List of usage examples for org.lwjgl.opengl GL20 GL_FRAGMENT_SHADER
int GL_FRAGMENT_SHADER
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From source file:fr.ign.cogit.geoxygene.util.gl.GLProgram.java
License:Open Source License
/** * Try to create a compiled fragment shader * // w ww . j a v a 2 s.co m * @param filename * shader file * @return the shader id * @throws GLException * on shader creation error */ public static final int createFragmentShader(String shaderContent, String filename) throws GLException { return GLTools.createShader(GL20.GL_FRAGMENT_SHADER, shaderContent, filename); }
From source file:lessur.util.shader.ShaderManager.java
License:GNU General Public License
/** * Fetches a shader id for a given fragment shader, generating * a new id if necessary//w w w . j a v a 2 s. c om * @param fragmentShaderFilePath The path to the fragment shader * @returns shaderID for a given fragment shader */ public int getFragmentShaderID(String fragmentShaderFilePath) throws Exception { Integer id = shaderMap.get(fragmentShaderFilePath); if (id == null) { if (has_opengl2) { id = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER); GL20.glShaderSource(id, getProgramCode(fragmentShaderFilePath)); GL20.glCompileShader(id); shaderMap.put(fragmentShaderFilePath, id); } else if (has_arb) { id = ARBShaderObjects.glCreateShaderObjectARB(ARBFragmentShader.GL_FRAGMENT_SHADER_ARB); ARBShaderObjects.glShaderSourceARB(id, getProgramCode(fragmentShaderFilePath)); ARBShaderObjects.glCompileShaderARB(id); shaderMap.put(fragmentShaderFilePath, id); } StringBuilder errorMessage = new StringBuilder(); //Check for errors with shader if (!compiledSuccessfully(id)) { errorMessage.append("Fragment Shader "); errorMessage.append(fragmentShaderFilePath); errorMessage.append(" failed to compile.\n"); errorMessage.append(getShaderInfoLog(id)); errorMessage.append("\n\n"); errorMessage.insert(0, "Could not compile shader.\n"); throw new Exception(errorMessage.toString()); } } return id; }
From source file:main.java.com.YeAJG.game.gfx.ShaderHandler.java
License:Open Source License
public static int loadFrag(String path) { int id = 0;/* www.j a v a 2s . c o m*/ if (Fragments.containsKey(path)) return getFragment(path); try { id = FileIOHandler.loadShader(path, GL20.GL_FRAGMENT_SHADER); Fragments.put(path, id); } catch (IOException ex) { logger.error(ex.getMessage()); } return id; }
From source file:model.ModelMD2.java
public void setupShader() { vsId = ShaderUtils.makeShader(ShaderUtils.loadText("Resources/shaders/animation.vert"), GL20.GL_VERTEX_SHADER);//from w w w .j a v a2 s . com // Load the fragment shader fsId = ShaderUtils.makeShader(ShaderUtils.loadText("Resources/shaders/animation.frag"), GL20.GL_FRAGMENT_SHADER); // Create a new shader program that links both shaders shader_id = ShaderUtils.makeProgram(vsId, fsId); GL20.glBindAttribLocation(shader_id, 0, "in_Position_0"); GL20.glBindAttribLocation(shader_id, 1, "in_TextureCoord_0"); GL20.glBindAttribLocation(shader_id, 2, "in_Normal_0"); GL20.glBindAttribLocation(shader_id, 3, "in_Position_1"); GL20.glBindAttribLocation(shader_id, 4, "in_TextureCoord_1"); GL20.glBindAttribLocation(shader_id, 5, "in_Normal_1"); GL20.glValidateProgram(shader_id); GLUtil.cerror(getClass().getName() + " setupShader"); }
From source file:net.neilcsmith.praxis.video.opengl.internal.ShaderProgram.java
License:Apache License
/** Loads and compiles the shaders, creates a new program and links the shaders. * //from w w w .j a v a2 s . c o m * @param vertexShader * @param fragmentShader */ private void compileShaders(String vertexShader, String fragmentShader) { vertexShaderHandle = loadShader(GL20.GL_VERTEX_SHADER, vertexShader); fragmentShaderHandle = loadShader(GL20.GL_FRAGMENT_SHADER, fragmentShader); if (vertexShaderHandle == -1 || fragmentShaderHandle == -1) { isCompiled = false; return; } program = linkProgram(); if (program == -1) { isCompiled = false; return; } isCompiled = true; fetchAttributes(); fetchUniforms(); }
From source file:opengl.test.object.object.java
protected final void fragmentShader(String file) { this.fragmentID = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER); GL20.glShaderSource(this.fragmentID, object.sourceLoader(file)); GL20.glCompileShader(this.fragmentID); if (GL20.glGetShaderi(this.fragmentID, GL20.GL_COMPILE_STATUS) != GL11.GL_TRUE) { throw new RuntimeException("Khong the compile fragmentShader"); }//from w ww . j a v a2 s .c om GL20.glAttachShader(this.programID, this.fragmentID); }
From source file:opengl.test.object.tree.testobject.leaf.java
private void fragmentShader(String file) { this.fragmentID = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER); GL20.glShaderSource(this.fragmentID, leaf.sourceLoader(file)); GL20.glCompileShader(this.fragmentID); if (GL20.glGetShaderi(this.fragmentID, GL20.GL_COMPILE_STATUS) != GL11.GL_TRUE) { throw new RuntimeException("Khong the compile fragmentShader"); }// ww w.ja v a2 s .c o m GL20.glAttachShader(this.programID, this.fragmentID); }
From source file:opengl.test.object.tree.testobject.traicay.java
private void fragmentShader(String file) { this.fragmentID = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER); GL20.glShaderSource(this.fragmentID, traicay.sourceLoader(file)); GL20.glCompileShader(this.fragmentID); if (GL20.glGetShaderi(this.fragmentID, GL20.GL_COMPILE_STATUS) != GL11.GL_TRUE) { throw new RuntimeException("Khong the compile fragmentShader"); }/*from ww w . j av a 2 s . c o m*/ GL20.glAttachShader(this.programID, this.fragmentID); }
From source file:opengl.test.object.tree.testobject.trunk.java
private void fragmentShader(String file) { this.fragmentID = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER); GL20.glShaderSource(this.fragmentID, trunk.sourceLoader(file)); GL20.glCompileShader(this.fragmentID); if (GL20.glGetShaderi(this.fragmentID, GL20.GL_COMPILE_STATUS) != GL11.GL_TRUE) { throw new RuntimeException("Khong the compile fragmentShader"); }/*from w w w . java 2 s . c o m*/ GL20.glAttachShader(this.programID, this.fragmentID); }
From source file:org.jogamp.glg2d.impl.shader.AbstractShaderPipeline.java
License:Apache License
protected void attachShaders() { if (vertexShaderFileName != null) { vertexShaderId = compileShader(GL20.GL_VERTEX_SHADER, getClass(), vertexShaderFileName); GL20.glAttachShader(programId, vertexShaderId); }/*from ww w .j av a2 s . c o m*/ if (geometryShaderFileName != null) { geometryShaderId = compileShader(GL32.GL_GEOMETRY_SHADER, getClass(), geometryShaderFileName); GL20.glAttachShader(programId, geometryShaderId); } if (fragmentShaderFileName != null) { fragmentShaderId = compileShader(GL20.GL_FRAGMENT_SHADER, getClass(), fragmentShaderFileName); GL20.glAttachShader(programId, fragmentShaderId); } }