List of usage examples for org.lwjgl.opengl GL32 GL_GEOMETRY_SHADER
int GL_GEOMETRY_SHADER
To view the source code for org.lwjgl.opengl GL32 GL_GEOMETRY_SHADER.
Click Source Link
From source file:com.grillecube.client.renderer.gui.ProgramColoredQuad.java
public ProgramColoredQuad() { super();//from w w w . j a v a2 s . c o m this.addShader(GLH.glhLoadShader(R.getResPath("shaders/gui/quadColored.fs"), GL20.GL_FRAGMENT_SHADER)); this.addShader(GLH.glhLoadShader(R.getResPath("shaders/gui/quadColored.gs"), GL32.GL_GEOMETRY_SHADER)); this.addShader(GLH.glhLoadShader(R.getResPath("shaders/gui/quadColored.vs"), GL20.GL_VERTEX_SHADER)); this.link(); }
From source file:com.grillecube.client.renderer.gui.ProgramTexturedQuad.java
public ProgramTexturedQuad() { super();/* w w w . j a va 2s .c om*/ this.addShader(GLH.glhLoadShader(R.getResPath("shaders/gui/quadTextured.fs"), GL20.GL_FRAGMENT_SHADER)); this.addShader(GLH.glhLoadShader(R.getResPath("shaders/gui/quadTextured.gs"), GL32.GL_GEOMETRY_SHADER)); this.addShader(GLH.glhLoadShader(R.getResPath("shaders/gui/quadTextured.vs"), GL20.GL_VERTEX_SHADER)); this.link(); }
From source file:com.grillecube.client.renderer.particles.ProgramParticleBillboarded.java
public ProgramParticleBillboarded() { super();/* w w w . j av a2s . c o m*/ this.addShader(GLH.glhLoadShader(R.getResPath("shaders/billboards.gs"), GL32.GL_GEOMETRY_SHADER)); this.addShader(GLH.glhLoadShader(R.getResPath("shaders/billboards.vs"), GL20.GL_VERTEX_SHADER)); this.addShader(GLH.glhLoadShader(R.getResPath("shaders/billboards.fs"), GL20.GL_FRAGMENT_SHADER)); this.link(); }
From source file:com.grillecube.engine.renderer.gui.ProgramQuad.java
public ProgramQuad() { super();//from w ww .j av a2 s .c o m this.addShader(GLH.glhLoadShader(R.getResPath("shaders/gui/quad.fs"), GL20.GL_FRAGMENT_SHADER)); this.addShader(GLH.glhLoadShader(R.getResPath("shaders/gui/quad.gs"), GL32.GL_GEOMETRY_SHADER)); this.addShader(GLH.glhLoadShader(R.getResPath("shaders/gui/quad.vs"), GL20.GL_VERTEX_SHADER)); this.link(); }
From source file:com.runescape.client.revised.client.lwjgl.Shader.java
License:Open Source License
public void addGeometryShader(final String text) { this.addProgram(text, GL32.GL_GEOMETRY_SHADER); }
From source file:fr.ign.cogit.geoxygene.util.gl.GLProgram.java
License:Open Source License
/** * Try to create a compiled geometry shader * /* w w w .j av a 2 s. co m*/ * @param shaderContent * shader content as a string * @param filename * file containing the shader content. It can be null, it is used * only to display the filename when an error occured * @return the shader id * @throws GLException * on shader creation error */ public static final int createGeometryShader(String shaderContent, String filename) throws GLException { return GLTools.createShader(GL32.GL_GEOMETRY_SHADER, shaderContent, filename); }
From source file:org.jogamp.glg2d.impl.shader.AbstractShaderPipeline.java
License:Apache License
protected void attachShaders() { if (vertexShaderFileName != null) { vertexShaderId = compileShader(GL20.GL_VERTEX_SHADER, getClass(), vertexShaderFileName); GL20.glAttachShader(programId, vertexShaderId); }//ww w. j a va2s .c o m if (geometryShaderFileName != null) { geometryShaderId = compileShader(GL32.GL_GEOMETRY_SHADER, getClass(), geometryShaderFileName); GL20.glAttachShader(programId, geometryShaderId); } if (fragmentShaderFileName != null) { fragmentShaderId = compileShader(GL20.GL_FRAGMENT_SHADER, getClass(), fragmentShaderFileName); GL20.glAttachShader(programId, fragmentShaderId); } }
From source file:ovh.tgrhavoc.gameengine.core.Shader.java
License:Open Source License
public void addGeomertyShaderFromFile(String text) { addProgram(loadShaders(text), GL32.GL_GEOMETRY_SHADER); }
From source file:ovh.tgrhavoc.gameengine.core.Shader.java
License:Open Source License
public void addGeomertyShader(String text) { addProgram(text, GL32.GL_GEOMETRY_SHADER); }
From source file:se.angergard.engine.graphics.ShaderProgram.java
License:Apache License
private ShaderProgram addShader(String code, int type) { int shader = GL20.glCreateShader(type); GL20.glShaderSource(shader, code);//from ww w . ja va2 s . c om GL20.glCompileShader(shader); if (type == GL20.GL_VERTEX_SHADER) { vertexShader = shader; } else if (type == GL20.GL_FRAGMENT_SHADER) { fragmentShader = shader; } else if (type == GL32.GL_GEOMETRY_SHADER) { geometryShader = shader; } String error = GL20.glGetShaderInfoLog(shader, GL20.GL_INFO_LOG_LENGTH); if (!error.equals("")) { System.out.println(error); } if (shader == -1) { System.err.println("Shader wasn't succsessfully created"); } GL20.glAttachShader(program, shader); return this; }