List of usage examples for org.lwjgl.opengl GL20 glAttachShader
public static void glAttachShader(@NativeType("GLuint") int program, @NativeType("GLuint") int shader)
From source file:ar.com.quark.backend.lwjgl.opengl.DesktopGLES20.java
License:Apache License
/** * {@inheritDoc} */ @Override public void glAttachShader(int name, int shader) { GL20.glAttachShader(name, shader); }
From source file:br.com.perin.shaders.ShaderProgram.java
public ShaderProgram(String vertexFile, String fragmentFile) { vertexShaderId = loadShader(vertexFile, GL20.GL_VERTEX_SHADER); fragmentShaderId = loadShader(fragmentFile, GL20.GL_FRAGMENT_SHADER); programId = GL20.glCreateProgram();/*from ww w. ja va 2s . c om*/ GL20.glAttachShader(programId, vertexShaderId); GL20.glAttachShader(programId, fragmentShaderId); bindAttributes(); GL20.glLinkProgram(programId); GL20.glValidateProgram(programId); }
From source file:com.adavr.player.globjects.Program.java
License:Open Source License
public void attachShader(Shader shader) { GL20.glAttachShader(id, shader.id); }
From source file:com.auroraengine.opengl.shaders.GLProgram.java
License:Open Source License
@Override public void forceCreate() throws GLException { if (index != 0) { index = GL20.glCreateProgram();/*w w w . j a v a 2 s . c o m*/ if (index == 0) { throw new GLException("Couldn't create program object."); } try { vertex.create(this); fragment.create(this); } catch (GLException ex) { GL20.glDeleteProgram(index); throw ex; } GL20.glAttachShader(index, vertex.index); GL20.glAttachShader(index, fragment.index); GLException.checkGL("Attaching Shaders"); // glBindAttribLocation GL20.glLinkProgram(index); GLException.checkGL("Linking Program"); } }
From source file:com.badlogic.gdx.backends.jglfw.JglfwGL20.java
License:Apache License
public void glAttachShader(int program, int shader) { GL20.glAttachShader(program, shader); }
From source file:com.flowpowered.caustic.lwjgl.gl20.GL20Program.java
License:MIT License
@Override public void attachShader(Shader shader) { checkCreated();//from w ww .j a va2s . c om // Attach the shader GL20.glAttachShader(id, shader.getID()); // Check for errors LWJGLUtil.checkForGLError(); // Add the shader to the set shaders.add(shader); // Add all attribute and texture layouts attributeLayouts.putAll(shader.getAttributeLayouts()); textureLayouts.putAll(shader.getTextureLayouts()); }
From source file:com.geekyaubergine.geekyjgameutil.shader.ShaderProgram.java
License:Open Source License
@Override public void loadResource() throws IOException { vertexShaderID = loadShaderFile(vertexShaderFile, GL20.GL_VERTEX_SHADER); fragmentShaderID = loadShaderFile(fragmentShaderFile, GL20.GL_FRAGMENT_SHADER); programID = GL20.glCreateProgram();/*from ww w . j a v a 2s . c o m*/ GL20.glAttachShader(programID, vertexShaderID); GL20.glAttachShader(programID, fragmentShaderID); bindAttributes(); GL20.glLinkProgram(programID); GL20.glValidateProgram(programID); }
From source file:com.github.begla.blockmania.rendering.manager.ShaderManager.java
License:Apache License
private void initShaders() { _preProcessorPreamble += ((Boolean) ConfigurationManager.getInstance().getConfig() .get("Graphics.animatedWaterAndGrass")) ? "#define ANIMATED_WATER_AND_GRASS \n" : ""; _preProcessorPreamble += "#define GAMMA " + ConfigurationManager.getInstance().getConfig().get("Graphics.gamma").toString() + "\n"; createShader("sky_vert.glsl", "sky", GL20.GL_VERTEX_SHADER); createShader("sky_frag.glsl", "sky", GL20.GL_FRAGMENT_SHADER); createShader("chunk_vert.glsl", "chunk", GL20.GL_VERTEX_SHADER); createShader("chunk_frag.glsl", "chunk", GL20.GL_FRAGMENT_SHADER); createShader("particle_vert.glsl", "particle", GL20.GL_VERTEX_SHADER); createShader("particle_frag.glsl", "particle", GL20.GL_FRAGMENT_SHADER); createShader("block_vert.glsl", "block", GL20.GL_VERTEX_SHADER); createShader("block_frag.glsl", "block", GL20.GL_FRAGMENT_SHADER); createShader("gelatinousCube_vert.glsl", "gelatinousCube", GL20.GL_VERTEX_SHADER); createShader("gelatinousCube_frag.glsl", "gelatinousCube", GL20.GL_FRAGMENT_SHADER); createShader("clouds_vert.glsl", "clouds", GL20.GL_VERTEX_SHADER); createShader("clouds_frag.glsl", "clouds", GL20.GL_FRAGMENT_SHADER); for (String s : _fragmentShader.keySet()) { int shaderProgram = GL20.glCreateProgram(); GL20.glAttachShader(shaderProgram, _fragmentShader.get(s)); GL20.glAttachShader(shaderProgram, _vertexShader.get(s)); GL20.glLinkProgram(shaderProgram); GL20.glValidateProgram(shaderProgram); _shaderPrograms.put(s, shaderProgram); }/*from www. j ava 2 s . co m*/ }
From source file:com.github.begla.blockmania.rendering.ShaderManager.java
License:Apache License
private void initShaders() { createVertexShader("sky_vert.glsl", "sky"); createFragShader("sky_frag.glsl", "sky"); createVertexShader("chunk_vert.glsl", "chunk"); createFragShader("chunk_frag.glsl", "chunk"); createVertexShader("cloud_vert.glsl", "cloud"); createFragShader("cloud_frag.glsl", "cloud"); createVertexShader("particle_vert.glsl", "particle"); createFragShader("particle_frag.glsl", "particle"); for (FastMap.Entry<String, Integer> e = _fragmentShader.head(), end = _fragmentShader .tail(); (e = e.getNext()) != end;) { int shaderProgram = GL20.glCreateProgram(); GL20.glAttachShader(shaderProgram, _fragmentShader.get(e.getKey())); GL20.glAttachShader(shaderProgram, _vertexShader.get(e.getKey())); GL20.glLinkProgram(shaderProgram); GL20.glValidateProgram(shaderProgram); _shaderPrograms.put(e.getKey(), shaderProgram); }/*from w w w . j a va2 s . co m*/ }
From source file:com.github.kajdreef.mazerunnermvn.MazeRunner.ShaderProgram.java
public void newShaderProgram(String vertexShaderLocation, String fragmentShaderLocation) { // Initialize the vertex Shader vertexId = compileShader(GL20.GL_VERTEX_SHADER, vertexShaderLocation); // Initialize the fragment shader fragmentId = compileShader(GL20.GL_FRAGMENT_SHADER, fragmentShaderLocation); programId = GL20.glCreateProgram();//w ww .j a va2 s.c o m GL20.glAttachShader(programId, vertexId); GL20.glAttachShader(programId, fragmentId); // Position information will be attribute 0 GL20.glBindAttribLocation(programId, 0, "in_Position"); // Color information will be attribute 1 GL20.glBindAttribLocation(programId, 1, "in_Color"); // Texture information will be attribute 2 GL20.glBindAttribLocation(programId, 2, "in_TextureCoord"); GL20.glLinkProgram(programId); GL20.glValidateProgram(programId); // Get matrices uniform locations projectionMatrixLocation = GL20.glGetUniformLocation(programId, "projectionMatrix"); viewMatrixLocation = GL20.glGetUniformLocation(programId, "viewMatrix"); modelMatrixLocation = GL20.glGetUniformLocation(programId, "modelMatrix"); }