Example usage for org.lwjgl.opengl ARBGetProgramBinary glProgramParameteri

List of usage examples for org.lwjgl.opengl ARBGetProgramBinary glProgramParameteri

Introduction

In this page you can find the example usage for org.lwjgl.opengl ARBGetProgramBinary glProgramParameteri.

Prototype

public static void glProgramParameteri(@NativeType("GLuint") int program, @NativeType("GLenum") int pname,
        @NativeType("GLint") int value) 

Source Link

Document

Specifies the integer value of a program object parameter.

Usage

From source file:com.a2client.corex.Shader.java

License:Open Source License

public Shader(String name, List<String> defines) {
    String defstr = "";
    for (String s : defines)
        defstr += s;/*from   w w  w  . j  a  va 2 s  .  c  o m*/
    this.name = name + Const.EXT_SHADER + "*" + defstr;
    MyInputStream in = FileSys.getStream(name + Const.EXT_SHADER);
    Log.debug("load shader: " + name);
    Log.debug("defines: " + defines.toString());
    String DEFINE = "#define";

    String define_str = DEFINE;
    for (String s : defines) {
        define_str += " " + s + CRLF + DEFINE;
    }

    try {
        shaders.clear();
        String source = readStreamAsString(in);
        // vertex
        String csource = define_str + " VERTEX" + CRLF + source;
        attach(ARBVertexShader.GL_VERTEX_SHADER_ARB, csource);
        // fragment
        csource = define_str + " FRAGMENT" + CRLF + source;
        attach(ARBFragmentShader.GL_FRAGMENT_SHADER_ARB, csource);
        // geometry
        if (source.contains("#ifdef GEOMETRY")) {
            csource = define_str + " GEOMETRY" + CRLF + source;
            attach(ARBGeometryShader4.GL_GEOMETRY_SHADER_ARB, csource);
            // may be need fix
            ARBGetProgramBinary.glProgramParameteri(ID, ARBGeometryShader4.GL_GEOMETRY_VERTICES_OUT_ARB, 3);
            ARBGetProgramBinary.glProgramParameteri(ID, ARBGeometryShader4.GL_GEOMETRY_INPUT_TYPE_ARB,
                    GL11.GL_TRIANGLES);
            ARBGetProgramBinary.glProgramParameteri(ID, ARBGeometryShader4.GL_GEOMETRY_VERTICES_OUT_ARB,
                    GL11.GL_TRIANGLE_STRIP);
        }

        ID = ARBShaderObjects.glCreateProgramObjectARB();
        Log.debug("shader id: " + ID);
        for (int obj : shaders) {
            ARBShaderObjects.glAttachObjectARB(ID, obj);
        }

        ARBShaderObjects.glLinkProgramARB(ID);
        if (ARBShaderObjects.glGetObjectParameteriARB(ID,
                ARBShaderObjects.GL_OBJECT_LINK_STATUS_ARB) == GL11.GL_FALSE) {
            Log.error(getLogInfo(ID));
            ID = 0;
            return;
        }

        ARBShaderObjects.glValidateProgramARB(ID);
        if (ARBShaderObjects.glGetObjectParameteriARB(ID,
                ARBShaderObjects.GL_OBJECT_VALIDATE_STATUS_ARB) == GL11.GL_FALSE) {
            Log.error(getLogInfo(ID));
            ID = 0;
        }

    } catch (Exception e) {
        e.printStackTrace();
    }
}