本文整理汇总了Java中android.opengl.GLES20.GL_FALSE属性的典型用法代码示例。如果您正苦于以下问题:Java GLES20.GL_FALSE属性的具体用法?Java GLES20.GL_FALSE怎么用?Java GLES20.GL_FALSE使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类android.opengl.GLES20
的用法示例。
在下文中一共展示了GLES20.GL_FALSE属性的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: compileShader
private static int compileShader(int type, String shader) {
int shaderObj = GLES20.glCreateShader(type);
if (shaderObj == 0) {
Log.e(TAG, "create shader obj fail: " + type);
return 0;
}
GLES20.glShaderSource(shaderObj, shader);
GLES20.glCompileShader(shaderObj);
final int[] compileStatus = new int[1];
GLES20.glGetShaderiv(shaderObj, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
if (compileStatus[0] == GLES20.GL_FALSE) {
Log.e(TAG, "compile shader code fail: " + type + ", "
+ GLES20.glGetShaderInfoLog(shaderObj));
GLES20.glDeleteShader(shaderObj);
return 0;
}
return shaderObj;
}
示例2: compileShader
private static int compileShader(int shaderType, String source) {
final int shader = GLES20.glCreateShader(shaderType);
if (shader == 0) {
throw new RuntimeException("glCreateShader() failed. GLES20 error: " + GLES20.glGetError());
}
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compileStatus = new int[] {GLES20.GL_FALSE};
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
if (compileStatus[0] != GLES20.GL_TRUE) {
Logging.e(
TAG, "Could not compile shader " + shaderType + ":" + GLES20.glGetShaderInfoLog(shader));
throw new RuntimeException(GLES20.glGetShaderInfoLog(shader));
}
GlUtil.checkNoGLES2Error("compileShader");
return shader;
}
示例3: link
public void link() {
GLES20.glLinkProgram(handle);
int[] status = new int[1];
GLES20.glGetProgramiv(handle, GLES20.GL_LINK_STATUS, status, 0);
if (status[0] == GLES20.GL_FALSE) {
throw new Error(GLES20.glGetProgramInfoLog(handle));
}
}
示例4: compile
public void compile() {
GLES20.glCompileShader(handle);
int[] status = new int[1];
GLES20.glGetShaderiv(handle, GLES20.GL_COMPILE_STATUS, status, 0);
if (status[0] == GLES20.GL_FALSE) {
throw new Error(GLES20.glGetShaderInfoLog(handle));
}
}
示例5: link
public void link() {
GLES20.glLinkProgram( handle );
int[] status = new int[1];
GLES20.glGetProgramiv( handle, GLES20.GL_LINK_STATUS, status, 0 );
if (status[0] == GLES20.GL_FALSE) {
throw new Error( GLES20.glGetProgramInfoLog( handle ) );
}
}
示例6: compile
public void compile() {
GLES20.glCompileShader( handle );
int[] status = new int[1];
GLES20.glGetShaderiv( handle, GLES20.GL_COMPILE_STATUS, status, 0 );
if (status[0] == GLES20.GL_FALSE) {
throw new Error( GLES20.glGetShaderInfoLog( handle ) );
}
}
示例7: GlShader
public GlShader(String vertexSource, String fragmentSource) {
final int vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource);
final int fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
program = GLES20.glCreateProgram();
if (program == 0) {
throw new RuntimeException("glCreateProgram() failed. GLES20 error: " + GLES20.glGetError());
}
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, fragmentShader);
GLES20.glLinkProgram(program);
int[] linkStatus = new int[] {GLES20.GL_FALSE};
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
Logging.e(TAG, "Could not link program: " + GLES20.glGetProgramInfoLog(program));
throw new RuntimeException(GLES20.glGetProgramInfoLog(program));
}
// According to the documentation of glLinkProgram():
// "After the link operation, applications are free to modify attached shader objects, compile
// attached shader objects, detach shader objects, delete shader objects, and attach additional
// shader objects. None of these operations affects the information log or the program that is
// part of the program object."
// But in practice, detaching shaders from the program seems to break some devices. Deleting the
// shaders are fine however - it will delete them when they are no longer attached to a program.
GLES20.glDeleteShader(vertexShader);
GLES20.glDeleteShader(fragmentShader);
GlUtil.checkNoGLES2Error("Creating GlShader");
}
示例8: compileShader
private CompilationResult compileShader(int type, String shaderCode) {
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
int[] compileStatus = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
if (compileStatus[0] == GLES20.GL_FALSE) {
FileLog.e("tmessages", GLES20.glGetShaderInfoLog(shader));
}
return new CompilationResult(shader, compileStatus[0]);
}
示例9: linkProgram
private int linkProgram(int program) {
GLES20.glLinkProgram(program);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] == GLES20.GL_FALSE) {
FileLog.e("tmessages", GLES20.glGetProgramInfoLog(program));
}
return linkStatus[0];
}
示例10: linkProgram
public static int linkProgram(int vertexShader, int fragmentShader) {
int program = GLES20.glCreateProgram();
if (program == 0) {
Log.e(TAG, "create program fail, " + GLES20.glGetProgramInfoLog(program));
return 0;
}
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, fragmentShader);
GLES20.glLinkProgram(program);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] == GLES20.GL_FALSE) {
Log.e(TAG, "link program fail, " + GLES20.glGetProgramInfoLog(program));
return 0;
}
return program;
}
示例11: Shader
public Shader(String vertexShader, String fragmentShader, String attributes[], String uniforms[]) {
this.program = GLES20.glCreateProgram();
CompilationResult vResult = compileShader(GLES20.GL_VERTEX_SHADER, vertexShader);
if (vResult.status == GLES20.GL_FALSE) {
FileLog.e("tmessages", "Vertex shader compilation failed");
destroyShader(vResult.shader, 0, program);
return;
}
CompilationResult fResult = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader);
if (fResult.status == GLES20.GL_FALSE) {
FileLog.e("tmessages", "Fragment shader compilation failed");
destroyShader(vResult.shader, fResult.shader, program);
return;
}
GLES20.glAttachShader(program, vResult.shader);
GLES20.glAttachShader(program, fResult.shader);
for (int i = 0; i < attributes.length; i++) {
GLES20.glBindAttribLocation(program, i, attributes[i]);
}
if (linkProgram(program) == GLES20.GL_FALSE) {
destroyShader(vResult.shader, fResult.shader, program);
return;
}
for (String uniform : uniforms) {
uniformsMap.put(uniform, GLES20.glGetUniformLocation(program, uniform));
}
if (vResult.shader != 0) {
GLES20.glDeleteShader(vResult.shader);
}
if (fResult.shader != 0) {
GLES20.glDeleteShader(fResult.shader);
}
}