List of usage examples for org.lwjgl.opengl GL20 glGetShaderi
@NativeType("void") public static int glGetShaderi(@NativeType("GLuint") int shader, @NativeType("GLenum") int pname)
From source file:com.opengrave.og.resources.ShaderProgram.java
License:Open Source License
public static int loadShader(String source, int type) { Util.checkErr();/*from w ww . j a v a 2s . co m*/ int i = GL20.glCreateShader(type); Util.checkErr(); GL20.glShaderSource(i, source); Util.checkErr(); GL20.glCompileShader(i); Util.checkErr(); if (GL20.glGetShaderi(i, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) { new DebugExceptionHandler(new Exception(), annotate(source), GL20.glGetShaderInfoLog(i, 2000)); } Util.checkErr(); return i; }
From source file:com.redthirddivision.quad.rendering.shaders.Shader.java
License:Apache License
private int loadShader(String file, int type) { System.out.println("Loading shader <" + file + ">"); StringBuilder source = new StringBuilder(); BufferedReader reader = null; try {//from w ww. j a va 2 s . co m reader = new BufferedReader(new FileReader(file)); String line = null; while ((line = reader.readLine()) != null) source.append(line).append("\n"); } catch (IOException e) { e.printStackTrace(); System.err.println("Error: Could not read shader file: " + file); System.exit(1); } finally { if (reader != null) try { reader.close(); } catch (IOException e) { e.printStackTrace(); } } int shaderID = GL20.glCreateShader(type); GL20.glShaderSource(shaderID, source); GL20.glCompileShader(shaderID); if (GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) { System.err.println("Error: Could not comple shader"); System.err.println(GL20.glGetShaderInfoLog(shaderID, 500)); System.exit(1); } return shaderID; }
From source file:com.samrj.devil.gl.Shader.java
/** * Loads shader sources from the given input stream and then compiles this * shader. Buffers the source in native memory. * // w w w .java 2 s . c o m * @param in The input stream to load sources from. * @return This shader. * @throws IOException If an I/O error occurs. */ public Shader source(InputStream in) throws IOException { if (state != State.NEW) throw new IllegalStateException("Shader must be new."); //Source to memory int sourceLength = in.available(); Memory sourceBlock = new Memory(sourceLength); ByteBuffer sourceBuffer = sourceBlock.buffer; for (int i = 0; i < sourceLength; i++) sourceBuffer.put((byte) in.read()); //Pointer to pointer to memory long pointer = MemStack.wrapl(sourceBlock.address); //Pointer to length of memory long length = MemStack.wrapi(sourceLength); //Load shader source GL20.nglShaderSource(id, 1, pointer, length); //Free allocated memory MemStack.pop(2); sourceBlock.free(); //Compile GL20.glCompileShader(id); //Check for errors if (GL20.glGetShaderi(id, GL20.GL_COMPILE_STATUS) != GL11.GL_TRUE) { int logLength = GL20.glGetShaderi(id, GL20.GL_INFO_LOG_LENGTH); String log = GL20.glGetShaderInfoLog(id, logLength); throw new ShaderException(path != null ? path + " " + log : log); } state = State.COMPILED; return this; }
From source file:com.timvisee.voxeltex.module.shader.raw.RawShader.java
License:Open Source License
@Override public int compile() { // Show a status message System.out.print("Compiling shader... "); // Create a new OpenGL shader program int program = GL20.glCreateProgram(); // Shader IDs int vertexId = 0; int fragmentId = 0; // Compile the vertex shader if available if (hasVertexShader()) { // Create the vertex shader vertexId = GL20.glCreateShader(GL20.GL_VERTEX_SHADER); // Attach the vertex shader source and compile it GL20.glShaderSource(vertexId, vertexSource); GL20.glCompileShader(vertexId);//from ww w . j a va 2 s.c o m // Check for compiling errors if (GL20.glGetShaderi(vertexId, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) { // Show an error message System.out.println("FAIL\nFailed to compile the vertex shader"); System.out.println(GL20.glGetShaderInfoLog(vertexId)); // Delete the shader before returning GL20.glDeleteShader(vertexId); throw new RuntimeException("Failed to compile the vertex shader"); } } // Compile the fragment shader if available if (hasFragmentShader()) { // Create the fragment shader fragmentId = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER); // Attach the fragment shader source and compile it GL20.glShaderSource(fragmentId, fragmentSource); GL20.glCompileShader(fragmentId); // Check for compiling errors if (GL20.glGetShaderi(fragmentId, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) { // Show an error message System.out.println("FAIL\nFailed to compile the fragment shader"); System.out.println(GL20.glGetShaderInfoLog(fragmentId)); // Delete the shader before returning GL20.glDeleteShader(fragmentId); throw new RuntimeException("Failed to compile the vertex shader"); } } // Attach all compiled shaders if (hasVertexShader()) GL20.glAttachShader(program, vertexId); if (hasFragmentShader()) GL20.glAttachShader(program, fragmentId); // Link the shader program to OpenGL and link it GL20.glLinkProgram(program); GL20.glValidateProgram(program); // Shaders have been attached to the program, delete their compiled sources to save memory if (hasVertexShader()) GL20.glDeleteShader(vertexId); if (hasFragmentShader()) GL20.glDeleteShader(fragmentId); // Show a status message System.out.println("OK"); // Return the created OpenGL shader program return program; }
From source file:com.voxelplugineering.voxelsniper.util.GLSLUtilities.java
License:Open Source License
public static int loadShader(String filename, int type) { StringBuilder shaderSource = new StringBuilder(); int shaderID = 0; try {//from w ww. ja v a2 s . c om BufferedReader reader = new BufferedReader(new FileReader(filename)); String line; while ((line = reader.readLine()) != null) { shaderSource.append(line).append("\n"); } reader.close(); } catch (IOException e) { System.err.println("Could not read file."); e.printStackTrace(); System.exit(-1); } shaderID = GL20.glCreateShader(type); GL20.glShaderSource(shaderID, shaderSource); GL20.glCompileShader(shaderID); if (GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) { System.err.println("Could not compile shader."); System.err.println(GL20.glGetShaderInfoLog(shaderID, 1024)); System.exit(-1); } OpenGLUtilities.checkGLError("loadShader"); return shaderID; }
From source file:com.wicpar.sinkingsimulatorclassic.graphics.Shader.java
License:Open Source License
public Shader compile() { if (ID == null) { delete();//from www .ja va 2 s. com ID = GL20.glCreateShader(type); } GL20.glShaderSource(ID, source); GL20.glCompileShader(ID); if (GL20.glGetShaderi(ID, GL20.GL_COMPILE_STATUS) != GL11.GL_TRUE) { logger.error("failed to compile shader: \n" + GL20.glGetShaderInfoLog(ID)); } return this; }
From source file:com.xrbpowered.gl.res.shaders.Shader.java
License:Open Source License
public static int loadShader(String path, int type) { if (path == null) return 0; int shaderId = 0; String shaderSource;//w w w .j av a 2 s .com try { shaderSource = AssetManager.defaultAssets.loadString(path); } catch (IOException e) { throw new RuntimeException(e); } shaderId = GL20.glCreateShader(type); GL20.glShaderSource(shaderId, shaderSource); GL20.glCompileShader(shaderId); if (GL20.glGetShaderi(shaderId, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) { System.err.println("Could not compile shader " + path); System.err.println(GL20.glGetShaderInfoLog(shaderId, 8000)); System.exit(-1); // FIXME handle this exception!! } return shaderId; }
From source file:cuchaz.jfxgl.prism.JFXGLContext.java
License:Open Source License
@Override public int compileShader(String source, boolean isVertex) { int type;/*from w w w .jav a 2 s.co m*/ if (isVertex) { type = GL20.GL_VERTEX_SHADER; } else { type = GL20.GL_FRAGMENT_SHADER; } int id = GL20.glCreateShader(type); GL20.glShaderSource(id, source); GL20.glCompileShader(id); boolean isSuccess = GL20.glGetShaderi(id, GL20.GL_COMPILE_STATUS) != GL11.GL_FALSE; if (!isSuccess) { // get debug info StringBuilder buf = new StringBuilder(); buf.append("Shader did not compile\n"); // show the compiler log buf.append("\nCOMPILER LOG:\n"); buf.append(GL20.glGetShaderInfoLog(id, 4096)); // show the source with correct line numbering buf.append("\nSOURCE:\n"); String[] lines = source.split("\\n"); for (int i = 0; i < lines.length; i++) { buf.append(String.format("%4d: ", i + 1)); buf.append(lines[i]); buf.append("\n"); } throw new RuntimeException(buf.toString()); } return id; }
From source file:de.ikosa.mars.viewer.glviewer.engine.GLHardcodedShader.java
License:Open Source License
private static void validateCompilation(int shaderId) { int compileStatus = GL20.glGetShaderi(shaderId, GL20.GL_COMPILE_STATUS); int error = GL11.glGetError(); if (error != GL11.GL_NO_ERROR) { ML.f(String.format("Error getting compilation status: 0x%x", error)); } else if (compileStatus == GL11.GL_FALSE) { int logLength = GL20.glGetShaderi(shaderId, GL20.GL_INFO_LOG_LENGTH); String log = GL20.glGetShaderInfoLog(shaderId, logLength); ML.f(String.format("Error compiling shader: %s", log)); }//from w w w . java 2s.c o m }
From source file:de.ikosa.mars.viewer.glviewer.engine.GLShaderBuilder.java
License:Open Source License
private void validateCompilation(int shaderId) { int compileStatus = GL20.glGetShaderi(shaderId, GL20.GL_COMPILE_STATUS); int error = GL11.glGetError(); if (error != GL11.GL_NO_ERROR) { ML.f(String.format("Error getting compilation status: 0x%x", error)); } else if (compileStatus == GL11.GL_FALSE) { int logLength = GL20.glGetShaderi(shaderId, GL20.GL_INFO_LOG_LENGTH); String log = GL20.glGetShaderInfoLog(shaderId, logLength); ML.f(String.format("Error compiling shader: %s", log)); }/*from w w w . ja v a 2 s.co m*/ }