Example usage for org.lwjgl.opengl GL20 glCompileShader

List of usage examples for org.lwjgl.opengl GL20 glCompileShader

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 glCompileShader.

Prototype

public static void glCompileShader(@NativeType("GLuint") int shader) 

Source Link

Document

Compiles a shader object.

Usage

From source file:ar.com.quark.backend.lwjgl.opengl.DesktopGLES20.java

License:Apache License

/**
 * {@inheritDoc}
 */
@Override
public void glCompileShader(int name) {
    GL20.glCompileShader(name);
}

From source file:br.com.perin.shaders.ShaderProgram.java

private static int loadShader(String file, int type) {
    StringBuilder shaderSource = new StringBuilder();
    try (BufferedReader reader = new BufferedReader(new FileReader(file))) {
        String line;/*  ww w. ja v  a2 s.c  o m*/
        while ((line = reader.readLine()) != null) {
            shaderSource.append(line).append("//\n");
        }
    } catch (IOException e) {
        e.printStackTrace();
        System.exit(-1);
    }
    int shaderID = GL20.glCreateShader(type);
    GL20.glShaderSource(shaderID, shaderSource);
    GL20.glCompileShader(shaderID);
    if (GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
        System.out.println(GL20.glGetShaderInfoLog(shaderID, 500));
        System.err.println("Could not compile shader!");
        System.exit(-1);
    }
    return shaderID;
}

From source file:com.adavr.player.globjects.Shader.java

License:Open Source License

public static Shader compile(CharSequence source, int type) {
    int id = GL20.glCreateShader(type);
    GL20.glShaderSource(id, source);/*w  w w. ja v  a  2s  .  c o m*/
    GL20.glCompileShader(id);
    return new Shader(id);
}

From source file:com.auroraengine.opengl.shaders.GLShader.java

License:Open Source License

private void compile() throws GLException {
    try {/*from  w ww. j  a v a 2 s  .c o m*/
        GL20.glShaderSource(index, code);
        GLException.checkGL("Sourcing Shader");
        GL20.glCompileShader(index);
        GLException.checkGL("Compiling Shader");
    } catch (GLException ex) {
        GL20.glDeleteShader(index);
        throw ex;
    }
    uniforms.clear();
    Matcher m = UNIFORM_PATTERN.matcher(code);
    while (m.find()) {

    }
}

From source file:com.badlogic.gdx.backends.jglfw.JglfwGL20.java

License:Apache License

public void glCompileShader(int shader) {
    GL20.glCompileShader(shader);
}

From source file:com.flowpowered.caustic.lwjgl.gl20.GL20Shader.java

License:MIT License

@Override
public void compile() {
    checkCreated();/*from w w  w  .ja v  a2s.  c  om*/
    // Compile the shader
    GL20.glCompileShader(id);
    // Get the shader compile status property, check it's false and fail if that's the case
    if (GL20.glGetShaderi(id, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
        throw new IllegalStateException(
                "OPEN GL ERROR: Could not compile shader\n" + GL20.glGetShaderInfoLog(id, 1000));
    }
    // Check for errors
    LWJGLUtil.checkForGLError();
}

From source file:com.geekyaubergine.geekyjgameutil.shader.ShaderProgram.java

License:Open Source License

/**
 * Loads shader program from file and returns the shader ID
 * @param file File to read//  w  w w .j a  va 2s  .  c  om
 * @param type Type of shader
 * @return Shader ID
 * @throws IOException
 */
private int loadShaderFile(File file, int type) throws IOException {
    List<String> lines = FileUtil.readLinesFromFile(file, false, true);
    StringBuilder shaderSource = new StringBuilder();
    for (String line : lines) {
        shaderSource.append(line).append("\n");
    }

    int shaderID = GL20.glCreateShader(type);
    GL20.glShaderSource(shaderID, shaderSource);
    GL20.glCompileShader(shaderID);
    if (GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
        Log.error("Could not complile shader");
        Log.error(GL20.glGetShaderInfoLog(shaderID, 500));
    }
    return shaderID;
}

From source file:com.github.begla.blockmania.rendering.manager.ShaderManager.java

License:Apache License

private int createShader(String filename, String title, int type) {
    Blockmania.getInstance().getLogger().log(Level.INFO, "Loading shader {0} ({1}, type = {2})",
            new String[] { title, filename, String.valueOf(type) });

    HashMap<String, Integer> shaders;

    if (type == GL20.GL_FRAGMENT_SHADER) {
        shaders = _fragmentShader;/*from   w w w  . j  av a 2 s . c  o  m*/
    } else if (type == GL20.GL_VERTEX_SHADER) {
        shaders = _vertexShader;
    } else {
        return 0;
    }

    shaders.put(title, GL20.glCreateShader(type));

    if (shaders.get(title) == 0) {
        return 0;
    }

    String fragCode = _preProcessorPreamble + "\n";
    String line;
    try {
        BufferedReader reader = new BufferedReader(new InputStreamReader(ResourceLoader
                .getResource("com/github/begla/blockmania/data/shaders/" + filename).openStream()));
        while ((line = reader.readLine()) != null) {
            fragCode += line + "\n";
        }
    } catch (Exception e) {
        Blockmania.getInstance().getLogger().log(Level.SEVERE, "Failed to read shader.");
        return 0;
    }

    GL20.glShaderSource(shaders.get(title), fragCode);
    GL20.glCompileShader(shaders.get(title));

    printLogInfo(shaders.get(title));

    return shaders.get(title);
}

From source file:com.github.begla.blockmania.rendering.ShaderManager.java

License:Apache License

private int createFragShader(String filename, String title) {

    _fragmentShader.put(title, GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER));

    if (_fragmentShader.get(title) == 0) {
        return 0;
    }//from  w  w w  .j av  a2s. c om

    String fragCode = "";
    String line;
    try {
        BufferedReader reader = new BufferedReader(new InputStreamReader(ResourceLoader
                .getResource("com/github/begla/blockmania/data/shaders/" + filename).openStream()));
        while ((line = reader.readLine()) != null) {
            fragCode += line + "\n";
        }
    } catch (Exception e) {
        Blockmania.getInstance().getLogger().log(Level.SEVERE, "Failed to read fragment shader.");
        return 0;
    }

    GL20.glShaderSource(_fragmentShader.get(title), fragCode);
    GL20.glCompileShader(_fragmentShader.get(title));

    printLogInfo(_fragmentShader.get(title));

    return _fragmentShader.get(title);
}

From source file:com.github.begla.blockmania.rendering.ShaderManager.java

License:Apache License

private int createVertexShader(String filename, String title) {

    _vertexShader.put(title, GL20.glCreateShader(GL20.GL_VERTEX_SHADER));

    if (_vertexShader.get(title) == 0) {
        return 0;
    }//from  w  w  w  .  j a va2  s  .  c o  m

    String fragCode = "";
    String line;
    try {
        BufferedReader reader = new BufferedReader(new InputStreamReader(ResourceLoader
                .getResource("com/github/begla/blockmania/data/shaders/" + filename).openStream()));
        while ((line = reader.readLine()) != null) {
            fragCode += line + "\n";
        }
    } catch (Exception e) {
        Blockmania.getInstance().getLogger().log(Level.SEVERE, "Failed to read vertex shader.");
        return 0;
    }

    GL20.glShaderSource(_vertexShader.get(title), fragCode);
    GL20.glCompileShader(_vertexShader.get(title));

    printLogInfo(_vertexShader.get(title));

    return _vertexShader.get(title);
}