List of usage examples for org.lwjgl.opengl GL20 glValidateProgram
public static void glValidateProgram(@NativeType("GLuint") int program)
From source file:net.smert.frameworkgl.opengl.helpers.ShaderHelper.java
License:Apache License
public void validate(int programID) { GL20.glValidateProgram(programID); }
From source file:org.blockartistry.lib.gui.ShaderUtils.java
License:MIT License
public static int createProgram(@Nullable final ResourceLocation vert, @Nullable final ResourceLocation frag) { int vertId = 0, fragId = 0, program; if (vert != null) vertId = createShader(vert, ARBVertexShader.GL_VERTEX_SHADER_ARB); if (frag != null) fragId = createShader(frag, ARBFragmentShader.GL_FRAGMENT_SHADER_ARB); program = OpenGlHelper.glCreateProgram(); if (program == 0) return 0; if (vert != null) OpenGlHelper.glAttachShader(program, vertId); if (frag != null) OpenGlHelper.glAttachShader(program, fragId); OpenGlHelper.glLinkProgram(program); if (OpenGlHelper.glGetProgrami(program, ARBShaderObjects.GL_OBJECT_LINK_STATUS_ARB) == GL11.GL_FALSE) { LibLog.log().error(getLogInfoProgram(program), null); return 0; }//from w ww .j a va 2 s.co m GL20.glValidateProgram(program); if (OpenGlHelper.glGetProgrami(program, ARBShaderObjects.GL_OBJECT_VALIDATE_STATUS_ARB) == GL11.GL_FALSE) { LibLog.log().error(getLogInfoProgram(program), null); return 0; } OpenGlHelper.glDeleteShader(vertId); OpenGlHelper.glDeleteShader(fragId); OpenGlHelper.glUseProgram(0); return program; }
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 v a2s .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.oscim.gdx.LwjglGL20.java
License:Apache License
public void validateProgram(int program) { GL20.glValidateProgram(program); }
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;//w ww . ja v a 2s .c om } //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 . java 2 s.com // 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: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 ww w.java 2 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 w w w .ja v a 2 s. com*/ 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 va 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);/*from www . ja v a 2 s .com*/ GL20.glValidateProgram(shaderProgram); }