Android examples for android.opengl:OpenGL
build Program for opengl
/**//w w w .j a v a 2 s . com * Copyright 2015 Michael Leahy / TyphonRT, Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ //package com.java2s; import android.util.Log; import static android.opengl.GLES20.*; public class Main { private static final String s_LOG_TAG = "AndroidGLES20Util"; private static final ThreadLocal<int[]> s_BUILD_PROGRAM_STATUS = new ThreadLocal<int[]>(); private static final ThreadLocal<int[]> s_BUILD_SHADER_STATUS = new ThreadLocal<int[]>(); public static int buildProgram(String shaderSource, int shaderType) { int computeShader = buildShader(shaderSource, shaderType); if (computeShader == 0) return 0; int program = glCreateProgram(); glAttachShader(program, computeShader); glLinkProgram(program); int[] status = s_BUILD_PROGRAM_STATUS.get(); if (status == null) { status = new int[1]; s_BUILD_PROGRAM_STATUS.set(status); } glGetProgramiv(program, GL_LINK_STATUS, status, 0); if (status[0] != GL_TRUE) { String error = glGetProgramInfoLog(program); Log.d(s_LOG_TAG, "Error while linking program:\n" + error); glDeleteShader(computeShader); glDeleteProgram(program); return 0; } return program; } public static int buildProgram(String vertexSource, String fragmentSource) { int vertexShader = buildShader(vertexSource, GL_VERTEX_SHADER); if (vertexShader == 0) return 0; int fragmentShader = buildShader(fragmentSource, GL_FRAGMENT_SHADER); if (fragmentShader == 0) return 0; int program = glCreateProgram(); glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glLinkProgram(program); int[] status = s_BUILD_PROGRAM_STATUS.get(); if (status == null) { status = new int[1]; s_BUILD_PROGRAM_STATUS.set(status); } glGetProgramiv(program, GL_LINK_STATUS, status, 0); if (status[0] != GL_TRUE) { String error = glGetProgramInfoLog(program); Log.d(s_LOG_TAG, "Error while linking program:\n" + error); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteProgram(program); return 0; } return program; } public static int buildShader(String source, int type) { int shader = glCreateShader(type); glShaderSource(shader, source); glCompileShader(shader); int[] status = s_BUILD_SHADER_STATUS.get(); if (status == null) { status = new int[1]; s_BUILD_SHADER_STATUS.set(status); } glGetShaderiv(shader, GL_COMPILE_STATUS, status, 0); if (status[0] != GL_TRUE) { String error = glGetShaderInfoLog(shader); Log.d(s_LOG_TAG, "Error while compiling shader:\n" + error); glDeleteShader(shader); return 0; } return shader; } }