Example usage for org.lwjgl.opengl GL20 glGetActiveUniform

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

Introduction

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

Prototype

public static void glGetActiveUniform(@NativeType("GLuint") int program, @NativeType("GLuint") int index,
        @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLint *") int[] size,
        @NativeType("GLenum *") int[] type, @NativeType("GLchar *") ByteBuffer name) 

Source Link

Document

Array version of: #glGetActiveUniform GetActiveUniform

Usage

From source file:com.flowpowered.caustic.lwjgl.gl20.GL20Program.java

License:MIT License

@Override
public void link() {
    checkCreated();//  w ww .  j a  v a  2s.c  o  m
    // Add the attribute layouts to the program state
    final TObjectIntIterator<String> iterator = attributeLayouts.iterator();
    while (iterator.hasNext()) {
        iterator.advance();
        // Bind the index to the name
        GL20.glBindAttribLocation(id, iterator.value(), iterator.key());
    }
    // Link program
    GL20.glLinkProgram(id);
    // Check program link status
    if (GL20.glGetProgrami(id, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) {
        throw new IllegalStateException("Program could not be linked\n" + GL20.glGetProgramInfoLog(id, 1000));
    }
    if (CausticUtil.isDebugEnabled()) {
        // Validate program
        GL20.glValidateProgram(id);
        // Check program validation status
        if (GL20.glGetProgrami(id, GL20.GL_VALIDATE_STATUS) == GL11.GL_FALSE) {
            final Logger logger = CausticUtil.getCausticLogger();
            logger.log(Level.WARNING,
                    "Program validation failed. This doesn''t mean it won''t work, so you maybe able to ignore it\n{0}",
                    GL20.glGetProgramInfoLog(id, 1000));
        }
    }
    // Load uniforms
    uniforms.clear();
    final int uniformCount = GL20.glGetProgrami(id, GL20.GL_ACTIVE_UNIFORMS);
    final int maxLength = GL20.glGetProgrami(id, GL20.GL_ACTIVE_UNIFORM_MAX_LENGTH);
    final IntBuffer lengthBuffer = CausticUtil.createIntBuffer(1);
    final IntBuffer ignored1 = CausticUtil.createIntBuffer(1);
    final IntBuffer ignored2 = CausticUtil.createIntBuffer(1);
    final ByteBuffer nameBuffer = CausticUtil.createByteBuffer(maxLength);
    final byte[] nameBytes = new byte[maxLength];
    for (int i = 0; i < uniformCount; i++) {
        lengthBuffer.clear();
        ignored1.clear();
        ignored2.clear();
        nameBuffer.clear();
        GL20.glGetActiveUniform(id, i, lengthBuffer, ignored1, ignored2, nameBuffer);
        final int length = lengthBuffer.get();
        nameBuffer.get(nameBytes, 0, length);
        // Simplify array names
        final String name = new String(nameBytes, 0, length).replaceFirst("\\[\\d+\\]", "");
        uniforms.put(name, GL20.glGetUniformLocation(id, name));
        uniformValues.put(name, UNSET);
    }
    // Check for errors
    LWJGLUtil.checkForGLError();
}

From source file:me.thehutch.fusion.engine.render.opengl.gl20.OpenGL20Program.java

License:Open Source License

@Override
public void link() {
    ensureCreated("Program must be created to link.");
    // Link the program
    GL20.glLinkProgram(id);//w w w  . jav  a2  s.c o  m
    // Check program link success
    if (GL20.glGetProgrami(id, GL_LINK_STATUS) == GL_FALSE) {
        final int logLength = GL20.glGetProgrami(id, GL_INFO_LOG_LENGTH);
        throw new IllegalStateException(
                "Program could not be linked\n" + GL20.glGetProgramInfoLog(id, logLength));
    }
    // Check for errors
    RenderUtil.checkGLError();

    // Validate the program
    GL20.glValidateProgram(id);
    // Check program validation success
    if (GL20.glGetProgrami(id, GL_VALIDATE_STATUS) == GL_FALSE) {
        final int logLength = GL20.glGetProgrami(id, GL_INFO_LOG_LENGTH);
        System.err.println("Program validation failed:\n" + GL20.glGetProgramInfoLog(id, logLength));
    }
    // Check for errors
    RenderUtil.checkGLError();

    /*
     * Load the program uniforms
     */
    // Get the maximum uniform name length
    final int maxNameLength = GL20.glGetProgrami(id, GL_ACTIVE_UNIFORM_MAX_LENGTH);
    // Create a buffer to store the name of the uniform
    final ByteBuffer nameBuffer = BufferUtils.createByteBuffer(maxNameLength);
    // Create a buffer to store the length of the uniform name
    final IntBuffer lengthBuffer = BufferUtils.createIntBuffer(1);
    // Create a buffer to store the uniform size
    final IntBuffer sizeBuffer = BufferUtils.createIntBuffer(1);
    // Create a buffer to stroe the uniform type
    final IntBuffer typeBuffer = BufferUtils.createIntBuffer(1);
    // Create a byte array to store the name in
    final byte[] nameBytes = new byte[maxNameLength];
    int textureUnit = 0;

    final int uniformCount = GL20.glGetProgrami(id, GL_ACTIVE_UNIFORMS);
    for (int i = 0; i < uniformCount; ++i) {
        // Retrieve the attributes of the uniform (length, size, type and name)
        GL20.glGetActiveUniform(id, i, lengthBuffer, sizeBuffer, typeBuffer, nameBuffer);

        // Get the length of the uniform name
        final int length = lengthBuffer.get();

        // Get the name from the buffer and put it in the byte[]
        nameBuffer.get(nameBytes, 0, length);

        final String name = new String(nameBytes, 0, length);

        // Convert the name buffer to a String
        this.uniforms.put(name, GL20.glGetUniformLocation(id, name));

        // Check if the uniform is a texture/sampler
        switch (typeBuffer.get()) {
        case GL_SAMPLER_2D:
        case GL_SAMPLER_CUBE:
            this.textures.put(textureUnit++, name);
            break;
        default:
            break;
        }

        // Clear the buffers
        lengthBuffer.clear();
        sizeBuffer.clear();
        typeBuffer.clear();
        nameBuffer.clear();
    }
    // Check for errors
    RenderUtil.checkGLError();
}

From source file:org.spout.renderer.lwjgl.gl20.GL20Program.java

License:Open Source License

@Override
public void link() {
    checkCreated();//from   ww  w .ja va  2 s .  c  om
    // Add the attribute layouts to the program state
    final TObjectIntIterator<String> iterator = attributeLayouts.iterator();
    while (iterator.hasNext()) {
        iterator.advance();
        // Bind the index to the name
        GL20.glBindAttribLocation(id, iterator.value(), iterator.key());
    }
    // Link program
    GL20.glLinkProgram(id);
    // Check program link status
    if (GL20.glGetProgrami(id, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) {
        throw new IllegalStateException("Program could not be linked\n" + GL20.glGetProgramInfoLog(id, 1000));
    }
    if (CausticUtil.isDebugEnabled()) {
        // Validate program
        GL20.glValidateProgram(id);
        // Check program validation status
        if (GL20.glGetProgrami(id, GL20.GL_VALIDATE_STATUS) == GL11.GL_FALSE) {
            final Logger logger = CausticUtil.getCausticLogger();
            logger.log(Level.WARNING,
                    "Program validation failed. This doesn''t mean it won''t work, so you maybe able to ignore it\n{0}",
                    GL20.glGetProgramInfoLog(id, 1000));
        }
    }
    // Load uniforms
    uniforms.clear();
    final int uniformCount = GL20.glGetProgrami(id, GL20.GL_ACTIVE_UNIFORMS);
    for (int i = 0; i < uniformCount; i++) {
        final ByteBuffer nameBuffer = CausticUtil.createByteBuffer(256);
        GL20.glGetActiveUniform(id, i, CausticUtil.createIntBuffer(1), CausticUtil.createIntBuffer(1),
                CausticUtil.createIntBuffer(1), nameBuffer);
        nameBuffer.rewind();
        final byte[] nameBytes = new byte[256];
        nameBuffer.get(nameBytes);
        // Simplify array names
        final String name = new String(nameBytes).trim().replaceFirst("\\[\\d+\\]", "");
        uniforms.put(name, GL20.glGetUniformLocation(id, name));
    }
    // Check for errors
    LWJGLUtil.checkForGLError();
}

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

public static void glGetActiveUniform(int a, int b, IntBuffer c, IntBuffer d, IntBuffer e, ByteBuffer f) {
    GL20.glGetActiveUniform(a, b, c, d, e, f);
}