build Program From Assets for opengl - Android App

Android examples for App:Assets

Description

build Program From Assets for opengl

Demo Code

/**//w  ww  . jav  a 2  s . c  o  m
 * 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.content.res.Resources;

import android.util.Log;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
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 buildProgramFromAssets(Resources resources,
            String shaderFileName, int shaderType) {
        String shaderSource = loadFromAssets(resources, shaderFileName);

        return buildProgram(shaderSource, shaderType);
    }

    public static int buildProgramFromAssets(Resources resources,
            String vertexFileName, String fragmentFileName) {
        String vertexSource = loadFromAssets(resources, vertexFileName);
        String fragmentSource = loadFromAssets(resources, fragmentFileName);

        return buildProgram(vertexSource, fragmentSource);
    }

    private static String loadFromAssets(Resources resources,
            String fileName) {
        BufferedReader reader = null;
        StringBuilder sb = new StringBuilder();

        try {
            reader = new BufferedReader(new InputStreamReader(resources
                    .getAssets().open(fileName), "UTF-8"));

            // do reading, usually loop until end of file reading
            String mLine = reader.readLine();
            while (mLine != null) {
                sb.append(mLine).append('\n');
                mLine = reader.readLine();
            }
        } catch (IOException e) {
            //log the exception
        } finally {
            if (reader != null) {
                try {
                    reader.close();
                } catch (IOException e) {
                    //log the exception
                }
            }
        }

        return sb.toString();
    }

    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;
    }
}

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