List of usage examples for org.lwjgl.opengl GL20 glGetProgramInfoLog
@NativeType("void") public static String glGetProgramInfoLog(@NativeType("GLuint") int program, @NativeType("GLsizei") int maxLength)
From source file:eu.over9000.veya.rendering.Program.java
License:Open Source License
private static void checkValidation(final int programID) { final int error = GL20.glGetProgrami(programID, GL20.GL_VALIDATE_STATUS); if (error == GL11.GL_FALSE) { throw new OpenGLException( GL20.glGetProgramInfoLog(programID, GL20.glGetProgrami(programID, GL20.GL_INFO_LOG_LENGTH))); } else {/*w w w . j av a 2 s . co m*/ System.out.println("Shader Validation OK"); } }
From source file:eu.over9000.veya.rendering.Program.java
License:Open Source License
private static void checkLinkage(final int programID) { final int error = GL20.glGetProgrami(programID, GL20.GL_LINK_STATUS); if (error == GL11.GL_FALSE) { throw new OpenGLException( GL20.glGetProgramInfoLog(programID, GL20.glGetProgrami(programID, GL20.GL_INFO_LOG_LENGTH))); } else {//from w ww .j a v a 2 s . c o m System.out.println("Shader Linkage OK"); } }
From source file:io.root.gfx.glutils.GL.java
License:Apache License
public static String glGetProgramInfoLog(int program, int maxLength) { return GL20.glGetProgramInfoLog(program, maxLength); }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public String getProgramInfoLog(int program) { int infoLogLength = GL20.glGetProgram(program, GL20.GL_INFO_LOG_LENGTH); if (infoLogLength <= 1) { return null; }//from w ww . jav a 2 s .co m String infoLog = GL20.glGetProgramInfoLog(program, infoLogLength); // Remove ending '\0' byte(s) while (infoLog.length() > 0 && infoLog.charAt(infoLog.length() - 1) == '\0') { infoLog = infoLog.substring(0, infoLog.length() - 1); } return infoLog; }
From source file:lessur.util.shader.ShaderManager.java
License:GNU General Public License
/** * Gets the program info log/*from ww w.j a v a 2s . c om*/ * @param shaderID * @return The program info log or an empty string if it cannot be found */ private String getProgramInfoLog(int programID) { if (has_opengl2) { return GL20.glGetProgramInfoLog(programID, logging).trim(); } else if (has_arb) { return ARBShaderObjects.glGetInfoLogARB(programID, logging).trim(); // TODO } return ""; }
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);//from w w w .ja v a2s .c om // 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:net.neilcsmith.praxis.video.opengl.internal.ShaderProgram.java
License:Apache License
/** @return the log info for the shader compilation and program linking stage. The shader needs to be bound for this method to * have an effect. *//* w ww . j a v a 2 s .c o m*/ public String getLog() { if (isCompiled) { GL20.glGetProgram(program, GL20.GL_INFO_LOG_LENGTH, intbuf); int infoLogLength = intbuf.get(0); if (infoLogLength > 1) log = GL20.glGetProgramInfoLog(program, infoLogLength); return log; } else { return log; } }
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 . ja v a2 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.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 a 2s . com } //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.spout.renderer.lwjgl.gl20.GL20Program.java
License:Open Source License
@Override public void link() { checkCreated();//from w w w .j ava2 s .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); 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(); }