Example usage for android.opengl GLES20 glCreateShader

List of usage examples for android.opengl GLES20 glCreateShader

Introduction

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

Prototype

public static native int glCreateShader(int type);

Source Link

Usage

From source file:Triangle.java

public int loadShader(int type, String shaderCode) {
    int shader = GLES20.glCreateShader(type);
    GLES20.glShaderSource(shader, shaderCode);
    GLES20.glCompileShader(shader);/*from w  ww. ja  v  a  2 s.  c  om*/
    return shader;
}

From source file:Main.java

public static int buildShader(int type, String shaderSource) {
    final int shader = GLES20.glCreateShader(type);
    if (shader == 0) {
        return 0;
    }//from  w  w  w .  j  a va2s  .co  m

    GLES20.glShaderSource(shader, shaderSource);
    GLES20.glCompileShader(shader);

    int[] status = new int[1];
    GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, status, 0);
    if (status[0] == 0) {
        Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
        GLES20.glDeleteShader(shader);
        return 0;
    }

    return shader;
}

From source file:helloopengles.example.com.MyGLRenderer.java

/**
 * Utility method for compiling a OpenGL shader.
 *
 * <p><strong>Note:</strong> When developing shaders, use the checkGlError()
 * method to debug shader coding errors.</p>
 *
 * @param type - Vertex or fragment shader type.
 * @param shaderCode - String containing the shader code.
 * @return - Returns an id for the shader.
 *//*w  ww  .  ja  va2s  .c om*/
public static int loadShader(int type, String shaderCode) {

    // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
    // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
    int shader = GLES20.glCreateShader(type);

    // add the source code to the shader and compile it
    GLES20.glShaderSource(shader, shaderCode);
    GLES20.glCompileShader(shader);

    return shader;
}

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

/**
 * Converts a raw text file, saved as a resource, into an OpenGL ES shader.
 *
 * @param type The type of shader we will be creating.
 * @param resId The resource ID of the raw text file about to be turned into a shader.
 * @return The shader object handler.//from   www. j  a va  2s .  c om
 */
private int loadGLShader(int type, int resId) {
    String code = readRawTextFile(resId);
    int shader = GLES20.glCreateShader(type);
    GLES20.glShaderSource(shader, code);
    GLES20.glCompileShader(shader);

    // Get the compilation status.
    final int[] compileStatus = new int[1];
    GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);

    // If the compilation failed, delete the shader.
    if (compileStatus[0] == 0) {
        Log.e(TAG, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shader));
        GLES20.glDeleteShader(shader);
        shader = 0;
    }

    if (shader == 0) {
        throw new RuntimeException("Error creating shader.");
    }

    return shader;
}

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

/**
 * Converts a raw text file, saved as a resource, into an OpenGL ES shader.
 *
 * @param type The type of shader we will be creating.
 * @param resId The resource ID of the raw text file about to be turned into a shader.
 * @return The shader object handler.//from  www.ja  v a2  s. c o  m
 */
@SuppressWarnings("unused")
private int loadGLShader(int type, int resId) {
    String code = readRawTextFile(resId);
    int shader = GLES20.glCreateShader(type);
    GLES20.glShaderSource(shader, code);
    GLES20.glCompileShader(shader);

    // Get the compilation status.
    final int[] compileStatus = new int[1];
    GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);

    // If the compilation failed, delete the shader.
    if (compileStatus[0] == 0) {
        if (BuildConfig.DEBUG)
            Log.e(TAG, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shader));
        GLES20.glDeleteShader(shader);
        shader = 0;
    }

    if (shader == 0) {
        throw new RuntimeException("Error creating shader.");
    }

    return shader;
}

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

/**
 * Converts a raw text file, saved as a resource, into an OpenGL ES shader
 * @param type The type of shader we will be creating.
 * @param code The resource ID of the raw text file about to be turned into a shader.
 * @return//from  w  ww  . j a  va2 s. c o  m
 */
private int loadGLShader(int type, String code) {
    int shader = GLES20.glCreateShader(type);
    GLES20.glShaderSource(shader, code);
    GLES20.glCompileShader(shader);

    // Get the compilation status.
    final int[] compileStatus = new int[1];
    GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);

    // If the compilation failed, delete the shader.
    if (compileStatus[0] == 0) {
        Log.e(TAG, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shader));
        GLES20.glDeleteShader(shader);
        shader = 0;
    }

    if (shader == 0) {
        throw new RuntimeException("Error creating shader.");
    }

    return shader;
}

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

private int loadGLShader(int type, String code) {
    int shader = GLES20.glCreateShader(type);
    GLES20.glShaderSource(shader, code);
    GLES20.glCompileShader(shader);/*from   w ww .j  a  v  a2 s. c  o  m*/

    // Get the compilation status.
    final int[] compileStatus = new int[1];
    GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);

    // If the compilation failed, delete the shader.
    if (compileStatus[0] == 0) {
        if (BuildConfig.DEBUG)
            Log.e(TAG, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shader));
        GLES20.glDeleteShader(shader);
        shader = 0;
    }

    if (shader == 0) {
        throw new RuntimeException("Error creating shader.");
    }

    return shader;
}