Java Code Examples for android.opengl.GLES20#glCreateProgram()
The following examples show how to use
android.opengl.GLES20#glCreateProgram() .
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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: GlUtil.java From FuAgoraDemoDroid 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 3
Source File: ExtractMpegFramesTest.java From Android-MediaCodec-Examples 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(); 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 4
Source File: Cube.java From gdk-apidemo-sample with Apache License 2.0 | 5 votes |
public Cube() { ByteBuffer byteBuffer = ByteBuffer.allocateDirect(VERTICES.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuffer.asFloatBuffer(); mVertexBuffer.put(VERTICES); mVertexBuffer.position(0); byteBuffer = ByteBuffer.allocateDirect(COLORS.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuffer.asFloatBuffer(); mColorBuffer.put(COLORS); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(INDICES.length); mIndexBuffer.put(INDICES); mIndexBuffer.position(0); mProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(mProgram, loadShader(GLES20.GL_VERTEX_SHADER, VERTEX_SHADER_CODE)); GLES20.glAttachShader( mProgram, loadShader(GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER_CODE)); GLES20.glLinkProgram(mProgram); mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); mColorHandle = GLES20.glGetAttribLocation(mProgram, "vColor"); mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); }
Example 5
Source File: GLShape.java From Android-AudioRecorder-App with Apache License 2.0 | 5 votes |
public GLShape(float[] color) { this.color = color; int vertexShader = GLRenderer.loadShader(GLES20.GL_VERTEX_SHADER, VERTEX_SHADER_CODE); int fragmentShader = GLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER_CODE); program = GLES20.glCreateProgram(); GLES20.glAttachShader(program, vertexShader); GLES20.glAttachShader(program, fragmentShader); GLES20.glLinkProgram(program); }
Example 6
Source File: Program.java From HokoBlur with Apache License 2.0 | 5 votes |
@Override public void create(String vertexShaderCode, String fragmentShaderCode) { int vertexShader = 0; int fragmentShader = 0; try { vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); if (vertexShader == 0 || fragmentShader == 0) { return; } id = GLES20.glCreateProgram(); if (id != 0) { GLES20.glAttachShader(id, vertexShader); GLES20.glAttachShader(id, fragmentShader); GLES20.glLinkProgram(id); checkGLError("Attach Shader"); final int[] linkStatus = new int[1]; GLES20.glGetProgramiv(id, GLES20.GL_LINK_STATUS, linkStatus, 0); if (linkStatus[0] != 1) { Log.e(TAG, "Failed to link program"); GLES20.glDeleteProgram(id); id = 0; } // } } finally { GLES20.glDetachShader(id, vertexShader); GLES20.glDetachShader(id, fragmentShader); GLES20.glDeleteShader(vertexShader); GLES20.glDeleteShader(fragmentShader); } }
Example 7
Source File: OpenGlUtils.java From SimpleVideoEditor 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 8
Source File: GLToolbox.java From graphics-samples with Apache License 2.0 | 5 votes |
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(); 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) { String info = GLES20.glGetProgramInfoLog(program); GLES20.glDeleteProgram(program); throw new RuntimeException("Could not link program: " + info); } } return program; }
Example 9
Source File: CubeRenderer.java From HoloKilo with GNU General Public License v3.0 | 5 votes |
public static int loadProgram(String strVSource, 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 10
Source File: GlShader.java From VideoCRE with MIT License | 5 votes |
public GlShader(String vertexSource, String fragmentSource) { final int vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource); final int fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); program = GLES20.glCreateProgram(); if (program == 0) { throw new RuntimeException("glCreateProgram() failed. GLES20 error: " + GLES20.glGetError()); } GLES20.glAttachShader(program, vertexShader); GLES20.glAttachShader(program, fragmentShader); GLES20.glLinkProgram(program); int[] linkStatus = new int[] {GLES20.GL_FALSE}; GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); if (linkStatus[0] != GLES20.GL_TRUE) { Logging.e(TAG, "Could not link program: " + GLES20.glGetProgramInfoLog(program)); throw new RuntimeException(GLES20.glGetProgramInfoLog(program)); } // According to the documentation of glLinkProgram(): // "After the link operation, applications are free to modify attached shader objects, compile // attached shader objects, detach shader objects, delete shader objects, and attach additional // shader objects. None of these operations affects the information log or the program that is // part of the program object." // But in practice, detaching shaders from the program seems to break some devices. Deleting the // shaders are fine however - it will delete them when they are no longer attached to a program. GLES20.glDeleteShader(vertexShader); GLES20.glDeleteShader(fragmentShader); GlUtil.checkNoGLES2Error("Creating GlShader"); }
Example 11
Source File: OrientationView.java From PanoramaGL with Apache License 2.0 | 4 votes |
@Override public final void onSurfaceCreated(GL10 unused, EGLConfig config) { // Set up shaders int vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER); GLES20.glShaderSource(vertexShader, vertexShaderCode); GLES20.glCompileShader(vertexShader); int fragmentShader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER); GLES20.glShaderSource(fragmentShader, fragmentShaderCode); GLES20.glCompileShader(fragmentShader); program = GLES20.glCreateProgram(); GLES20.glAttachShader(program, vertexShader); GLES20.glAttachShader(program, fragmentShader); GLES20.glLinkProgram(program); int[] linkStatus = new int[1]; GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); if (linkStatus[0] != GLES20.GL_TRUE) { throw new GLException(linkStatus[0], "Unable to create shader program: " + GLES20.glGetProgramInfoLog(program)); } // Set up geometry // 16 lines * 2 points * XYZ float[] boxVertexData = { // X-aligned lines of length 4 -2, -1, -3, 2, -1, -3, -2, -1, 3, 2, -1, 3, -2, 1, -3, 2, 1, -3, -2, 1, 3, 2, 1, 3, // Y-aligned lines of length 2 -2, -1, -3, -2, 1, -3, -2, -1, 3, -2, 1, 3, 2, -1, -3, 2, 1, -3, 2, -1, 3, 2, 1, 3, // Z-aligned lines of length 6 -2, -1, -3, -2, -1, 3, -2, 1, -3, -2, 1, 3, 2, -1, -3, 2, -1, 3, 2, 1, -3, 2, 1, 3, // Trackpad diamond -1, 1, -1, 0, 1, 0, 0, 1, 0, 1, 1, -1, 1, 1, -1, 0, 1, -3, 0, 1, -3, -1, 1, -1, }; ByteBuffer buffer = ByteBuffer.allocateDirect(boxVertexData.length * 4); buffer.order(ByteOrder.nativeOrder()); boxVertices = buffer.asFloatBuffer(); boxVertices.put(boxVertexData); boxVertices.position(0); // The XYZ lines are RGB in the positive direction and black in the negative direction. // 16 lines * 2 points * RGBA float[] boxColorData = { // X-aligned lines 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, // Y-aligned lines 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, // Z-aligned lines 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1, 1, // Trackpad 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, }; buffer = ByteBuffer.allocateDirect(boxColorData.length * 4); buffer.order(ByteOrder.nativeOrder()); boxColors = buffer.asFloatBuffer(); boxColors.put(boxColorData); boxColors.position(0); }
Example 12
Source File: Utils.java From Paddle-Lite-Demo with Apache License 2.0 | 4 votes |
public static int createShaderProgram(String vss, String fss) { 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(TAG, 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(TAG, 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(TAG, 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(TAG, GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; return 0; } return program; }
Example 13
Source File: GLUtil.java From android-3D-model-viewer with GNU Lesser 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; }
Example 14
Source File: Utils.java From Paddle-Lite-Demo with Apache License 2.0 | 4 votes |
public static int createShaderProgram(String vss, String fss) { 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(TAG, 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(TAG, 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(TAG, 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(TAG, GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; return 0; } return program; }
Example 15
Source File: Shader.java From TelePlus-Android with GNU General Public License v2.0 | 4 votes |
public Shader(String vertexShader, String fragmentShader, String attributes[], String uniforms[]) { this.program = GLES20.glCreateProgram(); CompilationResult vResult = compileShader(GLES20.GL_VERTEX_SHADER, vertexShader); if (vResult.status == GLES20.GL_FALSE) { if (BuildVars.LOGS_ENABLED) { FileLog.e("Vertex shader compilation failed"); } destroyShader(vResult.shader, 0, program); return; } CompilationResult fResult = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader); if (fResult.status == GLES20.GL_FALSE) { if (BuildVars.LOGS_ENABLED) { FileLog.e("Fragment shader compilation failed"); } destroyShader(vResult.shader, fResult.shader, program); return; } GLES20.glAttachShader(program, vResult.shader); GLES20.glAttachShader(program, fResult.shader); for (int i = 0; i < attributes.length; i++) { GLES20.glBindAttribLocation(program, i, attributes[i]); } if (linkProgram(program) == GLES20.GL_FALSE) { destroyShader(vResult.shader, fResult.shader, program); return; } for (String uniform : uniforms) { uniformsMap.put(uniform, GLES20.glGetUniformLocation(program, uniform)); } if (vResult.shader != 0) { GLES20.glDeleteShader(vResult.shader); } if (fResult.shader != 0) { GLES20.glDeleteShader(fResult.shader); } }
Example 16
Source File: Shader.java From Telegram with GNU General Public License v2.0 | 4 votes |
public Shader(String vertexShader, String fragmentShader, String[] attributes, String[] uniforms) { this.program = GLES20.glCreateProgram(); CompilationResult vResult = compileShader(GLES20.GL_VERTEX_SHADER, vertexShader); if (vResult.status == GLES20.GL_FALSE) { if (BuildVars.LOGS_ENABLED) { FileLog.e("Vertex shader compilation failed"); } destroyShader(vResult.shader, 0, program); return; } CompilationResult fResult = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader); if (fResult.status == GLES20.GL_FALSE) { if (BuildVars.LOGS_ENABLED) { FileLog.e("Fragment shader compilation failed"); } destroyShader(vResult.shader, fResult.shader, program); return; } GLES20.glAttachShader(program, vResult.shader); GLES20.glAttachShader(program, fResult.shader); for (int i = 0; i < attributes.length; i++) { GLES20.glBindAttribLocation(program, i, attributes[i]); } if (linkProgram(program) == GLES20.GL_FALSE) { destroyShader(vResult.shader, fResult.shader, program); return; } for (String uniform : uniforms) { uniformsMap.put(uniform, GLES20.glGetUniformLocation(program, uniform)); } if (vResult.shader != 0) { GLES20.glDeleteShader(vResult.shader); } if (fResult.shader != 0) { GLES20.glDeleteShader(fResult.shader); } }
Example 17
Source File: PlaneRenderer.java From react-native-arcore with MIT License | 4 votes |
/** * Allocates and initializes OpenGL resources needed by the plane renderer. Must be * called on the OpenGL thread, typically in * {@link GLSurfaceView.Renderer#onSurfaceCreated(GL10, EGLConfig)}. * * @param context Needed to access shader source and texture PNG. * @param gridDistanceTextureName Name of the PNG file containing the grid texture. */ public void createOnGlThread(Context context, String gridDistanceTextureName) throws IOException { int vertexShader = ShaderUtil.loadGLShader(TAG, context, GLES20.GL_VERTEX_SHADER, R.raw.plane_vertex); int passthroughShader = ShaderUtil.loadGLShader(TAG, context, GLES20.GL_FRAGMENT_SHADER, R.raw.plane_fragment); mPlaneProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(mPlaneProgram, vertexShader); GLES20.glAttachShader(mPlaneProgram, passthroughShader); GLES20.glLinkProgram(mPlaneProgram); GLES20.glUseProgram(mPlaneProgram); ShaderUtil.checkGLError(TAG, "Program creation"); // Read the texture. Bitmap textureBitmap = BitmapFactory.decodeStream( context.getAssets().open(gridDistanceTextureName)); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glGenTextures(mTextures.length, mTextures, 0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextures[0]); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_LINEAR); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, textureBitmap, 0); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); ShaderUtil.checkGLError(TAG, "Texture loading"); mPlaneXZPositionAlphaAttribute = GLES20.glGetAttribLocation(mPlaneProgram, "a_XZPositionAlpha"); mPlaneModelUniform = GLES20.glGetUniformLocation(mPlaneProgram, "u_Model"); mPlaneModelViewProjectionUniform = GLES20.glGetUniformLocation(mPlaneProgram, "u_ModelViewProjection"); mTextureUniform = GLES20.glGetUniformLocation(mPlaneProgram, "u_Texture"); mLineColorUniform = GLES20.glGetUniformLocation(mPlaneProgram, "u_lineColor"); mDotColorUniform = GLES20.glGetUniformLocation(mPlaneProgram, "u_dotColor"); mGridControlUniform = GLES20.glGetUniformLocation(mPlaneProgram, "u_gridControl"); mPlaneUvMatrixUniform = GLES20.glGetUniformLocation(mPlaneProgram, "u_PlaneUvMatrix"); ShaderUtil.checkGLError(TAG, "Program parameters"); }
Example 18
Source File: CameraGLRendererBase.java From MOAAP with MIT License | 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 19
Source File: GLImage.java From AndroidPlayground with MIT License | 4 votes |
public GLImage(Resources resources) { uvBuffer = ByteBuffer.allocateDirect(uvs.length * 4) .order(ByteOrder.nativeOrder()) .asFloatBuffer() .put(uvs); uvBuffer.position(0); vertexBuffer = ByteBuffer.allocateDirect(vertices.length * 4) .order(ByteOrder.nativeOrder()) .asFloatBuffer() .put(vertices); vertexBuffer.position(0); drawListBuffer = ByteBuffer.allocateDirect(indices.length * 2) .order(ByteOrder.nativeOrder()) .asShortBuffer() .put(indices); drawListBuffer.position(0); int[] textureNames = new int[1]; GLES20.glGenTextures(1, textureNames, 0); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureNames[0]); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE); Bitmap bitmap = BitmapFactory.decodeResource(resources, R.mipmap.ic_launcher); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); mProgram = GLES20.glCreateProgram(); int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER, VERTEX_SHADER); int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER); GLES20.glAttachShader(mProgram, vertexShader); GLES20.glAttachShader(mProgram, fragmentShader); GLES20.glLinkProgram(mProgram); }
Example 20
Source File: AnchorRenderer.java From justaline-android with Apache License 2.0 | 4 votes |
public AnchorRenderer() { // Prepare shaders and OpenGL program int vertexShader = loadShader( GLES20.GL_VERTEX_SHADER, VERTEX_SHADER_CODE); if (vertexShader == 0) { Log.e(TAG, "Vertex shader failed"); return; } int fragmentShader = loadShader( GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER_CODE); if (fragmentShader == 0) { Log.e(TAG, "Fragment shader failed"); return; } 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 int[] linkStatus = new int[1]; GLES20.glGetProgramiv(mProgram, GLES20.GL_LINK_STATUS, linkStatus, 0); if (linkStatus[0] != GLES20.GL_TRUE) { Log.e(TAG, "Could not link program: "); Log.e(TAG, GLES20.glGetProgramInfoLog(mProgram)); GLES20.glDeleteProgram(mProgram); mProgram = 0; return; } GLES20.glDeleteShader(vertexShader); GLES20.glDeleteShader(fragmentShader); // Initialize vertex byte buffer for shape coordinates mVertexBuffer = allocateFloatBuffer(VERTICES); // Initialize byte buffer for the colors mColor1Buffer = allocateFloatBuffer(COLORS1); mColor2Buffer = allocateFloatBuffer(COLORS2); // Initialize byte buffer for the draw list mIndexBuffer = allocateShortBuffer(INDICES); Matrix.setIdentityM(mModelMatrix, 0); }