Java Code Examples for com.jogamp.opengl.GL3#glGetUniformLocation()

The following examples show how to use com.jogamp.opengl.GL3#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: BlazeBatcher.java    From constellation with Apache License 2.0 6 votes vote down vote up
@Override
public void createShader(GL3 gl) throws IOException {

    // Create the shader
    shader = SharedDrawable.getBlazeShader(gl, colorTarget, COLOR_SHADER_NAME, infoTarget, BLAZE_INFO_SHADER_NAME);

    // Set up uniform locations in the shader
    shaderMVMatrix = gl.glGetUniformLocation(shader, "mvMatrix");
    shaderPMatrix = gl.glGetUniformLocation(shader, "pMatrix");
    shaderVisibilityLow = gl.glGetUniformLocation(shader, "visibilityLow");
    shaderVisibilityHigh = gl.glGetUniformLocation(shader, "visibilityHigh");
    shaderMorphMix = gl.glGetUniformLocation(shader, "morphMix");
    shaderXyzTexture = gl.glGetUniformLocation(shader, "xyzTexture");
    shaderImagesTexture = gl.glGetUniformLocation(shader, "images");
    shaderScale = gl.glGetUniformLocation(shader, "scale");
    shaderOpacity = gl.glGetUniformLocation(shader, "opacity");
}
 
Example 2
Source File: PlanesRenderable.java    From constellation with Apache License 2.0 6 votes vote down vote up
@Override
public void init(final GLAutoDrawable drawable) {
    final GL3 gl = drawable.getGL().getGL3();

    String vs = null;
    String gs = null;
    String fs = null;

    try {
        vs = GLTools.loadFile(GLVisualProcessor.class, "shaders/Plane.vs");
        gs = GLTools.loadFile(GLVisualProcessor.class, "shaders/Plane.gs");
        fs = GLTools.loadFile(GLVisualProcessor.class, "shaders/Plane.fs");
    } catch (IOException ex) {
        Logger.getLogger(PlanesRenderable.class.getName()).log(Level.SEVERE, null, ex);
    }

    shader = GLTools.loadShaderSourceWithAttributes(gl, "Plane", vs, gs, fs,
            ShaderManager.ATTRIBUTE_DATAA, "data",
            ShaderManager.ATTRIBUTE_VERTEX, "vertex",
            ShaderManager.FRAG_BASE, "fragColor");
    shaderMVPMatrix = gl.glGetUniformLocation(shader, "mvpMatrix");
    shaderImages = gl.glGetUniformLocation(shader, "images");

    textureName = BUFFER_UNUSED;
}
 
Example 3
Source File: Gl_320_glsl_precision.java    From jogl-samples with MIT License 5 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        if (validated) {

            ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            ShaderProgram shaderProgram = new ShaderProgram();
            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            shaderProgram.init(gl3);

            programName = shaderProgram.program();

            gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position");
            gl3.glBindAttribLocation(programName, Semantic.Attr.TEXCOORD, "texCoord");
            gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color");

            shaderProgram.link(gl3, System.out);
        }
        if (validated) {

            uniformTransform = gl3.glGetUniformBlockIndex(programName, "Transform");
            uniformDiffuse = gl3.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }
 
Example 4
Source File: Gl_320_texture_streaming.java    From jogl-samples with MIT License 5 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        if (validated) {

            ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            ShaderProgram shaderProgram = new ShaderProgram();
            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            shaderProgram.init(gl3);

            programName = shaderProgram.program();

            gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position");
            gl3.glBindAttribLocation(programName, Semantic.Attr.TEXCOORD, "texCoord");
            gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color");

            shaderProgram.link(gl3, System.out);
        }
        if (validated) {

            uniformTransform = gl3.glGetUniformBlockIndex(programName, "Transform");
            uniformDiffuse = gl3.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }
 
Example 5
Source File: Gl_320_fbo_blit.java    From jogl-samples with MIT License 5 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderCode vertShader = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShader = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            ShaderProgram program = new ShaderProgram();
            program.add(vertShader);
            program.add(fragShader);
            program.init(gl3);

            programName = program.program();

            gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position");
            gl3.glBindAttribLocation(programName, Semantic.Attr.TEXCOORD, "texCoord");
            gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color");

            program.link(gl3, System.out);
        }
        if (validated) {

            uniformMvp = gl3.glGetUniformLocation(programName, "mvp");
            uniformDiffuse = gl3.glGetUniformLocation(programName, "diffuse");
        }
        return validated & checkError(gl3, "initProgram");
    }
 
Example 6
Source File: Gl_320_glsl_input_struct.java    From jogl-samples with MIT License 5 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        if (validated) {

            ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            ShaderProgram shaderProgram = new ShaderProgram();
            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            shaderProgram.init(gl3);

            programName = shaderProgram.program();

            gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "vertex.position");
            gl3.glBindAttribLocation(programName, Semantic.Attr.TEXCOORD, "vertex.texCoord");
            gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color");

            shaderProgram.link(gl3, System.out);
        }
        if (validated) {

            uniformTransform = gl3.glGetUniformBlockIndex(programName, "Transform");
            uniformDiffuse = gl3.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }
 
Example 7
Source File: SelectionBoxRenderable.java    From constellation with Apache License 2.0 5 votes vote down vote up
@Override
public void init(final GLAutoDrawable drawable) {
    final GL3 gl = drawable.getGL().getGL3();
    String vs = null;
    String gs = null;
    String fs = null;

    try {
        vs = GLTools.loadFile(GLVisualProcessor.class, "shaders/PassThru.vs");
        gs = GLTools.loadFile(GLVisualProcessor.class, "shaders/PassThruTriangle.gs");
        fs = GLTools.loadFile(GLVisualProcessor.class, "shaders/PassThru.fs");
    } catch (IOException ex) {
        Logger.getLogger(SelectionBoxRenderable.class.getName()).log(Level.SEVERE, null, ex);
    }

    shader = GLTools.loadShaderSourceWithAttributes(gl, "PassThru selection", vs, gs, fs,
            vertexTarget, "vertex",
            colorTarget, "color",
            ShaderManager.FRAG_BASE, "fragColor");
    shaderMvp = gl.glGetUniformLocation(shader, "mvpMatrix");

    batch.initialise(NUMBER_OF_VERTICES);
    for (int i = 0; i < NUMBER_OF_VERTICES; i++) {
        batch.stage(vertexTarget, ZERO_3F);
        batch.stage(colorTarget, SELECTION_COLOR);
    }
    batch.finalise(gl);
}
 
Example 8
Source File: Gl_320_texture_pixel_store.java    From jogl-samples with MIT License 5 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        if (validated) {

            ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            ShaderProgram shaderProgram = new ShaderProgram();
            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            shaderProgram.init(gl3);

            programName = shaderProgram.program();

            gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position");
            gl3.glBindAttribLocation(programName, Semantic.Attr.TEXCOORD, "texCoord");
            gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color");

            shaderProgram.link(gl3, System.out);
        }
        if (validated) {

            uniformTransform = gl3.glGetUniformBlockIndex(programName, "Transform");
            uniformDiffuse = gl3.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }
 
Example 9
Source File: NBodyVisualizer.java    From gpu-nbody with MIT License 4 votes vote down vote up
/**
 * Implementation of GLEventListener: Called when the given GLAutoDrawable is to be displayed.
 */
@Override
public void display(final GLAutoDrawable drawable) {

	if (!initialized) {
		return;
	}
	final GL3 gl = (GL3) drawable.getGL();

	// run computation
	// Map OpenGL buffer object for writing from OpenCL
	gl.glFinish();
	simulation.step();

	gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Activate the shader program
	gl.glUseProgram(shaderProgramID);

	// Set the current projection matrix
	final int projectionMatrixLocation = gl.glGetUniformLocation(shaderProgramID, "projectionMatrix");
	gl.glUniformMatrix4fv(projectionMatrixLocation, 1, false, projectionMatrix, 0);

	// Set the current modelview matrix
	final int modelviewMatrixLocation = gl.glGetUniformLocation(shaderProgramID, "modelviewMatrix");
	gl.glUniformMatrix4fv(modelviewMatrixLocation, 1, false, modelviewMatrix, 0);

	final int screenSizeLocation = gl.glGetUniformLocation(shaderProgramID, "screenSize");
	gl.glUniform2f(screenSizeLocation, glComponent.getWidth(), glComponent.getHeight());

	final int spriteSizeLocation = gl.glGetUniformLocation(shaderProgramID, "spriteSize");
	gl.glUniform1f(spriteSizeLocation, 0.1f);

	bodyTexture.enable(gl);
	bodyTexture.bind(gl);
	final int textureLocation = gl.glGetUniformLocation(shaderProgramID, "tex");
	gl.glUniform1i(textureLocation, bodyTexture.getTarget());

	// Render the VBO
	gl.glEnable(GL_TEXTURE_2D);
	gl.glEnable(GL_BLEND);
	gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE);

	final int velLocation = gl.glGetAttribLocation(shaderProgramID, "inVelocity");
	gl.glBindBuffer(GL_ARRAY_BUFFER, velocityVBO);
	gl.glEnableVertexAttribArray(velLocation);
	gl.glVertexAttribPointer(velLocation, 4, GL3.GL_FLOAT, false, 0, 0);

	final int inVertexLocation = gl.glGetAttribLocation(shaderProgramID, "inVertex");
	gl.glBindBuffer(GL_ARRAY_BUFFER, positionVBO);
	gl.glEnableVertexAttribArray(inVertexLocation);
	gl.glVertexAttribPointer(inVertexLocation, 4, GL3.GL_FLOAT, false, 0, 0);

	gl.glDrawArrays(GL_POINTS, 0, simulation.getNumberOfBodies());
}
 
Example 10
Source File: JCudaDriverSimpleJOGL.java    From jcuda-samples with MIT License 4 votes vote down vote up
@Override
public void display(GLAutoDrawable drawable)
{
    GL3 gl = drawable.getGL().getGL3();

    if (useCUDA)
    {
        // Run the CUDA kernel to generate new vertex positions.
        runCuda(gl);
    }
    else
    {
        // Run the Java method to generate new vertex positions.
        runJava(gl);
    }

    gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Activate the shader program
    gl.glUseProgram(shaderProgramID);
    
    // Set the current projection matrix
    int projectionMatrixLocation = 
        gl.glGetUniformLocation(shaderProgramID, "projectionMatrix");
    gl.glUniformMatrix4fv(
        projectionMatrixLocation, 1, false, 
        simpleInteraction.getProjectionMatrix(), 0);

    // Set the current modelview matrix
    int modelviewMatrixLocation = 
        gl.glGetUniformLocation(shaderProgramID, "modelviewMatrix");
    gl.glUniformMatrix4fv(
        modelviewMatrixLocation, 1, false, 
        simpleInteraction.getModelviewMatrix(), 0);
    
    // Render the VBO
    gl.glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
    gl.glDrawArrays(GL_POINTS, 0, meshWidth * meshHeight);
    
    // Update FPS information in main frame title
    step++;
    long currentTime = System.nanoTime();
    if (prevTimeNS == -1)
    {
        prevTimeNS = currentTime;
    }
    long diff = currentTime - prevTimeNS;
    if (diff > 1e9)
    {
        double fps = (diff / 1e9) * step;
        String t = "JCuda / JOGL interaction sample - ";
        t += useCUDA ? "JCuda" : "Java";
        t += " mode: " + String.format("%.2f", fps) + " FPS";
        frame.setTitle(t);
        prevTimeNS = currentTime;
        step = 0;
    }

    animationState += 0.01;
}
 
Example 11
Source File: Gl_330_fbo_multisample_explicit_nv.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        ShaderCode[] shaderCodes = new ShaderCode[Shader.MAX];

        shaderCodes[Shader.VERT] = ShaderCode.create(gl3, GL_VERTEX_SHADER,
                this.getClass(), SHADERS_ROOT, null, VERT_SHADER_SOURCE, "vert", null, true);
        for (int i = 0; i < Program.MAX; i++) {
            shaderCodes[Shader.FRAG_THROUGH + i] = ShaderCode.create(gl3, GL_FRAGMENT_SHADER,
                    this.getClass(), SHADERS_ROOT, null, FRAG_SHADER_SOURCE[i], "frag", null, true);
        }

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

            ShaderProgram shaderProgram = new ShaderProgram();

            shaderProgram.add(shaderCodes[Shader.VERT]);
            shaderProgram.add(shaderCodes[Shader.FRAG_THROUGH + i]);

            shaderProgram.init(gl3);

            programName[i] = shaderProgram.program();

            shaderProgram.link(gl3, System.out);

            uniformMvp[i] = gl3.glGetUniformLocation(programName[i], "mvp");
            uniformDiffuse[i] = gl3.glGetUniformLocation(programName[i], "diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }
 
Example 12
Source File: Gl_330_query_time.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl3);

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

            programName = shaderProgram.program();

            shaderProgram.link(gl3, System.out);
        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl3.glGetUniformLocation(programName, "mvp");
            uniformColor = gl3.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }
 
Example 13
Source File: Gl_330_buffer_type.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        if (validated) {

            ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            ShaderProgram shaderProgram = new ShaderProgram();

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

            shaderProgram.init(gl3);

            programName = shaderProgram.program();

            shaderProgram.link(gl3, System.out);
        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl3.glGetUniformLocation(programName, "mvp");
            uniformDiffuse = gl3.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }
 
Example 14
Source File: Gl_330_texture_integer_rgb10a2ui.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, 
                    VERT_SHADER_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, 
                    FRAG_SHADER_SOURCE, "frag", null, true);

            shaderProgram.init(gl3);

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

            programName = shaderProgram.program();

            shaderProgram.link(gl3, System.out);
        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl3.glGetUniformLocation(programName, "MVP");
            uniformDiffuse = gl3.glGetUniformLocation(programName, "Diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }
 
Example 15
Source File: Gl_330_blend_index.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                SHADERS_SOURCE, "vert", null, true);
        ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                SHADERS_SOURCE, "frag", null, true);

        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

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

            shaderProgram.init(gl3);

            programName = shaderProgram.program();

            shaderProgram.link(gl3, System.out);
        }

        if (validated) {

            uniformMvp = gl3.glGetUniformLocation(programName, "mvp");
            uniformDiffuse = gl3.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }
 
Example 16
Source File: Gl_330_sampler_anisotropy_ext.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl3);

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

            programName = shaderProgram.program();

            shaderProgram.link(gl3, System.out);
        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl3.glGetUniformLocation(programName, "mvp");
            uniformDiffuse = gl3.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }
 
Example 17
Source File: Gl_320_texture_lod.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        if (validated) {

            ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            ShaderProgram shaderProgram = new ShaderProgram();
            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            shaderProgram.init(gl3);

            programName = shaderProgram.program();

            gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position");
            gl3.glBindAttribLocation(programName, Semantic.Attr.TEXCOORD, "texCoord");
            gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color");

            shaderProgram.link(gl3, System.out);
        }

        if (validated) {

            uniformMvp = gl3.glGetUniformLocation(programName, "mvp");
            uniformDiffuse = gl3.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }
 
Example 18
Source File: Gl_330_draw_instanced_array.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        if (validated) {

            ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            ShaderProgram shaderProgram = new ShaderProgram();

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

            shaderProgram.init(gl3);

            programName = shaderProgram.program();

            shaderProgram.link(gl3, System.out);
        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl3.glGetUniformLocation(programName, "mvp");
        }

        return validated & checkError(gl3, "initProgram");
    }
 
Example 19
Source File: Gl_330_texture_swizzle.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl3);

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

            programName = shaderProgram.program();

            shaderProgram.link(gl3, System.out);
        }

        // Get variables locations
        if (validated) {

            uniformMvp = gl3.glGetUniformLocation(programName, "mvp");
            uniformDiffuse = gl3.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }
 
Example 20
Source File: Gl_320_texture_3d.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        if (validated) {

            ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            ShaderProgram shaderProgram = new ShaderProgram();
            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            shaderProgram.init(gl3);

            programName = shaderProgram.program();

            gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color");

            shaderProgram.link(gl3, System.out);
        }
        if (validated) {

            uniformTextureMatrix = gl3.glGetUniformLocation(programName, "orientation");
            uniformDiffuse = gl3.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }