Example usage for org.lwjgl.opengl GL20 glCreateShader

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

Introduction

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

Prototype

@NativeType("GLuint")
public static int glCreateShader(@NativeType("GLenum") int type) 

Source Link

Document

Creates a shader object.

Usage

From source file:com.timvisee.voxeltex.module.shader.raw.RawShader.java

License:Open Source License

@Override
public int compile() {
    // Show a status message
    System.out.print("Compiling shader... ");

    // Create a new OpenGL shader program
    int program = GL20.glCreateProgram();

    // Shader IDs
    int vertexId = 0;
    int fragmentId = 0;

    // Compile the vertex shader if available
    if (hasVertexShader()) {
        // Create the vertex shader
        vertexId = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);

        // Attach the vertex shader source and compile it
        GL20.glShaderSource(vertexId, vertexSource);
        GL20.glCompileShader(vertexId);//from  ww  w  .j  a v a2s  .  c  om

        // Check for compiling errors
        if (GL20.glGetShaderi(vertexId, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
            // Show an error message
            System.out.println("FAIL\nFailed to compile the vertex shader");
            System.out.println(GL20.glGetShaderInfoLog(vertexId));

            // Delete the shader before returning
            GL20.glDeleteShader(vertexId);
            throw new RuntimeException("Failed to compile the vertex shader");
        }
    }

    // Compile the fragment shader if available
    if (hasFragmentShader()) {
        // Create the fragment shader
        fragmentId = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);

        // Attach the fragment shader source and compile it
        GL20.glShaderSource(fragmentId, fragmentSource);
        GL20.glCompileShader(fragmentId);

        // Check for compiling errors
        if (GL20.glGetShaderi(fragmentId, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
            // Show an error message
            System.out.println("FAIL\nFailed to compile the fragment shader");
            System.out.println(GL20.glGetShaderInfoLog(fragmentId));

            // Delete the shader before returning
            GL20.glDeleteShader(fragmentId);
            throw new RuntimeException("Failed to compile the vertex shader");
        }
    }

    // Attach all compiled shaders
    if (hasVertexShader())
        GL20.glAttachShader(program, vertexId);
    if (hasFragmentShader())
        GL20.glAttachShader(program, fragmentId);

    // Link the shader program to OpenGL and link it
    GL20.glLinkProgram(program);
    GL20.glValidateProgram(program);

    // Shaders have been attached to the program, delete their compiled sources to save memory
    if (hasVertexShader())
        GL20.glDeleteShader(vertexId);
    if (hasFragmentShader())
        GL20.glDeleteShader(fragmentId);

    // Show a status message
    System.out.println("OK");

    // Return the created OpenGL shader program
    return program;
}

From source file:com.voxelplugineering.voxelsniper.util.GLSLUtilities.java

License:Open Source License

public static int loadShader(String filename, int type) {
    StringBuilder shaderSource = new StringBuilder();
    int shaderID = 0;

    try {/*w  w  w.  ja v a 2s . c  o m*/
        BufferedReader reader = new BufferedReader(new FileReader(filename));
        String line;
        while ((line = reader.readLine()) != null) {
            shaderSource.append(line).append("\n");
        }
        reader.close();
    } catch (IOException e) {
        System.err.println("Could not read file.");
        e.printStackTrace();
        System.exit(-1);
    }

    shaderID = GL20.glCreateShader(type);
    GL20.glShaderSource(shaderID, shaderSource);
    GL20.glCompileShader(shaderID);

    if (GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
        System.err.println("Could not compile shader.");
        System.err.println(GL20.glGetShaderInfoLog(shaderID, 1024));
        System.exit(-1);
    }

    OpenGLUtilities.checkGLError("loadShader");

    return shaderID;
}

From source file:com.wicpar.sinkingsimulatorclassic.graphics.Shader.java

License:Open Source License

public Shader compile() {
    if (ID == null) {
        delete();/*from   ww w  . j  ava  2 s.c om*/
        ID = GL20.glCreateShader(type);
    }
    GL20.glShaderSource(ID, source);
    GL20.glCompileShader(ID);
    if (GL20.glGetShaderi(ID, GL20.GL_COMPILE_STATUS) != GL11.GL_TRUE) {
        logger.error("failed to compile shader: \n" + GL20.glGetShaderInfoLog(ID));
    }
    return this;
}

From source file:com.xrbpowered.gl.res.shaders.Shader.java

License:Open Source License

public static int loadShader(String path, int type) {
    if (path == null)
        return 0;
    int shaderId = 0;
    String shaderSource;//w  w  w . j  ava2  s.co  m
    try {
        shaderSource = AssetManager.defaultAssets.loadString(path);
    } catch (IOException e) {
        throw new RuntimeException(e);
    }

    shaderId = GL20.glCreateShader(type);
    GL20.glShaderSource(shaderId, shaderSource);
    GL20.glCompileShader(shaderId);

    if (GL20.glGetShaderi(shaderId, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
        System.err.println("Could not compile shader " + path);
        System.err.println(GL20.glGetShaderInfoLog(shaderId, 8000));
        System.exit(-1); // FIXME handle this exception!!
    }

    return shaderId;
}

From source file:cuchaz.jfxgl.prism.JFXGLContext.java

License:Open Source License

@Override
public int compileShader(String source, boolean isVertex) {

    int type;//  ww  w.  j a v a2 s.c o  m
    if (isVertex) {
        type = GL20.GL_VERTEX_SHADER;
    } else {
        type = GL20.GL_FRAGMENT_SHADER;
    }

    int id = GL20.glCreateShader(type);
    GL20.glShaderSource(id, source);
    GL20.glCompileShader(id);

    boolean isSuccess = GL20.glGetShaderi(id, GL20.GL_COMPILE_STATUS) != GL11.GL_FALSE;
    if (!isSuccess) {

        // get debug info
        StringBuilder buf = new StringBuilder();
        buf.append("Shader did not compile\n");

        // show the compiler log
        buf.append("\nCOMPILER LOG:\n");
        buf.append(GL20.glGetShaderInfoLog(id, 4096));

        // show the source with correct line numbering
        buf.append("\nSOURCE:\n");
        String[] lines = source.split("\\n");
        for (int i = 0; i < lines.length; i++) {
            buf.append(String.format("%4d: ", i + 1));
            buf.append(lines[i]);
            buf.append("\n");
        }

        throw new RuntimeException(buf.toString());
    }

    return id;
}

From source file:de.ikosa.mars.viewer.glviewer.engine.GLHardcodedShader.java

License:Open Source License

private static int compileShader(String source, int shaderType) {
    int vertexShaderId = GL20.glCreateShader(shaderType);
    GL20.glShaderSource(vertexShaderId, source);
    GL20.glCompileShader(vertexShaderId);

    validateCompilation(vertexShaderId);
    return vertexShaderId;
}

From source file:de.ikosa.mars.viewer.glviewer.engine.GLShaderBuilder.java

License:Open Source License

private int compileShader(String source, int shaderType) {
    int vertexShaderId = GL20.glCreateShader(shaderType);
    GL20.glShaderSource(vertexShaderId, source);
    GL20.glCompileShader(vertexShaderId);

    validateCompilation(vertexShaderId);
    return vertexShaderId;
}

From source file:espresso3d.engine.renderer.shader.E3DShader.java

License:Open Source License

public void init(int shaderType, String shaderFileName) {
    this.shaderType = shaderType;

    int shaderID = GL20.glCreateShader(shaderType);
    //  GL20.glShaderSource(shaderID, )

}

From source file:eu.over9000.veya.rendering.Program.java

License:Open Source License

private static int loadShader(final InputStream inputStream, final int type) {
    final StringBuilder builder = new StringBuilder();

    try (BufferedReader reader = new BufferedReader(new InputStreamReader(inputStream))) {
        String line;/* w w  w .  j a  v  a2 s.  c om*/
        while ((line = reader.readLine()) != null) {
            builder.append(line).append("\n");
        }
        reader.close();
    } catch (final IOException e) {
        e.printStackTrace();
        System.exit(2);
    }

    final int shaderID = GL20.glCreateShader(type);
    GL20.glShaderSource(shaderID, builder);
    GL20.glCompileShader(shaderID);

    Program.checkCompilation(shaderID);

    return shaderID;
}

From source file:fr.guillaume.prive.viper.core.graphic.GraphicMotor.java

private static int loadShader(String filename, int type) {
    StringBuilder shaderSource = new StringBuilder();
    try (BufferedReader reader = new BufferedReader(new FileReader(filename))) {
        String line;//  w ww. j a  v  a  2s. c  om
        while ((line = reader.readLine()) != null) {
            shaderSource.append(line).append("\n");
        }
    } catch (IOException e) {
        throw new IllegalStateException("Shader file i/o error", e);
    }

    int shaderID = GL20.glCreateShader(type);
    GL20.glShaderSource(shaderID, shaderSource);
    GL20.glCompileShader(shaderID);

    return shaderID;
}