本文整理汇总了Java中org.lwjgl.opengl.GL11.GL_FALSE属性的典型用法代码示例。如果您正苦于以下问题:Java GL11.GL_FALSE属性的具体用法?Java GL11.GL_FALSE怎么用?Java GL11.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org.lwjgl.opengl.GL11
的用法示例。
在下文中一共展示了GL11.GL_FALSE属性的15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: createShader
public int createShader(String fileName, int type) {
int shader = OpenGlHelper.glCreateShader(type);
if (shader != 0) {
ARBShaderObjects.glShaderSourceARB(shader, readFile(fileName));
OpenGlHelper.glCompileShader(shader);
OpenGlHelper.glCompileShader(shader);
if (GL20.glGetShaderi(shader, OpenGlHelper.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
throw new RuntimeException("Error creating shader: " + getLogInfo(shader));
}
}
return shader;
}
示例2: loadShader
private int loadShader(MyFile file, int type) {
StringBuilder shaderSource = new StringBuilder();
try {
BufferedReader reader = file.getReader();
String line;
while ((line = reader.readLine()) != null) {
shaderSource.append(line).append("//\n");
}
reader.close();
} catch (Exception e) {
System.err.println("Could not read file.");
e.printStackTrace();
System.exit(-1);
}
int shaderID = GL20.glCreateShader(type);
GL20.glShaderSource(shaderID, shaderSource);
GL20.glCompileShader(shaderID);
if (GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
System.out.println(GL20.glGetShaderInfoLog(shaderID, 500));
System.err.println("Could not compile shader "+ file);
System.exit(-1);
}
return shaderID;
}
示例3: ShaderProgram
/**
* @param shaders list of shaders to use in program
*/
public ShaderProgram(Shader ... shaders) {
id = GL20.glCreateProgram();
this.shaders = shaders;
// Attach shaders
for (Shader shader : shaders) {
GL20.glAttachShader(id, shader.id);
}
// Link
GL20.glLinkProgram(id);
if (GL20.glGetProgrami(id, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) {
throw new Error("Failed to link shader program.");
}
// Validate
GL20.glValidateProgram(id);
if (GL20.glGetProgrami(id, GL20.GL_VALIDATE_STATUS) == GL11.GL_FALSE) {
throw new Error("Failed to validate shader program.");
}
}
示例4: Shader
/**
* @param filename location for shader source code
* @param type GL20.GL_VERTEX_SHADER or GL20.GL_FRAGMENT_SHADER
*/
public Shader(String filename, int type) {
// Load shader source as a string
StringBuilder source = loadFromFile(filename);
// Create and compile shader
id = glCreateShader(type);
glShaderSource(id, source);
glCompileShader(id);
// Check for compilation errors
if (GL20.glGetShaderi(id, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
System.err.println(GL20.glGetShaderInfoLog(id));
throw new Error("Shader compilation failed: " + filename);
}
}
示例5: createShader
/** Create a shader by type and file
*
* @param type type of shader (vertex or fragment)
* @param path path to shader file
* @return a shader id
*/
private int createShader(int type, String path){
//create the shader id
int id = glCreateShader(type);
//get and place the source to the shader
glShaderSource(id, ResourceLoader.getText(path));
//compile the shader
glCompileShader(id);
//check for compilation issues, if present, output them
if(glGetShaderi(id, GL_COMPILE_STATUS) == GL11.GL_FALSE){
System.err.println(glGetShaderInfoLog(id, 1024));
//don't leak the shader
glDeleteShader(id);
}
return id;
}
示例6: loadShader
/**
* reads shader from file.
* @param file - File path
* @param type - Shader type
* @return - Shader ID to bind to program.
*/
private static int loadShader(String file, int type) {
StringBuilder shaderSource = new StringBuilder();
try {
InputStream in = Class.class.getResourceAsStream(file);
BufferedReader reader = new BufferedReader(new InputStreamReader(in));
String line;
while ((line = reader.readLine()) != null) {
shaderSource.append(line).append("//\n");
}
reader.close();
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
int shaderID = GL20.glCreateShader(type);
GL20.glShaderSource(shaderID, shaderSource);
GL20.glCompileShader(shaderID);
if (GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
System.out.println(GL20.glGetShaderInfoLog(shaderID, 500));
System.err.println("Could not compile shader!");
System.exit(-1);
}
return shaderID;
}
示例7: create
public static int create(IResourceManager manager, @Nullable ResourceLocation vsh, @Nullable ResourceLocation fsh) {
int vshId = 0, fshId = 0, program = 0;
if(vsh != null) {
vshId = parse(manager, vsh, VERTEX);
}
if(fsh != null) {
fshId = parse(manager, fsh, FRAGMENT);
}
if(vsh != null || fsh != null) {
program = ARBShaderObjects.glCreateProgramObjectARB();
}
if(vsh != null) {
OpenGlHelper.glAttachShader(program, vshId);
}
if(fsh != null) {
OpenGlHelper.glAttachShader(program, fshId);
}
OpenGlHelper.glLinkProgram(program);
if(OpenGlHelper.glGetShaderi(program, ARBShaderObjects.GL_OBJECT_LINK_STATUS_ARB) == GL11.GL_FALSE) {
return 0;
}
if(OpenGlHelper.glGetShaderi(program, ARBShaderObjects.GL_OBJECT_VALIDATE_STATUS_ARB) == GL11.GL_FALSE) {
return 0;
}
return program;
}
示例8: parse
private static int parse(IResourceManager manager, ResourceLocation location, int type) {
int shader = OpenGlHelper.glCreateShader(type);
try {
InputStream inputStream = manager.getResource(location).getInputStream();
String lines = IOUtils.readLines(inputStream, "UTF-8").stream()
.collect(Collectors.joining("\n"));
ARBShaderObjects.glShaderSourceARB(shader, lines);
OpenGlHelper.glCompileShader(shader);
inputStream.close();
if(OpenGlHelper.glGetShaderi(shader, ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB) == GL11.GL_FALSE) {
String info = OpenGlHelper.glGetProgramInfoLog(shader, ARBShaderObjects.GL_OBJECT_INFO_LOG_LENGTH_ARB);
throw new RuntimeException("Error creating shader: " + info);
}
} catch(IOException e) {
Solar.LOG.warn("[Shader Resource] Failed to load shader " + location.toString());
OpenGlHelper.glDeleteShader(shader);
e.printStackTrace();
}
return shader;
}
示例9: validate
public Program validate()
{
GL20.glValidateProgram(this.handle);
int status = GL20.glGetProgrami(this.handle, GL20.GL_VALIDATE_STATUS);
if (status == GL11.GL_FALSE)
{
String infoLog = GL20.glGetProgramInfoLog(this.handle);
GL20.glDeleteProgram(this.handle);
this.handle = 0;
throw new GLException(infoLog);
}
return this;
}
示例10: Shader
public Shader(String source, int type)
{
this.type = type;
this.handle = GL20.glCreateShader(this.type);
if (this.handle == 0)
{
throw new GLException("Unable to create main.shader!");
}
GL20.glShaderSource(this.handle, source);
GL20.glCompileShader(this.handle);
int status = GL20.glGetShaderi(this.handle, GL20.GL_COMPILE_STATUS);
if (status == GL11.GL_FALSE)
{
String infolog = GL20.glGetShaderInfoLog(this.handle);
GL20.glDeleteShader(this.handle);
this.handle = 0;
throw new GLException(infolog);
}
SHADERS.add(this);
}
示例11: loadShader
private static int loadShader(String file, int type) {
StringBuilder shaderSource = new StringBuilder();
try {
InputStream in = Class.class.getResourceAsStream(file);
BufferedReader reader = new BufferedReader(new InputStreamReader(in));
String line;
while ((line = reader.readLine()) != null) {
shaderSource.append(line).append("//\n");
}
reader.close();
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
int shaderID = GL20.glCreateShader(type);
GL20.glShaderSource(shaderID, shaderSource);
GL20.glCompileShader(shaderID);
if (GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
System.out.println(GL20.glGetShaderInfoLog(shaderID, 500));
System.err.println("Could not compile shader!");
System.exit(-1);
}
return shaderID;
}
示例12: loadShader
private static int loadShader(String filename, int type) {
StringBuilder shaderSource = new StringBuilder();
try {
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 shader file!");
e.printStackTrace();
System.exit(-1);
}
int shaderID = GL20.glCreateShader(type);
GL20.glShaderSource(shaderID, shaderSource);
GL20.glCompileShader(shaderID);
if(GL20.glGetShader(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
System.out.println(GL20.glGetShaderInfoLog(shaderID, 500));
System.err.println("Could not compile shader!");
System.exit(-1);
}
return shaderID;
}
示例13: loadShader
private static int loadShader(String file, int type) {
int shaderID = GL20.glCreateShader(type);
GL20.glShaderSource(shaderID, FileLoadUtils.loadFileSource(file));
GL20.glCompileShader(shaderID);
if (GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
final String glGetShaderInfoLog = GL20.glGetShaderInfoLog(shaderID, 500);
LOGGER.error("Can not compile shader - {}", glGetShaderInfoLog);
throw new IllegalArgumentException("Can not compile shader - " + glGetShaderInfoLog);
}
return shaderID;
}
示例14: Shader
public Shader(String vertex, String fragment){
this.vertex = vertex;
this.fragment = fragment;
//create each sub shader
int vid = createShader(GL_VERTEX_SHADER, vertex);
int fid = createShader(GL_FRAGMENT_SHADER, fragment);
//create the program id
id = glCreateProgram();
//attach each individual shader
glAttachShader(id, vid);
glAttachShader(id, fid);
//link the shaders together to make the program
glLinkProgram(id);
//if there is an error with linking, output the message
if(glGetProgrami(id, GL_LINK_STATUS) == GL11.GL_FALSE){
System.err.println(glGetProgramInfoLog(id, 1024));
glDeleteProgram(id);
}
//remove the sub shader instances (already compiled into a whole)
glDetachShader(id, vid);
glDetachShader(id, fid);
//add the shader program to the shader list by both paths of the shaders
//note: collision will occur when reusing sub shaders
shaders.put(vertex, this);
shaders.put(fragment, this);
//setup a uniform map (string uniform name, integer uniform location)
uniforms = new HashMap<>();
//create a buffer for 4x4 matrices
buffer = BufferUtils.createFloatBuffer(16);
}
示例15: link
public Program link(Shader... shaders)
{
for (int i = 0; i < shaders.length; ++i)
{
GL20.glAttachShader(this.handle, shaders[i].handle());
}
GL20.glLinkProgram(this.handle);
int status = GL20.glGetProgrami(this.handle, GL20.GL_LINK_STATUS);
if (status == GL11.GL_FALSE)
{
String infolog = GL20.glGetProgramInfoLog(this.handle);
GL20.glDeleteProgram(this.handle);
this.handle = 0;
throw new GLException(infolog);
}
for (int i = 0; i < shaders.length; ++i)
{
GL20.glDetachShader(this.handle, shaders[i].handle());
}
this.attribs = this.fetchAttribs();
Uniform[] uniforms = this.fetchUniforms();
for(Uniform uniform : uniforms)
{
this.uniforms.put(uniform.name, uniform);
}
return this;
}