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int linkShaderProgram(int featureHash) { int shaderProgram = GL20.glCreateProgram(); GL20.glAttachShader(shaderProgram, disposalAction.fragmentPrograms.get(featureHash)); GL20.glAttachShader(shaderProgram, disposalAction.vertexPrograms.get(featureHash)); GL20.glLinkProgram(shaderProgram); GL20.glValidateProgram(shaderProgram); return shaderProgram; }
public void glCompileShader (int shader) { GL20.glCompileShader(shader); }
public int glCreateShader (int type) { return GL20.glCreateShader(type); }
checkGLError(); glBindTexture(GL_TEXTURE_2D, skinTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); checkGLError(); fbo = glGenFramebuffers(); textureFilterProgram = glCreateProgram(); int textureFilterVS = glCreateShader(GL_VERTEX_SHADER); int textureFilterFS = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(textureFilterVS, Resources.toString(ClassLoader.getSystemResource("texturefilter.vs"), Charsets.UTF_8)); glShaderSource(textureFilterFS, Resources.toString(ClassLoader.getSystemResource("texturefilter.fs"), Charsets.UTF_8)); glCompileShader(textureFilterVS); glCompileShader(textureFilterFS); glAttachShader(textureFilterProgram, textureFilterVS); glAttachShader(textureFilterProgram, textureFilterFS); glLinkProgram(textureFilterProgram); checkGLError(); planeVertexBuffer.put(planeVertices);
public String glGetShaderInfoLog (int shader) { ByteBuffer buffer = ByteBuffer.allocateDirect(1024 * 10); buffer.order(ByteOrder.nativeOrder()); ByteBuffer tmp = ByteBuffer.allocateDirect(4); tmp.order(ByteOrder.nativeOrder()); IntBuffer intBuffer = tmp.asIntBuffer(); GL20.glGetShaderInfoLog(shader, intBuffer, buffer); int numBytes = intBuffer.get(0); byte[] bytes = new byte[numBytes]; buffer.get(bytes); return new String(bytes); }
public String glGetProgramInfoLog (int program) { ByteBuffer buffer = ByteBuffer.allocateDirect(1024 * 10); buffer.order(ByteOrder.nativeOrder()); ByteBuffer tmp = ByteBuffer.allocateDirect(4); tmp.order(ByteOrder.nativeOrder()); IntBuffer intBuffer = tmp.asIntBuffer(); GL20.glGetProgramInfoLog(program, intBuffer, buffer); int numBytes = intBuffer.get(0); byte[] bytes = new byte[numBytes]; buffer.get(bytes); return new String(bytes); }
vertexFloatBuffer.put( gridArray ); vertexFloatBuffer.flip(); gridVaoId = glGenVertexArrays(); glBindVertexArray(gridVaoId); gridVertexBufferId = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, gridVertexBufferId); glBufferData(GL_ARRAY_BUFFER, vertexFloatBuffer, GL_STATIC_DRAW); glVertexAttribPointer(gridShaderProgram.attribute("vertexLocation"), // 0, Vertex attribute index 3, // Number of normal components per vertex glEnableVertexAttribArray(gridShaderProgram.attribute("vertexLocation")); glBindVertexArray(0);
protected int createShader(String shaderCode, int shaderType) throws Exception { int shaderId = glCreateShader(shaderType); if (shaderId == 0) { throw new Exception("Error creating shader. Type: " + shaderType); } glShaderSource(shaderId, shaderCode); glCompileShader(shaderId); if (glGetShaderi(shaderId, GL_COMPILE_STATUS) == 0) { throw new Exception("Error compiling Shader code: " + glGetShaderInfoLog(shaderId, 1024)); } glAttachShader(programId, shaderId); return shaderId; }
public void draw() { glBindVertexArray(vaoId); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glDrawElements(GL_TRIANGLES, indices, GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glBindVertexArray(0); }
mVaoId = glGenVertexArrays(); glBindVertexArray(mVaoId); int vertexBufferId = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferId); glBufferData(GL_ARRAY_BUFFER, mVertexFloatBuffer, GL_STATIC_DRAW); glVertexAttribPointer(mShaderProgram.attribute("vertexLocation"), // Vertex attribute index 3, // Number of normal components per vertex glEnableVertexAttribArray(mShaderProgram.attribute("vertexLocation")); glVertexAttribPointer(mShaderProgram.attribute("vertexNormal"), // Vertex attribute index 3, // Number of normal components per vertex glEnableVertexAttribArray(mShaderProgram.attribute("vertexNormal")); glBindVertexArray(0);
private void initRender() { Texture texture = material.getTexture(); if (texture != null) { // Activate firs texture bank glActiveTexture(GL_TEXTURE0); // Bind the texture glBindTexture(GL_TEXTURE_2D, texture.getId()); } // Draw the mesh glBindVertexArray(getVaoId()); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); }
GL20.glUseProgram(0); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
public void draw() { glBindVertexArray(vaoId); glEnableVertexAttribArray(0); glDrawArrays(GL_PATCHES, 0, size); glDisableVertexAttribArray(0); glBindVertexArray(0); }
@Override public void createVertexAttribute(int glVertexArray, int target, int glBufferView, int attributeLocation, int size, int type, int stride, int offset) { glBindVertexArray(glVertexArray); glBindBuffer(target, glBufferView); glVertexAttribPointer( attributeLocation, size, type, false, stride, offset); glEnableVertexAttribArray(attributeLocation); }
private int compileShader(int type, Set<ShaderProgramFeature> features) { int shaderId = GL20.glCreateShader(type); String shader = assembleShader(type, features); if (config.getRendering().isDumpShaders()) { dumpCode(type, features, shader); } GL20.glShaderSource(shaderId, shader); GL20.glCompileShader(shaderId); return shaderId; }
public int glCreateProgram () { return GL20.glCreateProgram(); }
public void glLinkProgram (int program) { GL20.glLinkProgram(program); }
public void glUseProgram (int program) { GL20.glUseProgram(program); }
public void glShaderSource (int shader, String string) { GL20.glShaderSource(shader, string); }
public void glAttachShader (int program, int shader) { GL20.glAttachShader(program, shader); }