List of usage examples for org.lwjgl.opengl GL20 glBindAttribLocation
public static void glBindAttribLocation(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @NativeType("GLchar const *") CharSequence name)
From source file:engine.render.Shader.PlayerShader.java
@Override public void bindAttributeLocations() { GL20.glBindAttribLocation(programID, 0, "in_Position"); // Color information will be attribute 1 GL20.glBindAttribLocation(programID, 1, "in_Color"); // Textute information will be attribute 2 GL20.glBindAttribLocation(programID, 2, "in_TextureCoord"); linkAndAttach(vsid);//w ww .j a v a2s . c om linkAndAttach(fsid); }
From source file:fr.guillaume.prive.viper.core.graphic.GraphicMotor.java
private static void setupShaders() { int vsId = GraphicMotor.loadShader("resources/shader/ship.vert", GL20.GL_VERTEX_SHADER); int fsId = GraphicMotor.loadShader("resources/shader/ship.frag", GL20.GL_FRAGMENT_SHADER); instance.shipShaderId = GL20.glCreateProgram(); GL20.glAttachShader(instance.shipShaderId, vsId); GL20.glAttachShader(instance.shipShaderId, fsId); GL20.glBindAttribLocation(instance.shipShaderId, 0, "in_Position"); GL20.glBindAttribLocation(instance.shipShaderId, 1, "Normal"); GL20.glBindAttribLocation(instance.shipShaderId, 2, "in_Color"); GL20.glBindAttribLocation(instance.shipShaderId, 3, "in_TextureCoord"); GL20.glLinkProgram(instance.shipShaderId); GL20.glValidateProgram(instance.shipShaderId); instance.projectionMatrixLocation = GL20.glGetUniformLocation(instance.shipShaderId, "projectionMatrix"); instance.viewMatrixLocation = GL20.glGetUniformLocation(instance.shipShaderId, "viewMatrix"); instance.modelMatrixLocation = GL20.glGetUniformLocation(instance.shipShaderId, "modelMatrix"); instance.useTextureLocation = GL20.glGetUniformLocation(instance.shipShaderId, "use_texture"); GraphicMotor.exitOnGLError("setupShaders"); }
From source file:io.root.gfx.glutils.GL.java
License:Apache License
public static void glBindAttribLocation(int program, int index, String name) { GL20.glBindAttribLocation(program, index, name); }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public void bindAttribLocation(int program, int index, String name) { GL20.glBindAttribLocation(program, index, name); }
From source file:main.java.com.YeAJG.game.entity.Entity.java
License:Open Source License
private void SetupShaders(String shaderPath, String fragPath) { // Load the vertex shader and fragment shader vsId = ShaderHandler.loadShader(shaderPath); fsId = ShaderHandler.loadFrag(fragPath); // Create a new shader program that links both shaders pId = GL20.glCreateProgram();// w w w . j av a 2s . co m GL20.glAttachShader(pId, vsId); GL20.glAttachShader(pId, fsId); // Position information will be attribute 0 GL20.glBindAttribLocation(pId, 0, "in_Position"); // Color information will be attribute 1 GL20.glBindAttribLocation(pId, 1, "in_Color"); // Textute information will be attribute 2 GL20.glBindAttribLocation(pId, 2, "in_TextureCoord"); GL20.glLinkProgram(pId); GL20.glValidateProgram(pId); // Get matrices uniform locations projectionMatrixLocation = GL20.glGetUniformLocation(pId, "projectionMatrix"); viewMatrixLocation = GL20.glGetUniformLocation(pId, "viewMatrix"); modelMatrixLocation = GL20.glGetUniformLocation(pId, "modelMatrix"); decayLocation = GL20.glGetUniformLocation(pId, "decay"); Game.exitOnGLError("setupShaders"); }
From source file:model.ModelMD2.java
public void setupShader() { vsId = ShaderUtils.makeShader(ShaderUtils.loadText("Resources/shaders/animation.vert"), GL20.GL_VERTEX_SHADER);//from w w w . j av a 2 s . c om // Load the fragment shader fsId = ShaderUtils.makeShader(ShaderUtils.loadText("Resources/shaders/animation.frag"), GL20.GL_FRAGMENT_SHADER); // Create a new shader program that links both shaders shader_id = ShaderUtils.makeProgram(vsId, fsId); GL20.glBindAttribLocation(shader_id, 0, "in_Position_0"); GL20.glBindAttribLocation(shader_id, 1, "in_TextureCoord_0"); GL20.glBindAttribLocation(shader_id, 2, "in_Normal_0"); GL20.glBindAttribLocation(shader_id, 3, "in_Position_1"); GL20.glBindAttribLocation(shader_id, 4, "in_TextureCoord_1"); GL20.glBindAttribLocation(shader_id, 5, "in_Normal_1"); GL20.glValidateProgram(shader_id); GLUtil.cerror(getClass().getName() + " setupShader"); }
From source file:net.smert.frameworkgl.opengl.helpers.ShaderHelper.java
License:Apache License
public void bindAttribLocation(int programID, int index, CharSequence chars) { GL20.glBindAttribLocation(programID, index, chars); }
From source file:org.oscim.gdx.LwjglGL20.java
License:Apache License
public void bindAttribLocation(int program, int index, String name) { GL20.glBindAttribLocation(program, index, name); }
From source file:org.spout.renderer.lwjgl.gl20.GL20Program.java
License:Open Source License
@Override public void link() { checkCreated();/*from ww w . j a v a 2 s . co m*/ // 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:playn.java.JavaGL20.java
License:Apache License
@Override public void glBindAttribLocation(int program, int index, String name) { GL20.glBindAttribLocation(program, index, name); }