squareCoords_1); // vertexBuffers.add(fb_0); // vertexBuffers.add(fb_1); // initialize byte buffer for the draw list this.isFaceCompare = isFaceCompare; 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); ByteBuffer line_dlb = ByteBuffer.allocateDirect( // (# of coordinate values * 2 bytes per short) drawLineOrder.length * 2); line_dlb.order(ByteOrder.nativeOrder()); drawLineListBuffer = line_dlb.asShortBuffer(); drawLineListBuffer.put(drawLineOrder); drawLineListBuffer.position(0); for (int i = 0; i < cubeOrders.length; ++i) { final short cubeOrder[] = cubeOrders[i]; ByteBuffer cubedlb = ByteBuffer.allocateDirect( // (# of coordinate values * 2 bytes per short) cubeOrder.length * 2); cubedlb.order(ByteOrder.nativeOrder()); cubeListBuffer[i] = cubedlb.asShortBuffer(); cubeListBuffer[i].put(cubeOrder); cubeListBuffer[i].position(0); } ByteBuffer faceRectLDB = ByteBuffer.allocateDirect(drawFaceRectOrder.length * 2); faceRectLDB.order(ByteOrder.nativeOrder()); faceRectListBuffer = faceRectLDB.asShortBuffer(); faceRectListBuffer.put(drawFaceRectOrder); faceRectListBuffer.position(0); // prepare shaders and OpenGL program int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader // to program GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment // shader to program GLES20.glLinkProgram(mProgram); // create OpenGL program executables }
Example 18
Source File: AndroidGL.java From trekarta with GNU General Public License v3.0 | 4 votes |
@Override public void attachShader(int program, int shader) { GLES20.glAttachShader(program, shader); }
Example 19
Source File: CameraGLRendererBase.java From ml-authentication with Apache License 2.0 | 4 votes |
private static int loadShader(String vss, String fss) { Log.d("CameraGLRendererBase", "loadShader"); int vshader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER); GLES20.glShaderSource(vshader, vss); GLES20.glCompileShader(vshader); int[] status = new int[1]; GLES20.glGetShaderiv(vshader, GLES20.GL_COMPILE_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Could not compile vertex shader: "+GLES20.glGetShaderInfoLog(vshader)); GLES20.glDeleteShader(vshader); vshader = 0; return 0; } int fshader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER); GLES20.glShaderSource(fshader, fss); GLES20.glCompileShader(fshader); GLES20.glGetShaderiv(fshader, GLES20.GL_COMPILE_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Could not compile fragment shader:"+GLES20.glGetShaderInfoLog(fshader)); GLES20.glDeleteShader(vshader); GLES20.glDeleteShader(fshader); fshader = 0; return 0; } int program = GLES20.glCreateProgram(); GLES20.glAttachShader(program, vshader); GLES20.glAttachShader(program, fshader); GLES20.glLinkProgram(program); GLES20.glDeleteShader(vshader); GLES20.glDeleteShader(fshader); GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Could not link shader program: "+GLES20.glGetProgramInfoLog(program)); program = 0; return 0; } GLES20.glValidateProgram(program); GLES20.glGetProgramiv(program, GLES20.GL_VALIDATE_STATUS, status, 0); if (status[0] == 0) { Log.e("CameraGLRendererBase", "Shader program validation error: "+GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; return 0; } Log.d("CameraGLRendererBase", "Shader program is built OK"); return program; }
Example 20
Source File: ShaderHelper.java From Muzesto with GNU General Public License v3.0 | 4 votes |
/** * Helper function to compile and link a program. * * @param vertexShaderHandle An OpenGL handle to an already-compiled vertex shader. * @param fragmentShaderHandle An OpenGL handle to an already-compiled fragment shader. * @param attributes Attributes that need to be bound to the program. * @return An OpenGL handle to the program. */ public static int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle, final String[] attributes) { int programHandle = GLES20.glCreateProgram(); if (programHandle != 0) { // Bind the vertex shader to the program. GLES20.glAttachShader(programHandle, vertexShaderHandle); // Bind the fragment shader to the program. GLES20.glAttachShader(programHandle, fragmentShaderHandle); // Bind attributes if (attributes != null) { final int size = attributes.length; for (int i = 0; i < size; i++) { GLES20.glBindAttribLocation(programHandle, i, attributes[i]); } } // Link the two shaders together into a program. GLES20.glLinkProgram(programHandle); // Get the link status. final int[] linkStatus = new int[1]; GLES20.glGetProgramiv(programHandle, GLES20.GL_LINK_STATUS, linkStatus, 0); // If the link failed, delete the program. if (linkStatus[0] == 0) { Log.e(TAG, "Error compiling program: " + GLES20.glGetProgramInfoLog(programHandle)); GLES20.glDeleteProgram(programHandle); programHandle = 0; } } if (programHandle == 0) { throw new RuntimeException("Error creating program."); } return programHandle; }