Example usage for android.opengl GLES20 glAttachShader

List of usage examples for android.opengl GLES20 glAttachShader

Introduction

In this page you can find the example usage for android.opengl GLES20 glAttachShader.

Prototype

public static native void glAttachShader(int program, int shader);

Source Link

Usage

From source file:Main.java

public static int createProgram(int vsh, int fsh, String... attributes) {
    int[] status = new int[1];
    int ph = GLES20.glCreateProgram();
    if (ph <= 0) {
        throw new RuntimeException("Could not create program");
    }//  ww w .  j a v  a2s . c om
    GLES20.glAttachShader(ph, vsh);
    GLES20.glAttachShader(ph, fsh);
    for (int i = 0; i < attributes.length; ++i) {
        GLES20.glBindAttribLocation(ph, i, attributes[i]);
    }
    GLES20.glLinkProgram(ph);
    GLES20.glGetProgramiv(ph, GLES20.GL_LINK_STATUS, status, 0);
    if (status[0] == 0) {
        GLES20.glDeleteProgram(ph);
        throw new RuntimeException("Could not link program");
    }

    return ph;
}

From source file:Main.java

public static int setupProgram(String vxShaderCode, String frShaderCode) {
    int mProgram;
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vxShaderCode);
    int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, frShaderCode);
    if (vertexShader == 0 || fragmentShader == 0) {
        throw new RuntimeException("shader not loaded");
    }/* w ww.j  a  v a 2s  .  co m*/
    mProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program
    GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader
    // to program
    GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment
    // shader to program
    GLES20.glLinkProgram(mProgram);

    int[] linkStatus = new int[1];
    GLES20.glGetProgramiv(mProgram, GLES20.GL_LINK_STATUS, linkStatus, 0);
    if (linkStatus[0] != GLES20.GL_TRUE) {
        Log.e("jay", "Could not link program: ");
        Log.e("jay", GLES20.glGetProgramInfoLog(mProgram));
        GLES20.glDeleteProgram(mProgram);
        mProgram = 0;
    }

    return mProgram;
}

From source file:Main.java

public static int createProgramFromShaderSrc(String vertexShaderSrc, String fragmentShaderSrc) {
    int vertShader = initShader(GLES20.GL_VERTEX_SHADER, vertexShaderSrc);
    int fragShader = initShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderSrc);

    if (vertShader == 0 || fragShader == 0)
        return 0;

    int program = GLES20.glCreateProgram();
    if (program != 0) {
        GLES20.glAttachShader(program, vertShader);
        checkGLError("glAttchShader(vert)");

        GLES20.glAttachShader(program, fragShader);
        checkGLError("glAttchShader(frag)");

        GLES20.glLinkProgram(program);//from   w w  w.  j av  a  2  s.co m
        int[] glStatusVar = { GLES20.GL_FALSE };
        GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, glStatusVar, 0);
        if (glStatusVar[0] == GLES20.GL_FALSE) {
            Log.e(LOGTAG, "Could NOT link program : " + GLES20.glGetProgramInfoLog(program));
            GLES20.glDeleteProgram(program);
            program = 0;
        }
    }

    return program;
}

From source file:Main.java

public static int createProgram(String vertSrc, String fragSrc, String[] attributeNames, int[] attributeBinding,
        String[] uniformNames, int[] uniformBinding) {

    int program = GLES20.glCreateProgram();

    int status = 1;
    int[] vertSh = new int[1];
    int[] fragSh = new int[1];
    status *= compileShader(GLES20.GL_VERTEX_SHADER, vertSrc, vertSh);
    status *= compileShader(GLES20.GL_FRAGMENT_SHADER, fragSrc, fragSh);
    checkGLError("Compiling shaders");

    GLES20.glAttachShader(program, vertSh[0]);
    checkGLError("Attach shader");
    GLES20.glAttachShader(program, fragSh[0]);
    checkGLError("Attach shader fragment");

    //Bind attributes
    for (int i = 0; i < attributeNames.length; i++) {
        GLES20.glBindAttribLocation(program, attributeBinding[i], attributeNames[i]);
        checkGLError("Bind attribute: " + attributeNames[i]);
    }//from w w w.  j av a 2s . c  om
    status *= linkProgram(program);

    status *= validateProgram(program);

    //location of uniforms
    if (status > 0) {
        for (int i = 0; i < uniformNames.length; i++) {
            //         if (uniformsLocations.at(i).first.length()) {
            int loc = GLES20.glGetUniformLocation(program, uniformNames[i]);
            checkGLError("glGetUniformLocation - " + uniformNames[i]);
            if (loc < 0)
                Log.e(TAG, "Bad uniform " + uniformNames[i]);
            uniformBinding[i] = loc;
        }
    } else {
        GLES20.glDeleteProgram(program);
        program = 0;
    }

    if (vertSh[0] > 0) {
        GLES20.glDeleteShader(vertSh[0]);
        GLES20.glDetachShader(program, vertSh[0]);
    }
    if (fragSh[0] > 0) {
        GLES20.glDeleteShader(fragSh[0]);
        GLES20.glDetachShader(program, fragSh[0]);
    }
    checkGLError("Shaders deleted");
    return program;
}

From source file:Main.java

/**
 * Helper function to compile and link a program.
 *
 * @param vertexShaderHandle   An OpenGL handle to an already-compiled vertex shader.
 * @param fragmentShaderHandle An OpenGL handle to an already-compiled fragment shader.
 * @param attributes           Attributes that need to be bound to the program.
 * @return An OpenGL handle to the program.
 *//*from w w  w  . j  a  v a2  s .  c  o m*/
public static int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle,
        final String[] attributes) {
    int programHandle = GLES20.glCreateProgram();

    if (programHandle != 0) {
        // Bind the vertex shader to the program.
        GLES20.glAttachShader(programHandle, vertexShaderHandle);

        // Bind the fragment shader to the program.
        GLES20.glAttachShader(programHandle, fragmentShaderHandle);

        // Bind attributes
        if (attributes != null) {
            final int size = attributes.length;
            for (int i = 0; i < size; i++) {
                GLES20.glBindAttribLocation(programHandle, i, attributes[i]);
            }
        }

        // Link the two shaders together into a program.
        GLES20.glLinkProgram(programHandle);

        // Get the link status.
        final int[] linkStatus = new int[1];
        GLES20.glGetProgramiv(programHandle, GLES20.GL_LINK_STATUS, linkStatus, 0);

        // If the link failed, delete the program.
        if (linkStatus[0] == 0) {
            Log.e(TAG, "Error compiling program: " + GLES20.glGetProgramInfoLog(programHandle));
            GLES20.glDeleteProgram(programHandle);
            programHandle = 0;
        }
    }

    if (programHandle == 0) {
        throw new RuntimeException("Error creating program.");
    }

    return programHandle;
}

From source file:Main.java

public static int loadShader(String vss, String fss) {
    int vshader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
    GLES20.glShaderSource(vshader, vss);
    GLES20.glCompileShader(vshader);// ww  w.  jav  a  2  s .co  m
    int[] compiled = new int[1];
    GLES20.glGetShaderiv(vshader, GLES20.GL_COMPILE_STATUS, compiled, 0);
    if (compiled[0] == 0) {
        Log.e("Shader", "Could not compile vshader");
        Log.v("Shader", "Could not compile vshader:" + GLES20.glGetShaderInfoLog(vshader));
        GLES20.glDeleteShader(vshader);
        vshader = 0;
    }

    int fshader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
    GLES20.glShaderSource(fshader, fss);
    GLES20.glCompileShader(fshader);
    GLES20.glGetShaderiv(fshader, GLES20.GL_COMPILE_STATUS, compiled, 0);
    if (compiled[0] == 0) {
        Log.e("Shader", "Could not compile fshader");
        Log.v("Shader", "Could not compile fshader:" + GLES20.glGetShaderInfoLog(fshader));
        GLES20.glDeleteShader(fshader);
        fshader = 0;
    }

    int program = GLES20.glCreateProgram();
    GLES20.glAttachShader(program, vshader);
    GLES20.glAttachShader(program, fshader);
    GLES20.glLinkProgram(program);

    return program;
}

From source file:Main.java

public static int loadProgram(final String strVSource, final String strFSource) {
    int iVShader;
    int iFShader;
    int iProgId;//from  w w  w .j  a v  a2 s  .  com
    int[] link = new int[1];
    iVShader = loadShader(strVSource, GLES20.GL_VERTEX_SHADER);
    if (iVShader == 0) {
        Log.d("Load Program", "Vertex Shader Failed");
        return 0;
    }
    iFShader = loadShader(strFSource, GLES20.GL_FRAGMENT_SHADER);
    if (iFShader == 0) {
        Log.d("Load Program", "Fragment Shader Failed");
        return 0;
    }

    iProgId = GLES20.glCreateProgram();

    GLES20.glAttachShader(iProgId, iVShader);
    GLES20.glAttachShader(iProgId, iFShader);

    GLES20.glLinkProgram(iProgId);

    GLES20.glGetProgramiv(iProgId, GLES20.GL_LINK_STATUS, link, 0);
    if (link[0] <= 0) {
        Log.d("Load Program", "Linking Failed");
        return 0;
    }
    GLES20.glDeleteShader(iVShader);
    GLES20.glDeleteShader(iFShader);
    return iProgId;
}

From source file:Main.java

/**
 * Creates a new program from the supplied vertex and fragment shaders.
 *
 * @return A handle to the program, or 0 on failure.
 *//*from  ww  w  .  java 2s. c  om*/
public static int createProgram(String vertexSource, String fragmentSource) {
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
    if (vertexShader == 0) {
        return 0;
    }
    int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
    if (pixelShader == 0) {
        return 0;
    }

    int program = GLES20.glCreateProgram();
    checkGlError("glCreateProgram");
    if (program == 0) {
        Log.e(TAG, "Could not create program");
    }
    GLES20.glAttachShader(program, vertexShader);
    checkGlError("glAttachShader");
    GLES20.glAttachShader(program, pixelShader);
    checkGlError("glAttachShader");
    GLES20.glLinkProgram(program);
    int[] linkStatus = new int[1];
    GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
    if (linkStatus[0] != GLES20.GL_TRUE) {
        Log.e(TAG, "Could not link program: ");
        Log.e(TAG, GLES20.glGetProgramInfoLog(program));
        GLES20.glDeleteProgram(program);
        program = 0;
    }
    return program;
}

From source file:Main.java

public static int buildProgram(String vertexSource, String fragmentSource) {
    final int vertexShader = buildShader(GLES20.GL_VERTEX_SHADER, vertexSource);
    if (vertexShader == 0) {
        return 0;
    }//w  w w.  j  a v  a 2 s. c om

    final int fragmentShader = buildShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
    if (fragmentShader == 0) {
        return 0;
    }

    final int program = GLES20.glCreateProgram();
    if (program == 0) {
        return 0;
    }

    GLES20.glAttachShader(program, vertexShader);
    GLES20.glAttachShader(program, fragmentShader);
    GLES20.glLinkProgram(program);

    return program;
}

From source file:Triangle.java

public Triangle() {
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
    int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
    mProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(mProgram, vertexShader);
    GLES20.glAttachShader(mProgram, fragmentShader);
    GLES20.glLinkProgram(mProgram);//w  w  w .ja  va 2  s  . c  o m

    ByteBuffer bb = ByteBuffer.allocateDirect(triangleCoords.length * 4);
    bb.order(ByteOrder.nativeOrder());

    vertexBuffer = bb.asFloatBuffer();
    vertexBuffer.put(triangleCoords);
    vertexBuffer.position(0);
}