当前位置: 首页>>代码示例>>Java>>正文


Java GLES20.glBindAttribLocation方法代码示例

本文整理汇总了Java中android.opengl.GLES20.glBindAttribLocation方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glBindAttribLocation方法的具体用法?Java GLES20.glBindAttribLocation怎么用?Java GLES20.glBindAttribLocation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.glBindAttribLocation方法的7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: createProgram

import android.opengl.GLES20; //导入方法依赖的package包/类
public int createProgram(int vertexShaderHandle, int fragmentShaderHandle) {

        // Create a program object and store the handle to it.
        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
            GLES20.glBindAttribLocation(programHandle, 0, "a_Position");
            GLES20.glBindAttribLocation(programHandle, 1, "a_Color");

            // Link the two shader 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) {
                GLES20.glDeleteProgram(programHandle);
                programHandle = 0;
            }
        }

        if (programHandle == 0) {
            throw new RuntimeException("Error creating program.");
        }

        return programHandle;
    }
 
开发者ID:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:37,代码来源:Triangle.java

示例2: 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) 
{
	//创建着色对象
	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:smartbeng,项目名称:PaoMovie,代码行数:55,代码来源:ShaderHelper.java

示例3: 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:sdrausty,项目名称:buildAPKsApps,代码行数:54,代码来源:ShaderHelper.java

示例4: Shader

import android.opengl.GLES20; //导入方法依赖的package包/类
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);
    }
}
 
开发者ID:pooyafaroka,项目名称:PlusGram,代码行数:42,代码来源:Shader.java

示例5: createAndLinkProgram

import android.opengl.GLES20; //导入方法依赖的package包/类
/**
 * Helper function to compile and link a 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 attribuets
        if (attributes != null) {
            final int size = attributes.length;
            for (int i = 0; i < size; i++) {
                GLES20.glBindAttribLocation(programHandle, i, attributes[i]);
            }
        }

        // Link the two shader 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:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:48,代码来源:Utils.java

示例6: 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.
*/
private 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:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:54,代码来源:LessonTwoRenderer.java

示例7: bindShaderAttributes

import android.opengl.GLES20; //导入方法依赖的package包/类
/***
 * 绑定Attributes参数
 */
protected void bindShaderAttributes() {
    GLES20.glBindAttribLocation(mProgramHandle, 0, ATTRIBUTE_POSITION);
    GLES20.glBindAttribLocation(mProgramHandle, 1, ATTRIBUTE_TEXTURE_COORD);
}
 
开发者ID:uestccokey,项目名称:EZFilter,代码行数:8,代码来源:AbstractRender.java


注:本文中的android.opengl.GLES20.glBindAttribLocation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。