Example usage for android.opengl GLES20 glAttachShader

List of usage examples for android.opengl GLES20 glAttachShader

Introduction

In this page you can find the example usage for android.opengl GLES20 glAttachShader.

Prototype

public static native void glAttachShader(int program, int shader);

Source Link

Usage

From source file:com.kentdisplays.synccardboarddemo.MainActivity.java

/**
 * Creates the buffers we use to store information about the 3D world. OpenGL doesn't use Java
 * arrays, but rather needs data in a format it can understand. Hence we use ByteBuffers.
 * @param config The EGL configuration used when creating the surface.
 *///from  w  ww  .j a  v  a  2 s  .c  o m
@Override
public void onSurfaceCreated(EGLConfig config) {
    Log.i(TAG, "onSurfaceCreated");

    // make a floor
    ByteBuffer bbFloorVertices = ByteBuffer.allocateDirect(DATA.FLOOR_COORDS.length * 4);
    bbFloorVertices.order(ByteOrder.nativeOrder());
    mFloorVertices = bbFloorVertices.asFloatBuffer();
    mFloorVertices.put(DATA.FLOOR_COORDS);
    mFloorVertices.position(0);

    ByteBuffer bbFloorNormals = ByteBuffer.allocateDirect(DATA.FLOOR_NORMALS.length * 4);
    bbFloorNormals.order(ByteOrder.nativeOrder());
    mFloorNormals = bbFloorNormals.asFloatBuffer();
    mFloorNormals.put(DATA.FLOOR_NORMALS);
    mFloorNormals.position(0);

    ByteBuffer bbFloorColors = ByteBuffer.allocateDirect(DATA.FLOOR_COLORS.length * 4);
    bbFloorColors.order(ByteOrder.nativeOrder());
    mFloorColors = bbFloorColors.asFloatBuffer();
    mFloorColors.put(DATA.FLOOR_COLORS);
    mFloorColors.position(0);

    int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, R.raw.light_vertex);
    int gridShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.grid_fragment);

    mGlProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(mGlProgram, vertexShader);
    GLES20.glAttachShader(mGlProgram, gridShader);
    GLES20.glLinkProgram(mGlProgram);

    GLES20.glEnable(GLES20.GL_DEPTH_TEST);

    Matrix.setIdentityM(mModelFloor, 0);
    Matrix.translateM(mModelFloor, 0, 0, -mFloorDepth, 0); // Floor appears below user

    // Create the placeholder pages.
    mPages = new Page[4];
    mPages[0] = new Page(getResources().openRawResource(R.raw.boogie_board), mGlProgram, 0);
    mPages[1] = new Page(getResources().openRawResource(R.raw.house), mGlProgram, 1);
    mPages[2] = new Page(getResources().openRawResource(R.raw.placeholder), mGlProgram, 2);
    mPages[3] = new Page(getResources().openRawResource(R.raw.cylinder), mGlProgram, 3);

    checkGLError("onSurfaceCreated");
}

From source file:com.google.vrtoolkit.cardboard.samples.treasurehunt.MainActivity.java

/**
 * Creates the buffers we use to store information about the 3D world.
 *
 * <p>OpenGL doesn't use Java arrays, but rather needs data in a format it can understand.
 * Hence we use ByteBuffers.//w  w  w  .  j  a  va 2 s.c o m
 *
 * @param config The EGL configuration used when creating the surface.
 */
@Override
public void onSurfaceCreated(EGLConfig config) {
    Log.i(TAG, "onSurfaceCreated");
    GLES20.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well.

    ByteBuffer bbVertices = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_COORDS.length * 4);
    bbVertices.order(ByteOrder.nativeOrder());
    cubeVertices = bbVertices.asFloatBuffer();
    cubeVertices.put(WorldLayoutData.CUBE_COORDS);
    cubeVertices.position(0);

    ByteBuffer bbColors = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_COLORS.length * 4);
    bbColors.order(ByteOrder.nativeOrder());
    cubeColors = bbColors.asFloatBuffer();
    cubeColors.put(WorldLayoutData.CUBE_COLORS);
    cubeColors.position(0);

    ByteBuffer bbFoundColors = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_FOUND_COLORS.length * 4);
    bbFoundColors.order(ByteOrder.nativeOrder());
    cubeFoundColors = bbFoundColors.asFloatBuffer();
    cubeFoundColors.put(WorldLayoutData.CUBE_FOUND_COLORS);
    cubeFoundColors.position(0);

    ByteBuffer bbNormals = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_NORMALS.length * 4);
    bbNormals.order(ByteOrder.nativeOrder());
    cubeNormals = bbNormals.asFloatBuffer();
    cubeNormals.put(WorldLayoutData.CUBE_NORMALS);
    cubeNormals.position(0);

    ByteBuffer mcbbVertices = ByteBuffer.allocateDirect(WorldLayoutData.MINI_CUBE_COORDS.length * 4);
    mcbbVertices.order(ByteOrder.nativeOrder());
    miniCubeVertices = mcbbVertices.asFloatBuffer();
    miniCubeVertices.put(WorldLayoutData.MINI_CUBE_COORDS);
    miniCubeVertices.position(0);

    ByteBuffer mcbbColors = ByteBuffer.allocateDirect(WorldLayoutData.MINI_CUBE_COLORS.length * 4);
    mcbbColors.order(ByteOrder.nativeOrder());
    miniCubeColors = mcbbColors.asFloatBuffer();
    miniCubeColors.put(WorldLayoutData.MINI_CUBE_COLORS);
    miniCubeColors.position(0);

    ByteBuffer mcbbNormals = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_NORMALS.length * 4);
    mcbbNormals.order(ByteOrder.nativeOrder());
    miniCubeNormals = mcbbNormals.asFloatBuffer();
    miniCubeNormals.put(WorldLayoutData.CUBE_NORMALS);
    miniCubeNormals.position(0);

    // make a floor
    ByteBuffer bbFloorVertices = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COORDS.length * 4);
    bbFloorVertices.order(ByteOrder.nativeOrder());
    floorVertices = bbFloorVertices.asFloatBuffer();
    floorVertices.put(WorldLayoutData.FLOOR_COORDS);
    floorVertices.position(0);

    ByteBuffer bbFloorNormals = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_NORMALS.length * 4);
    bbFloorNormals.order(ByteOrder.nativeOrder());
    floorNormals = bbFloorNormals.asFloatBuffer();
    floorNormals.put(WorldLayoutData.FLOOR_NORMALS);
    floorNormals.position(0);

    ByteBuffer bbFloorColors = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COLORS.length * 4);
    bbFloorColors.order(ByteOrder.nativeOrder());
    floorColors = bbFloorColors.asFloatBuffer();
    floorColors.put(WorldLayoutData.FLOOR_COLORS);
    floorColors.position(0);

    int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, R.raw.light_vertex);
    int gridShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.grid_fragment);
    int passthroughShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.passthrough_fragment);

    cubeProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(cubeProgram, vertexShader);
    GLES20.glAttachShader(cubeProgram, passthroughShader);
    GLES20.glLinkProgram(cubeProgram);
    GLES20.glUseProgram(cubeProgram);

    checkGLError("Cube program");

    cubePositionParam = GLES20.glGetAttribLocation(cubeProgram, "a_Position");
    cubeNormalParam = GLES20.glGetAttribLocation(cubeProgram, "a_Normal");
    cubeColorParam = GLES20.glGetAttribLocation(cubeProgram, "a_Color");

    cubeModelParam = GLES20.glGetUniformLocation(cubeProgram, "u_Model");
    cubeModelViewParam = GLES20.glGetUniformLocation(cubeProgram, "u_MVMatrix");
    cubeModelViewProjectionParam = GLES20.glGetUniformLocation(cubeProgram, "u_MVP");
    cubeLightPosParam = GLES20.glGetUniformLocation(cubeProgram, "u_LightPos");

    GLES20.glEnableVertexAttribArray(cubePositionParam);
    GLES20.glEnableVertexAttribArray(cubeNormalParam);
    GLES20.glEnableVertexAttribArray(cubeColorParam);

    checkGLError("Cube program params");

    //Minicube
    miniCubeProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(miniCubeProgram, vertexShader);
    GLES20.glAttachShader(miniCubeProgram, passthroughShader);
    GLES20.glLinkProgram(miniCubeProgram);
    GLES20.glUseProgram(miniCubeProgram);

    checkGLError("Cube program");

    miniCubePositionParam = GLES20.glGetAttribLocation(miniCubeProgram, "a_Position");
    miniCubeNormalParam = GLES20.glGetAttribLocation(miniCubeProgram, "a_Normal");
    miniCubeColorParam = GLES20.glGetAttribLocation(miniCubeProgram, "a_Color");

    miniCubeModelParam = GLES20.glGetUniformLocation(miniCubeProgram, "u_Model");
    miniCubeModelViewParam = GLES20.glGetUniformLocation(miniCubeProgram, "u_MVMatrix");
    miniCubeModelViewProjectionParam = GLES20.glGetUniformLocation(miniCubeProgram, "u_MVP");
    miniCubeLightPosParam = GLES20.glGetUniformLocation(miniCubeProgram, "u_LightPos");

    GLES20.glEnableVertexAttribArray(miniCubePositionParam);
    GLES20.glEnableVertexAttribArray(miniCubeNormalParam);
    GLES20.glEnableVertexAttribArray(miniCubeColorParam);

    checkGLError("Cube program params");

    floorProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(floorProgram, vertexShader);
    GLES20.glAttachShader(floorProgram, gridShader);
    GLES20.glLinkProgram(floorProgram);
    GLES20.glUseProgram(floorProgram);

    checkGLError("Floor program");

    floorModelParam = GLES20.glGetUniformLocation(floorProgram, "u_Model");
    floorModelViewParam = GLES20.glGetUniformLocation(floorProgram, "u_MVMatrix");
    floorModelViewProjectionParam = GLES20.glGetUniformLocation(floorProgram, "u_MVP");
    floorLightPosParam = GLES20.glGetUniformLocation(floorProgram, "u_LightPos");

    floorPositionParam = GLES20.glGetAttribLocation(floorProgram, "a_Position");
    floorNormalParam = GLES20.glGetAttribLocation(floorProgram, "a_Normal");
    floorColorParam = GLES20.glGetAttribLocation(floorProgram, "a_Color");

    GLES20.glEnableVertexAttribArray(floorPositionParam);
    GLES20.glEnableVertexAttribArray(floorNormalParam);
    GLES20.glEnableVertexAttribArray(floorColorParam);

    checkGLError("Floor program params");

    Matrix.setIdentityM(modelFloor, 0);
    Matrix.translateM(modelFloor, 0, 0, -floorDepth, 0); // Floor appears below user.

    // Avoid any delays during start-up due to decoding of sound files.
    new Thread(new Runnable() {
        public void run() {
            // Start spatial audio playback of SOUND_FILE at the model postion. The returned
            //soundId handle is stored and allows for repositioning the sound object whenever
            // the cube position changes.
            cardboardAudioEngine.preloadSoundFile(SOUND_FILE);
            soundId = cardboardAudioEngine.createSoundObject(SOUND_FILE);
            cardboardAudioEngine.setSoundObjectPosition(soundId, modelPosition[0], modelPosition[1],
                    modelPosition[2]);
            cardboardAudioEngine.playSound(soundId, true /* looped playback */);
        }
    }).start();

    updateModelPosition();

    checkGLError("onSurfaceCreated");
}

From source file:com.tumblr.cardboard.Tumblr3DActivity.java

/**
 * Creates the buffers we use to store information about the 3D world. OpenGL doesn't use Java
 * arrays, but rather needs data in a format it can understand. Hence we use ByteBuffers.
 *
 * @param config The EGL configuration used when creating the surface.
 *///ww  w  . j av  a2  s .c om
@Override
public void onSurfaceCreated(EGLConfig config) {
    Log.i(TAG, "onSurfaceCreated");
    GLES20.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well

    ByteBuffer bbVertices = ByteBuffer.allocateDirect(WorldLayoutData.RECT_COORDS.length * 4);
    bbVertices.order(ByteOrder.nativeOrder());
    mRectVertices = bbVertices.asFloatBuffer();
    mRectVertices.put(WorldLayoutData.RECT_COORDS);
    mRectVertices.position(0);

    ByteBuffer bbColors = ByteBuffer.allocateDirect(WorldLayoutData.RECT_COLORS.length * 4);
    bbColors.order(ByteOrder.nativeOrder());
    mRectColors = bbColors.asFloatBuffer();
    mRectColors.put(WorldLayoutData.RECT_COLORS);
    mRectColors.position(0);

    ByteBuffer bbFoundColors = ByteBuffer.allocateDirect(WorldLayoutData.RECT_FOUND_COLORS.length * 4);
    bbFoundColors.order(ByteOrder.nativeOrder());
    mRectFoundColors = bbFoundColors.asFloatBuffer();
    mRectFoundColors.put(WorldLayoutData.RECT_FOUND_COLORS);
    mRectFoundColors.position(0);

    ByteBuffer bbNormals = ByteBuffer.allocateDirect(WorldLayoutData.RECT_NORMALS.length * 4);
    bbNormals.order(ByteOrder.nativeOrder());
    mRectNormals = bbNormals.asFloatBuffer();
    mRectNormals.put(WorldLayoutData.RECT_NORMALS);
    mRectNormals.position(0);

    ByteBuffer bbTextureCoordinates = ByteBuffer.allocateDirect(WorldLayoutData.RECT_TEX_COORDS.length * 4);
    bbTextureCoordinates.order(ByteOrder.nativeOrder());
    mRectTexCoords = bbTextureCoordinates.asFloatBuffer();
    mRectTexCoords.put(WorldLayoutData.RECT_TEX_COORDS);
    mRectTexCoords.position(0);

    // make a floor
    ByteBuffer bbFloorVertices = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COORDS.length * 4);
    bbFloorVertices.order(ByteOrder.nativeOrder());
    mFloorVertices = bbFloorVertices.asFloatBuffer();
    mFloorVertices.put(WorldLayoutData.FLOOR_COORDS);
    mFloorVertices.position(0);

    ByteBuffer bbFloorNormals = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_NORMALS.length * 4);
    bbFloorNormals.order(ByteOrder.nativeOrder());
    mFloorNormals = bbFloorNormals.asFloatBuffer();
    mFloorNormals.put(WorldLayoutData.FLOOR_NORMALS);
    mFloorNormals.position(0);

    ByteBuffer bbFloorColors = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COLORS.length * 4);
    bbFloorColors.order(ByteOrder.nativeOrder());
    mFloorColors = bbFloorColors.asFloatBuffer();
    mFloorColors.put(WorldLayoutData.FLOOR_COLORS);
    mFloorColors.position(0);

    int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, R.raw.light_vertex);
    int gridShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.flat_fragment);

    mGlProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(mGlProgram, vertexShader);
    GLES20.glAttachShader(mGlProgram, gridShader);
    GLES20.glLinkProgram(mGlProgram);

    GLES20.glEnable(GLES20.GL_DEPTH_TEST);

    Matrix.setIdentityM(mModelFloor, 0);
    Matrix.translateM(mModelFloor, 0, 0, -FLOOR_DEPTH, 0); // Floor appears below user

    checkGLError("onSurfaceCreated");
}

From source file:com.sveder.cardboardpassthrough.MainActivity.java

/**
 * Creates the buffers we use to store information about the 3D world. OpenGL doesn't use Java
 * arrays, but rather needs data in a format it can understand. Hence we use ByteBuffers.
 * @param config The EGL configuration used when creating the surface.
 *//*www  . ja v  a 2 s .  co m*/
@Override
public void onSurfaceCreated(EGLConfig config) {
    Log.i(TAG, "onSurfaceCreated");
    GLES20.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well

    ByteBuffer bb = ByteBuffer.allocateDirect(squareVertices.length * 4);
    bb.order(ByteOrder.nativeOrder());
    vertexBuffer = bb.asFloatBuffer();
    vertexBuffer.put(squareVertices);
    vertexBuffer.position(0);

    ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
    dlb.order(ByteOrder.nativeOrder());
    drawListBuffer = dlb.asShortBuffer();
    drawListBuffer.put(drawOrder);
    drawListBuffer.position(0);

    ByteBuffer bb2 = ByteBuffer.allocateDirect(textureVertices.length * 4);
    bb2.order(ByteOrder.nativeOrder());
    textureVerticesBuffer = bb2.asFloatBuffer();
    textureVerticesBuffer.put(textureVertices);
    textureVerticesBuffer.position(0);

    int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
    int fragmentShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);

    mProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program
    GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
    GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
    GLES20.glLinkProgram(mProgram);

    texture = createTexture();
    startCamera(texture);

    //        ByteBuffer bbVertices = ByteBuffer.allocateDirect(DATA.CUBE_COORDS.length * 4);
    //        bbVertices.order(ByteOrder.nativeOrder());
    //        mCubeVertices = bbVertices.asFloatBuffer();
    //        mCubeVertices.put(DATA.CUBE_COORDS);
    //        mCubeVertices.position(0);
    //
    //        ByteBuffer bbColors = ByteBuffer.allocateDirect(DATA.CUBE_COLORS.length * 4);
    //        bbColors.order(ByteOrder.nativeOrder());
    //        mCubeColors = bbColors.asFloatBuffer();
    //        mCubeColors.put(DATA.CUBE_COLORS);
    //        mCubeColors.position(0);
    //
    //        ByteBuffer bbFoundColors = ByteBuffer.allocateDirect(DATA.CUBE_FOUND_COLORS.length * 4);
    //        bbFoundColors.order(ByteOrder.nativeOrder());
    //        mCubeFoundColors = bbFoundColors.asFloatBuffer();
    //        mCubeFoundColors.put(DATA.CUBE_FOUND_COLORS);
    //        mCubeFoundColors.position(0);
    //
    //        ByteBuffer bbNormals = ByteBuffer.allocateDirect(DATA.CUBE_NORMALS.length * 4);
    //        bbNormals.order(ByteOrder.nativeOrder());
    //        mCubeNormals = bbNormals.asFloatBuffer();
    //        mCubeNormals.put(DATA.CUBE_NORMALS);
    //        mCubeNormals.position(0);
    //
    //        // make a floor
    //        ByteBuffer bbFloorVertices = ByteBuffer.allocateDirect(DATA.FLOOR_COORDS.length * 4);
    //        bbFloorVertices.order(ByteOrder.nativeOrder());
    //        mFloorVertices = bbFloorVertices.asFloatBuffer();
    //        mFloorVertices.put(DATA.FLOOR_COORDS);
    //        mFloorVertices.position(0);
    //
    //        ByteBuffer bbFloorNormals = ByteBuffer.allocateDirect(DATA.FLOOR_NORMALS.length * 4);
    //        bbFloorNormals.order(ByteOrder.nativeOrder());
    //        mFloorNormals = bbFloorNormals.asFloatBuffer();
    //        mFloorNormals.put(DATA.FLOOR_NORMALS);
    //        mFloorNormals.position(0);
    //
    //        ByteBuffer bbFloorColors = ByteBuffer.allocateDirect(DATA.FLOOR_COLORS.length * 4);
    //        bbFloorColors.order(ByteOrder.nativeOrder());
    //        mFloorColors = bbFloorColors.asFloatBuffer();
    //        mFloorColors.put(DATA.FLOOR_COLORS);
    //        mFloorColors.position(0);
    //
    //        int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, R.raw.light_vertex);
    //        int gridShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.grid_fragment);
    //
    //        mGlProgram = GLES20.glCreateProgram();
    //        GLES20.glAttachShader(mGlProgram, vertexShader);
    //        GLES20.glAttachShader(mGlProgram, gridShader);
    //        GLES20.glLinkProgram(mGlProgram);
    //
    //        GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    //
    //        // Object first appears directly in front of user
    //        Matrix.setIdentityM(mModelCube, 0);
    //        Matrix.translateM(mModelCube, 0, 0, 0, -mObjectDistance);
    //
    //        Matrix.setIdentityM(mModelFloor, 0);
    //        Matrix.translateM(mModelFloor, 0, 0, -mFloorDepth, 0); // Floor appears below user
    //
    //        checkGLError("onSurfaceCreated");
}

From source file:com.aimfire.gallery.cardboard.PhotoActivity.java

@Override
public void onSurfaceCreated(EGLConfig config) {
    if (BuildConfig.DEBUG)
        Log.i(TAG, "onSurfaceCreated");

    /*/*from  ww  w  .  ja  v a2 s  . c  o  m*/
     *  Dark background so text shows up well.
     */
    GLES20.glClearColor(0.1f, 0.1f, 0.1f, 0.5f);

    ByteBuffer bbElements = ByteBuffer.allocateDirect(drawOrder.length * 2);
    bbElements.order(ByteOrder.nativeOrder());
    mPicElements = bbElements.asShortBuffer();
    mPicElements.put(drawOrder);
    mPicElements.position(0);

    int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
    int fragmentShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);

    mPicProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(mPicProgram, vertexShader);
    GLES20.glAttachShader(mPicProgram, fragmentShader);
    GLES20.glLinkProgram(mPicProgram);
    GLES20.glUseProgram(mPicProgram);

    checkGLError("Pic program");

    mDimRatioParam = GLES20.glGetUniformLocation(mPicProgram, "u_dimRatio");
    mZoomParam = GLES20.glGetUniformLocation(mPicProgram, "u_zoom");
    mParallaxParam = GLES20.glGetUniformLocation(mPicProgram, "u_parallax");

    mPicPositionParam = GLES20.glGetAttribLocation(mPicProgram, "a_position");

    GLES20.glEnableVertexAttribArray(mPicPositionParam);
    checkGLError("Pic program params");

    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    checkGLError("onSurfaceCreated");

    /*
     * initializes a few textures (current, previous and next). we have to do this
     * here (as opposed to onCreate) as gl context is only available here
     */
    initTextures();

    /*
     * so onDrawEye will know to draw
     */
    mAssetChangedLeft = mAssetChangedRight = true;
}