当前位置: 首页>>代码示例>>Java>>正文


Java GLES20.glAttachShader方法代码示例

本文整理汇总了Java中android.opengl.GLES20.glAttachShader方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glAttachShader方法的具体用法?Java GLES20.glAttachShader怎么用?Java GLES20.glAttachShader使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在android.opengl.GLES20的用法示例。


在下文中一共展示了GLES20.glAttachShader方法的13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: MyShader

import android.opengl.GLES20; //导入方法依赖的package包/类
/** Creates the shader. This will compile and link the shader. */
public MyShader() {
  // Compile and link the shader program.
  int vertexShader = MyGLUtils.loadShader(GLES20.GL_VERTEX_SHADER, VERTEX_SHADER_SOURCE);
  int fragmentShader = MyGLUtils.loadShader(GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER_SOURCE);
  program = GLES20.glCreateProgram();
  GLES20.glAttachShader(program, vertexShader);
  GLES20.glAttachShader(program, fragmentShader);
  GLES20.glLinkProgram(program);
  MyGLUtils.checkGlError("link program");

  // Get the handles to our shader parameters.
  GLES20.glUseProgram(program);
  positionHandle = GLES20.glGetAttribLocation(program, "aPosition");
  colorHandle = GLES20.glGetAttribLocation(program, "aColor");
  mvpMatrixHandle = GLES20.glGetUniformLocation(program, "uMVPMatrix");
  GLES20.glUseProgram(0);
  MyGLUtils.checkGlError("get handles");
}
 
开发者ID:googlevr,项目名称:poly-sample-android,代码行数:20,代码来源:MyShader.java

示例2: initShaders

import android.opengl.GLES20; //导入方法依赖的package包/类
private void initShaders() {
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
    int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);

    shaderProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(shaderProgram, vertexShader);
    GLES20.glAttachShader(shaderProgram, fragmentShader);
    GLES20.glLinkProgram(shaderProgram);
}
 
开发者ID:PacktPublishing,项目名称:Building-Android-UIs-with-Custom-Views,代码行数:10,代码来源:GLDrawer.java

示例3: createProgram

import android.opengl.GLES20; //导入方法依赖的package包/类
private int createProgram(String vertexSource, String fragmentSource) {
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
    if (vertexShader == 0) {
        return 0;
    }
    int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
    if (pixelShader == 0) {
        return 0;
    }
    int program = GLES20.glCreateProgram();
    checkGlError("glCreateProgram");
    if (program == 0) {
        return 0;
    }
    GLES20.glAttachShader(program, vertexShader);
    checkGlError("glAttachShader");
    GLES20.glAttachShader(program, pixelShader);
    checkGlError("glAttachShader");
    GLES20.glLinkProgram(program);
    int[] linkStatus = new int[1];
    GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
    if (linkStatus[0] != GLES20.GL_TRUE) {
        GLES20.glDeleteProgram(program);
        program = 0;
    }
    return program;
}
 
开发者ID:pooyafaroka,项目名称:PlusGram,代码行数:28,代码来源:TextureRenderer.java

示例4: GlShader

import android.opengl.GLES20; //导入方法依赖的package包/类
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");
}
 
开发者ID:lgyjg,项目名称:AndroidRTC,代码行数:28,代码来源:GlShader.java

示例5: createProgram

import android.opengl.GLES20; //导入方法依赖的package包/类
private int createProgram(String vertexSource, String fragmentSource) {
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
    if (vertexShader == 0) {
        return 0;
    }
    int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
    if (pixelShader == 0) {
        return 0;
    }
    int program = GLES20.glCreateProgram();
    checkGlError("glCreateProgram");
    if (program == 0) {
        Log.e(TAG, "Could not create program");
    }
    GLES20.glAttachShader(program, vertexShader);
    checkGlError("glAttachShader");
    GLES20.glAttachShader(program, pixelShader);
    checkGlError("glAttachShader");
    GLES20.glLinkProgram(program);
    int[] linkStatus = new int[1];
    GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
    if (linkStatus[0] != GLES20.GL_TRUE) {
        Log.e(TAG, "Could not link program: ");
        Log.e(TAG, GLES20.glGetProgramInfoLog(program));
        GLES20.glDeleteProgram(program);
        program = 0;
    }
    return program;
}
 
开发者ID:SavorGit,项目名称:Hotspot-master-devp,代码行数:30,代码来源:TextureRender.java

示例6: loadShader

import android.opengl.GLES20; //导入方法依赖的package包/类
private static int loadShader(String vss, String fss) {
    Log.d("CameraGLRendererBase", "loadShader");
    int vshader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
    GLES20.glShaderSource(vshader, vss);
    GLES20.glCompileShader(vshader);
    int[] status = new int[1];
    GLES20.glGetShaderiv(vshader, GLES20.GL_COMPILE_STATUS, status, 0);
    if (status[0] == 0) {
        Log.e("CameraGLRendererBase", "Could not compile vertex shader: "+GLES20.glGetShaderInfoLog(vshader));
        GLES20.glDeleteShader(vshader);
        vshader = 0;
        return 0;
    }

    int fshader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
    GLES20.glShaderSource(fshader, fss);
    GLES20.glCompileShader(fshader);
    GLES20.glGetShaderiv(fshader, GLES20.GL_COMPILE_STATUS, status, 0);
    if (status[0] == 0) {
        Log.e("CameraGLRendererBase", "Could not compile fragment shader:"+GLES20.glGetShaderInfoLog(fshader));
        GLES20.glDeleteShader(vshader);
        GLES20.glDeleteShader(fshader);
        fshader = 0;
        return 0;
    }

    int program = GLES20.glCreateProgram();
    GLES20.glAttachShader(program, vshader);
    GLES20.glAttachShader(program, fshader);
    GLES20.glLinkProgram(program);
    GLES20.glDeleteShader(vshader);
    GLES20.glDeleteShader(fshader);
    GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, status, 0);
    if (status[0] == 0) {
        Log.e("CameraGLRendererBase", "Could not link shader program: "+GLES20.glGetProgramInfoLog(program));
        program = 0;
        return 0;
    }
    GLES20.glValidateProgram(program);
    GLES20.glGetProgramiv(program, GLES20.GL_VALIDATE_STATUS, status, 0);
    if (status[0] == 0)
    {
        Log.e("CameraGLRendererBase", "Shader program validation error: "+GLES20.glGetProgramInfoLog(program));
        GLES20.glDeleteProgram(program);
        program = 0;
        return 0;
    }

    Log.d("CameraGLRendererBase", "Shader program is built OK");

    return program;
}
 
开发者ID:beast,项目名称:react-native-scan-doc,代码行数:53,代码来源:CameraGLRendererBase.java

示例7: makeProgram

import android.opengl.GLES20; //导入方法依赖的package包/类
public static void makeProgram() {
    //シェーダーオブジェクトの生成
    int vertexShader=loadShader(GLES20.GL_VERTEX_SHADER,VERTEX_CODE);
    int fragmentShader=loadShader(GLES20.GL_FRAGMENT_SHADER,FRAGMENT_CODE);

    //プログラムオブジェクトの生成
    program=GLES20.glCreateProgram();
    GLES20.glAttachShader(program,vertexShader);
    GLES20.glAttachShader(program,fragmentShader);
    GLES20.glLinkProgram(program);

    //光源のハンドルの取得
    lightAmbientHandle=GLES20.glGetUniformLocation(program,"u_LightAmbient");
    lightDiffuseHandle=GLES20.glGetUniformLocation(program,"u_LightDiffuse");
    lightSpecularHandle=GLES20.glGetUniformLocation(program,"u_LightSpecular");
    lightPosHandle=GLES20.glGetUniformLocation(program,"u_LightPos");

    //マテリアルのハンドルの取得
    materialAmbientHandle=GLES20.glGetUniformLocation(program,"u_MaterialAmbient");
    materialDiffuseHandle=GLES20.glGetUniformLocation(program,"u_MaterialDiffuse");
    materialSpecularHandle=GLES20.glGetUniformLocation(program,"u_MaterialSpecular");
    materialShininessHandle=GLES20.glGetUniformLocation(program,"u_MaterialShininess");

    //行列のハンドルの取得
    mMatrixHandle=GLES20.glGetUniformLocation(program,"u_MMatrix");
    pMatrixHandle=GLES20.glGetUniformLocation(program,"u_PMatrix");
    normalMatrixHandle=GLES20.glGetUniformLocation(program,"u_NormalMatrix");

    //頂点のハンドルの取得
    positionHandle=GLES20.glGetAttribLocation(program,"a_Position");
    normalHandle=GLES20.glGetAttribLocation(program,"a_Normal");
    uvHandle =GLES20.glGetAttribLocation(program,"a_UV");

    // テクスチャ関連のハンドルの取得
    texHandle=GLES20.glGetUniformLocation(program,"u_Tex");
    useTexHandle=GLES20.glGetUniformLocation(program,"u_UseTex");

    //初期値
    GLES20.glUniform1f( useTexHandle, 0 );

    //プログラムオブジェクトの利用開始
    GLES20.glUseProgram(program);
}
 
开发者ID:jphacks,项目名称:TK_1701,代码行数:44,代码来源:GLES.java

示例8: createAndLinkProgram

import android.opengl.GLES20; //导入方法依赖的package包/类
/**
 * Helper function to compile and link a program.
 * 
 * @param vertexShaderHandle An OpenGL handle to an already-compiled vertex shader.
 * @param fragmentShaderHandle An OpenGL handle to an already-compiled fragment shader.
 * @param attributes Attributes that need to be bound to the program.
 * @return An OpenGL handle to the program.
 */
public static int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle, final String[] attributes) 
{
	int programHandle = GLES20.glCreateProgram();
	
	if (programHandle != 0) 
	{
		// Bind the vertex shader to the program.
		GLES20.glAttachShader(programHandle, vertexShaderHandle);			

		// Bind the fragment shader to the program.
		GLES20.glAttachShader(programHandle, fragmentShaderHandle);
		
		// Bind attributes
		if (attributes != null)
		{
			final int size = attributes.length;
			for (int i = 0; i < size; i++)
			{
				GLES20.glBindAttribLocation(programHandle, i, attributes[i]);
			}						
		}
		
		// Link the two shaders together into a program.
		GLES20.glLinkProgram(programHandle);

		// Get the link status.
		final int[] linkStatus = new int[1];
		GLES20.glGetProgramiv(programHandle, GLES20.GL_LINK_STATUS, linkStatus, 0);

		// If the link failed, delete the program.
		if (linkStatus[0] == 0) 
		{				
			Log.e(TAG, "Error compiling program: " + GLES20.glGetProgramInfoLog(programHandle));
			GLES20.glDeleteProgram(programHandle);
			programHandle = 0;
		}
	}
	
	if (programHandle == 0)
	{
		throw new RuntimeException("Error creating program.");
	}
	
	return programHandle;
}
 
开发者ID:regar007,项目名称:ShapesInOpenGLES2.0,代码行数:54,代码来源:ShaderHelper.java

示例9: SquareTex

import android.opengl.GLES20; //导入方法依赖的package包/类
public SquareTex() {
    // initialize vertex byte buffer for shape coordinates
    ByteBuffer bb = ByteBuffer.allocateDirect(
    // (# of coordinate values * 4 bytes per float)
            squareCoords.length * 4);
    bb.order(ByteOrder.nativeOrder());
    vertexBuffer = bb.asFloatBuffer();
    vertexBuffer.put(squareCoords);
    vertexBuffer.position(0);

    bb = ByteBuffer.allocateDirect(
    // (# of coordinate values * 4 bytes per float)
            squareUVs.length * 4);
    bb.order(ByteOrder.nativeOrder());
    uvBuffer = bb.asFloatBuffer();
    uvBuffer.put(squareUVs);
    uvBuffer.position(0);

    // initialize byte buffer for the draw list
    ByteBuffer dlb = ByteBuffer.allocateDirect(
    // (# of coordinate values * 2 bytes per short)
            drawOrder.length * 2);
    dlb.order(ByteOrder.nativeOrder());
    drawListBuffer = dlb.asShortBuffer();
    drawListBuffer.put(drawOrder);
    drawListBuffer.position(0);

    // prepare shaders and OpenGL program
    String vertexShaderCode = "uniform mat4 uMVPMatrix;" +
            "attribute vec4 vPosition;" +
            "attribute vec2 uv;" +
            "varying vec2 vUV;\n" +
            "void main() {" +
            // the matrix must be included as a modifier of gl_Position
            "  gl_Position = vPosition * uMVPMatrix;" +
            "  vUV = uv;" +
            "}";
    int vertexShader = GLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
            vertexShaderCode);
    String fragmentShaderCode = "precision mediump float;" +
            "uniform vec4 vColor;" +
            "uniform sampler2D tex;" +
            "varying mediump vec2 vUV;" +
            "void main() {" +
            "  gl_FragColor = vColor * (texture2D(tex,vUV));" +
            "}";
    int fragmentShader = GLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
            fragmentShaderCode);

    mProgram = GLES20.glCreateProgram();             // create empty OpenGL Program
    GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
    GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
    GLES20.glLinkProgram(mProgram);                  // create OpenGL program executables
}
 
开发者ID:efroemling,项目名称:bombsquad-remote-android,代码行数:55,代码来源:GLRenderer.java

示例10: newShader

import android.opengl.GLES20; //导入方法依赖的package包/类
/** Create a shader */
public static void newShader(@NonNull int[] attrs) {
    if (attrs.length != 5) {
        throw new IllegalArgumentException("Must be 5 int-array");
    }

    /*
     * 0 - Program
     * 1 - Vertex Shader
     * 2 - Fragment Shader
     * 3 - Position Handle
     * 4 - Texture Handle
     **/

    attrs[0] = GLES20.glCreateProgram();
    checkError();

    GLES20.glAttachShader(attrs[0], (attrs[1] = loadShader(GLES20.GL_VERTEX_SHADER, VSHADER)));
    GLES20.glAttachShader(attrs[0], (attrs[2] = loadShader(GLES20.GL_FRAGMENT_SHADER, FSHADER)));
    GLES20.glLinkProgram(attrs[0]); GLES20.glUseProgram(attrs[0]);
    checkError();

    attrs[3] = GLES20.glGetAttribLocation(attrs[0], V_POSITION);
    attrs[4] = GLES20.glGetAttribLocation(attrs[0], V_COORDINATE);
    final int uMVPMatrixHandle = GLES20.glGetUniformLocation(attrs[0], V_MVP_MATRIX);
    final int uSTMatrixHandle = GLES20.glGetUniformLocation(attrs[0], V_ST_MATRIX);
    checkError();

    TRIANGLE_VERTICES.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
    GLES20.glVertexAttribPointer(attrs[3], 3, GLES20.GL_FLOAT, false,
            TRIANGLE_VERTICES_DATA_STRIDE_BYTES, TRIANGLE_VERTICES);
    checkError();

    TRIANGLE_VERTICES.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
    GLES20.glVertexAttribPointer(attrs[4], 4, GLES20.GL_FLOAT, false,
            TRIANGLE_VERTICES_DATA_STRIDE_BYTES, TRIANGLE_VERTICES);
    checkError();

    GLES20.glEnableVertexAttribArray(attrs[3]);
    GLES20.glEnableVertexAttribArray(attrs[4]);
    checkError();

    float[] MVPMatrix = new float[16]; Matrix.setIdentityM(MVPMatrix, 0);
    GLES20.glUniformMatrix4fv(uMVPMatrixHandle, 1, false, MVPMatrix, 0);
    float[] STMatrix = new float[16]; Matrix.setIdentityM(STMatrix, 0);
    GLES20.glUniformMatrix4fv(uSTMatrixHandle, 1, false, STMatrix, 0);
    checkError();

    logDebug("Shader created");
}
 
开发者ID:Nik-Gleb,项目名称:mpeg-encoder,代码行数:51,代码来源:GLTools.java

示例11: attach

import android.opengl.GLES20; //导入方法依赖的package包/类
public void attach(Shader shader) {
	GLES20.glAttachShader(handle, shader.handle());
}
 
开发者ID:G2159687,项目名称:ESPD,代码行数:4,代码来源:Program.java

示例12: createOnGlThread

import android.opengl.GLES20; //导入方法依赖的package包/类
/**
 * Allocates and initializes OpenGL resources needed by the background renderer.  Must be
 * called on the OpenGL thread, typically in
 * {@link GLSurfaceView.Renderer#onSurfaceCreated(GL10, EGLConfig)}.
 *
 * @param context Needed to access shader source.
 */
public void createOnGlThread(Context context) {
    // Generate the background texture.
    int textures[] = new int[1];
    GLES20.glGenTextures(1, textures, 0);
    mTextureId = textures[0];
    GLES20.glBindTexture(mTextureTarget, mTextureId);
    GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
    GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);

    int numVertices = 4;
    if (numVertices != QUAD_COORDS.length / COORDS_PER_VERTEX) {
        throw new RuntimeException("Unexpected number of vertices in BackgroundRenderer.");
    }

    ByteBuffer bbVertices = ByteBuffer.allocateDirect(QUAD_COORDS.length * FLOAT_SIZE);
    bbVertices.order(ByteOrder.nativeOrder());
    mQuadVertices = bbVertices.asFloatBuffer();
    mQuadVertices.put(QUAD_COORDS);
    mQuadVertices.position(0);

    ByteBuffer bbTexCoords = ByteBuffer.allocateDirect(
            numVertices * TEXCOORDS_PER_VERTEX * FLOAT_SIZE);
    bbTexCoords.order(ByteOrder.nativeOrder());
    mQuadTexCoord = bbTexCoords.asFloatBuffer();
    mQuadTexCoord.put(QUAD_TEXCOORDS);
    mQuadTexCoord.position(0);

    ByteBuffer bbTexCoordsTransformed = ByteBuffer.allocateDirect(
            numVertices * TEXCOORDS_PER_VERTEX * FLOAT_SIZE);
    bbTexCoordsTransformed.order(ByteOrder.nativeOrder());
    mQuadTexCoordTransformed = bbTexCoordsTransformed.asFloatBuffer();

    int vertexShader = ShaderUtil.loadGLShader(TAG, context,
            GLES20.GL_VERTEX_SHADER, R.raw.screenquad_vertex);
    int fragmentShader = ShaderUtil.loadGLShader(TAG, context,
            GLES20.GL_FRAGMENT_SHADER, R.raw.screenquad_fragment_oes);

    mQuadProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(mQuadProgram, vertexShader);
    GLES20.glAttachShader(mQuadProgram, fragmentShader);
    GLES20.glLinkProgram(mQuadProgram);
    GLES20.glUseProgram(mQuadProgram);

    ShaderUtil.checkGLError(TAG, "Program creation");

    mQuadPositionParam = GLES20.glGetAttribLocation(mQuadProgram, "a_Position");
    mQuadTexCoordParam = GLES20.glGetAttribLocation(mQuadProgram, "a_TexCoord");

    ShaderUtil.checkGLError(TAG, "Program parameters");
}
 
开发者ID:nimbl3,项目名称:nimbl3-arcore,代码行数:60,代码来源:BackgroundRenderer.java

示例13: createOnGlThread

import android.opengl.GLES20; //导入方法依赖的package包/类
/**
 * Allocates and initializes OpenGL resources needed by the background renderer.  Must be
 * called on the OpenGL thread, typically in
 * {@link GLSurfaceView.Renderer#onSurfaceCreated(GL10, EGLConfig)}.
 *
 * @param context Needed to access shader source.
 */
public void createOnGlThread(Context context) {
    // Generate the background texture.
    int textures[] = new int[1];
    GLES20.glGenTextures(1, textures, 0);
    mTextureId = textures[0];
    GLES20.glBindTexture(mTextureTarget, mTextureId);
    GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
    GLES20.glTexParameteri(mTextureTarget, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);

    int numVertices = 4;
    if (numVertices != QUAD_COORDS.length / COORDS_PER_VERTEX) {
      throw new RuntimeException("Unexpected number of vertices in BackgroundRenderer.");
    }

    ByteBuffer bbVertices = ByteBuffer.allocateDirect(QUAD_COORDS.length * FLOAT_SIZE);
    bbVertices.order(ByteOrder.nativeOrder());
    mQuadVertices = bbVertices.asFloatBuffer();
    mQuadVertices.put(QUAD_COORDS);
    mQuadVertices.position(0);

    ByteBuffer bbTexCoords = ByteBuffer.allocateDirect(
            numVertices * TEXCOORDS_PER_VERTEX * FLOAT_SIZE);
    bbTexCoords.order(ByteOrder.nativeOrder());
    mQuadTexCoord = bbTexCoords.asFloatBuffer();
    mQuadTexCoord.put(QUAD_TEXCOORDS);
    mQuadTexCoord.position(0);

    ByteBuffer bbTexCoordsTransformed = ByteBuffer.allocateDirect(
        numVertices * TEXCOORDS_PER_VERTEX * FLOAT_SIZE);
    bbTexCoordsTransformed.order(ByteOrder.nativeOrder());
    mQuadTexCoordTransformed = bbTexCoordsTransformed.asFloatBuffer();

    int vertexShader = ShaderUtil.loadGLShader(TAG, context,
            GLES20.GL_VERTEX_SHADER, R.raw.screenquad_vertex);
    int fragmentShader = ShaderUtil.loadGLShader(TAG, context,
            GLES20.GL_FRAGMENT_SHADER, R.raw.screenquad_fragment_oes);

    mQuadProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(mQuadProgram, vertexShader);
    GLES20.glAttachShader(mQuadProgram, fragmentShader);
    GLES20.glLinkProgram(mQuadProgram);
    GLES20.glUseProgram(mQuadProgram);

    ShaderUtil.checkGLError(TAG, "Program creation");

    mQuadPositionParam = GLES20.glGetAttribLocation(mQuadProgram, "a_Position");
    mQuadTexCoordParam = GLES20.glGetAttribLocation(mQuadProgram, "a_TexCoord");

    ShaderUtil.checkGLError(TAG, "Program parameters");
}
 
开发者ID:googlevr,项目名称:poly-sample-android,代码行数:60,代码来源:BackgroundRenderer.java


注:本文中的android.opengl.GLES20.glAttachShader方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。