List of usage examples for org.lwjgl.opengl GL20 glCreateProgram
@NativeType("GLuint") public static int glCreateProgram()
From source file:opengl.test.object.XO.java
/** * /*from w ww . j a va 2 s. c o m*/ * @param vao * @param XO */ public XO(int vao, int XO) { //super(vao); Logger.getGlobal().entering("XO", "XO", new Object[] { vao, XO }); if (XO != Caro.X && XO != Caro.O) throw new IllegalArgumentException("XO != Caro.X && XO != Caro.Y"); if (vao == 0) throw new IllegalArgumentException("init : paramaters is null "); this.x = -1; this.y = -1; this.value = XO; this.vao = vao; this.programID = GL20.glCreateProgram(); super.vertexShader("opengl/test/object/XO.vs"); super.fragmentShader("opengl/test/object/XO.fs"); this.link(); this.initVertex(); this.initUniformValues(); }
From source file:org.bonsaimind.badgersvoyage.tools.planetstudio.Studio.java
License:Open Source License
public Studio(String title, int width, int height) throws LWJGLException { PixelFormat pixelFormat = new PixelFormat(); ContextAttribs contextAttribs = new ContextAttribs(3, 2); contextAttribs.withForwardCompatible(true); contextAttribs.withProfileCore(true); Display.setDisplayMode(new DisplayMode(width, height)); Display.setTitle(title);// w w w.j a va2 s.co m Display.create(pixelFormat, contextAttribs); ErrorChecker.exitOnOpenGlError("Display creation."); programId = GL20.glCreateProgram(); ErrorChecker.exitOnOpenGlError("Program creation."); int shaderId = GL20.glCreateShader(GL20.GL_VERTEX_SHADER); // GL20.glShaderSource(shaderId, "void main {\n" // + " gl_Normal = gl_NormalMatrix * gl_Normal; //Note that you can perform operations on matrices and vectors as if they were\n" // + " //primitive types. This is useful for simple, readable code like this.\n" // + " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; //The order in which you times matrices and vertices is IMPORTANT.\n" // + " gl_FrontColor = gl_Color; //These lines just pass on the colour value to the fragment shader.\n" // + " gl_BackColor = gl_Color;\n" // + "}"); GL20.glShaderSource(shaderId, "void main(void){gl_Position = ftransform();}"); // GL20.glShaderSource(shaderId, "#version 140\n" // + "\n" // + "uniform Transformation {\n" // + " mat4 projectionMatrix;\n" // + " mat4 viewMatrix;\n" // + " mat4 modelMatrix;\n" // + "};\n" // + "in vec4 in_Position;\n" // + "\n" // + "in vec3 vertex;\n" // + "\n" // + "void main() {\n" // + " gl_Position = projectionMatrix * viewMatrix * modelMatrix * in_Position;\n" // + "}"); // GL20.glShaderSource(shaderId, "#version 150 core\n" // + "\n" // + "uniform mat4 projectionMatrix;\n" // + "uniform mat4 viewMatrix;\n" // + "uniform mat4 modelMatrix;\n" // + "\n" // + "in vec4 in_Position;\n" // + "in vec4 in_Color;\n" // + "in vec2 in_TextureCoord;\n" // + "\n" // + "out vec4 pass_Color;\n" // + "out vec2 pass_TextureCoord;\n" // + "\n" // + "void main(void) {\n" // + " gl_Position = in_Position;\n" // + " gl_Position = projectionMatrix * viewMatrix * modelMatrix * in_Position;\n" // + "\n" // + " pass_Color = in_Color;\n" // + " pass_TextureCoord = in_TextureCoord;\n" // + "}"); GL20.glCompileShader(shaderId); GL20.glAttachShader(programId, shaderId); // int shaderId2 = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER); // GL20.glShaderSource(shaderId2, "#version 150 core\n" // + "\n" // + "uniform sampler2D texture_diffuse;\n" // + "\n" // + "in vec4 pass_Color;\n" // + "in vec2 pass_TextureCoord;\n" // + "\n" // + "out vec4 out_Color;\n" // + "\n" // + "void main(void) {\n" // + " out_Color = pass_Color;\n" // + " // Override out_Color with our texture pixel\n" // + " out_Color = vec4(0.5, 0.5, 0.5, 1); //texture2D(texture_diffuse, pass_TextureCoord);\n" // + "}"); // GL20.glCompileShader(shaderId2); // GL20.glAttachShader(programId, shaderId2); GL20.glLinkProgram(programId); ErrorChecker.exitOnOpenGlError("Program linking."); System.err.println(GL20.glGetProgramInfoLog(programId, 255)); System.err.println(); GL20.glValidateProgram(programId); ErrorChecker.exitOnOpenGlError("Program validation."); camera = new Camera(width / (float) height, new Vector3f(0, 0, 2.5f), 100f, 60f, 0.1f, programId); ErrorChecker.exitOnOpenGlError("Camera creation."); sphere = new Sphere(60, 0.5f); sphere.create(programId); ErrorChecker.exitOnOpenGlError("Sphere creation."); }
From source file:org.jogamp.glg2d.impl.shader.AbstractShaderPipeline.java
License:Apache License
protected void createProgramAndAttach() { if (GL20.glIsProgram(programId)) { delete();// w w w . j a v a 2s .com } programId = GL20.glCreateProgram(); attachShaders(); GL20.glLinkProgram(programId); checkProgramThrowException(programId, GL20.GL_LINK_STATUS); }
From source file:org.spout.engine.renderer.shader.ClientShader.java
License:Open Source License
private void doCompileShader(String vsource, String fsource) { if (((Client) Spout.getEngine()).getRenderMode() == RenderMode.GL11) { return;/*from ww w. ja v a2 s .c o m*/ } //Create a new Shader object on the GPU program = GL20.glCreateProgram(); int vShader = ShaderHelper.compileShader(vsource, GL20.GL_VERTEX_SHADER); GL20.glAttachShader(program, vShader); int fShader = ShaderHelper.compileShader(fsource, GL20.GL_FRAGMENT_SHADER); GL20.glAttachShader(program, fShader); GL20.glLinkProgram(program); int status = GL20.glGetProgram(program, GL20.GL_LINK_STATUS); if (status != GL11.GL_TRUE) { String error = GL20.glGetProgramInfoLog(program, 255); throw new ShaderCompileException("Link Error: " + error); } if (validateShader) { GL20.glValidateProgram(this.program); if (GL20.glGetProgram(program, GL20.GL_VALIDATE_STATUS) != GL11.GL_TRUE) { String info = GL20.glGetProgramInfoLog(program, 255); System.out.println("Validate Log: \n" + info); } System.out.println("Attached Shaders: " + GL20.glGetProgram(program, GL20.GL_ATTACHED_SHADERS)); int activeAttributes = GL20.glGetProgram(program, GL20.GL_ACTIVE_ATTRIBUTES); System.out.println("Active Attributes: " + activeAttributes); int maxAttributeLength = GL20.glGetProgram(program, GL20.GL_ACTIVE_ATTRIBUTE_MAX_LENGTH); for (int i = 0; i < activeAttributes; i++) { System.out.println("\t" + GL20.glGetActiveAttrib(program, i, maxAttributeLength)); } int activeUniforms = GL20.glGetProgram(program, GL20.GL_ACTIVE_UNIFORMS); System.out.println("Active Uniforms: " + activeUniforms); int maxUniformLength = GL20.glGetProgram(program, GL20.GL_ACTIVE_UNIFORM_MAX_LENGTH); for (int i = 0; i < activeUniforms; i++) { System.out.println("\t" + GL20.glGetActiveUniform(program, i, maxUniformLength)); } } System.out.println("Compiled Shader with id: " + program); }
From source file:org.terasology.rendering.assets.GLSLShaderProgramInstance.java
License:Apache License
private void compileShaderProgram(int featureHash) { compileShader(GL20.GL_FRAGMENT_SHADER, featureHash); compileShader(GL20.GL_VERTEX_SHADER, featureHash); int shaderProgram = GL20.glCreateProgram(); shaderPrograms.put(featureHash, shaderProgram); GL20.glAttachShader(shaderProgram, fragmentPrograms.get(featureHash)); GL20.glAttachShader(shaderProgram, vertexPrograms.get(featureHash)); GL20.glLinkProgram(shaderProgram);//from w w w .java2 s . c o m GL20.glValidateProgram(shaderProgram); }
From source file:org.terasology.rendering.assets.MaterialShader.java
License:Apache License
public int generateShaderInstance() { int shaderProgram = GL20.glCreateProgram(); GL20.glAttachShader(shaderProgram, fragmentProgram); GL20.glAttachShader(shaderProgram, vertexProgram); GL20.glLinkProgram(shaderProgram);//from www.j av a 2s . c o m if (GL20.glGetProgram(shaderProgram, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) { logger.error("Failed to link shader {}.", GL20.glGetProgramInfoLog(shaderProgram, GL20.GL_LINK_STATUS)); GL20.glDeleteProgram(shaderProgram); return 0; } GL20.glValidateProgram(shaderProgram); if (GL20.glGetProgram(shaderProgram, GL20.GL_VALIDATE_STATUS) == GL11.GL_FALSE) { logger.error("Failed to validate shader {}.", GL20.glGetProgramInfoLog(shaderProgram, GL20.GL_VALIDATE_STATUS)); GL20.glDeleteProgram(shaderProgram); return 0; } return shaderProgram; }
From source file:org.terasology.rendering.opengl.GLSLShader.java
License:Apache License
public int linkShaderProgram(int featureHash) { int shaderProgram = GL20.glCreateProgram(); GL20.glAttachShader(shaderProgram, fragmentPrograms.get(featureHash)); GL20.glAttachShader(shaderProgram, vertexPrograms.get(featureHash)); GL20.glLinkProgram(shaderProgram);/*from w w w . j a v a 2 s . c o m*/ GL20.glValidateProgram(shaderProgram); return shaderProgram; }
From source file:org.terasology.rendering.shader.ShaderProgram.java
License:Apache License
private void compileShaderProgram() { compileShader(GL20.GL_FRAGMENT_SHADER); compileShader(GL20.GL_VERTEX_SHADER); shaderProgram = GL20.glCreateProgram(); GL20.glAttachShader(shaderProgram, fragmentProgram); GL20.glAttachShader(shaderProgram, vertexProgram); GL20.glLinkProgram(shaderProgram);/* w w w . j av a2 s . c om*/ GL20.glValidateProgram(shaderProgram); }
From source file:ovh.tgrhavoc.gameengine.core.Shader.java
License:Open Source License
public Shader() { pointer = GL20.glCreateProgram(); uniforms = new HashMap<String, Integer>(); if (pointer == 0) { System.err.println("Could not find valid memoryu location in construstor"); System.exit(-1);/*from w w w .ja va2s . c o m*/ } }
From source file:playn.java.JavaGL20.java
License:Apache License
@Override public int glCreateProgram() { return GL20.glCreateProgram(); }