Java tutorial
//package com.java2s; import static android.opengl.GLES20.GL_COMPILE_STATUS; import static android.opengl.GLES20.GL_FRAGMENT_SHADER; import static android.opengl.GLES20.GL_LINK_STATUS; import static android.opengl.GLES20.GL_VALIDATE_STATUS; import static android.opengl.GLES20.GL_VERTEX_SHADER; import static android.opengl.GLES20.glAttachShader; import static android.opengl.GLES20.glCompileShader; import static android.opengl.GLES20.glCreateProgram; import static android.opengl.GLES20.glCreateShader; import static android.opengl.GLES20.glDeleteProgram; import static android.opengl.GLES20.glDeleteShader; import static android.opengl.GLES20.glGetProgramInfoLog; import static android.opengl.GLES20.glGetProgramiv; import static android.opengl.GLES20.glGetShaderInfoLog; import static android.opengl.GLES20.glGetShaderiv; import static android.opengl.GLES20.glLinkProgram; import static android.opengl.GLES20.glShaderSource; import static android.opengl.GLES20.glValidateProgram; import android.util.Log; public class Main { private static final String TAG = "ShaderHelper"; /** * Helper function that compiles the shaders, links and validates the * program, returning the program ID. */ public static int buildProgram(String vertexShaderSource, String fragmentShaderSource) { int program; // Compile the shaders. int vertexShader = compileVertexShader(vertexShaderSource); int fragmentShader = compileFragmentShader(fragmentShaderSource); // Link them into a shader program. program = linkProgram(vertexShader, fragmentShader); validateProgram(program); return program; } /** * Loads and compiles a vertex shader, returning the OpenGL object ID. */ public static int compileVertexShader(String shaderCode) { return compileShader(GL_VERTEX_SHADER, shaderCode); } /** * Loads and compiles a fragment shader, returning the OpenGL object ID. */ public static int compileFragmentShader(String shaderCode) { return compileShader(GL_FRAGMENT_SHADER, shaderCode); } /** * Links a vertex shader and a fragment shader together into an OpenGL * program. Returns the OpenGL program object ID, or 0 if linking failed. */ public static int linkProgram(int vertexShaderId, int fragmentShaderId) { // Create a new program object. final int programObjectId = glCreateProgram(); if (programObjectId == 0) { Log.w(TAG, "Could not create new program"); return 0; } // Attach the vertex shader to the program. glAttachShader(programObjectId, vertexShaderId); // Attach the fragment shader to the program. glAttachShader(programObjectId, fragmentShaderId); // Link the two shaders together into a program. glLinkProgram(programObjectId); // Get the link status. final int[] linkStatus = new int[1]; glGetProgramiv(programObjectId, GL_LINK_STATUS, linkStatus, 0); // Print the program info log to the Android log output. Log.v(TAG, "Results of linking program:\n" + glGetProgramInfoLog(programObjectId)); // Verify the link status. if (linkStatus[0] == 0) { // If it failed, delete the program object. glDeleteProgram(programObjectId); Log.w(TAG, "Linking of program failed."); return 0; } // Return the program object ID. return programObjectId; } /** * Validates an OpenGL program. Should only be called when developing the * application. */ public static boolean validateProgram(int programObjectId) { glValidateProgram(programObjectId); final int[] validateStatus = new int[1]; glGetProgramiv(programObjectId, GL_VALIDATE_STATUS, validateStatus, 0); Log.v(TAG, "Results of validating program: " + validateStatus[0] + "\nLog:" + glGetProgramInfoLog(programObjectId)); return validateStatus[0] != 0; } /** * Compiles a shader, returning the OpenGL object ID. */ private static int compileShader(int type, String shaderCode) { // Create a new shader object. final int shaderObjectId = glCreateShader(type); if (shaderObjectId == 0) { Log.w(TAG, "Could not create new shader."); return 0; } // Pass in the shader source. glShaderSource(shaderObjectId, shaderCode); // Compile the shader. glCompileShader(shaderObjectId); // Get the compilation status. final int[] compileStatus = new int[1]; glGetShaderiv(shaderObjectId, GL_COMPILE_STATUS, compileStatus, 0); // Print the shader info log to the Android log output. Log.v(TAG, "Results of compiling source:" + "\n" + shaderCode + "\n:" + glGetShaderInfoLog(shaderObjectId)); // Verify the compile status. if (compileStatus[0] == 0) { // If it failed, delete the shader object. glDeleteShader(shaderObjectId); Log.w(TAG, "Compilation of shader failed."); return 0; } // Return the shader object ID. return shaderObjectId; } }