本文整理汇总了Java中android.opengl.GLES20.glCreateProgram方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glCreateProgram方法的具体用法?Java GLES20.glCreateProgram怎么用?Java GLES20.glCreateProgram使用的例子?那么恭喜您, 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类android.opengl.GLES20
的用法示例。
在下文中一共展示了GLES20.glCreateProgram方法的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: onSurfaceCreated
import android.opengl.GLES20; //导入方法依赖的package包/类
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
mScreenWidth = mContext.getResources().getDisplayMetrics().widthPixels;
mScreenHeight = mContext.getResources().getDisplayMetrics().heightPixels;
// Set the clear color to black. TODO: Remove this later once there's an actual background
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1);
// Object shaders
int vertexShader = ShaderInfo.loadShader(GLES20.GL_VERTEX_SHADER, ShaderInfo.vs_Image);
int fragmentShader = ShaderInfo.loadShader(GLES20.GL_FRAGMENT_SHADER, ShaderInfo.fs_Image);
ShaderInfo.sp_Image = GLES20.glCreateProgram(); // create empty OpenGL ES Program
GLES20.glAttachShader(ShaderInfo.sp_Image, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(ShaderInfo.sp_Image, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(ShaderInfo.sp_Image); // creates OpenGL ES program executables
// Set our shader program
GLES20.glUseProgram(ShaderInfo.sp_Image);
// Enable blending
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);
}
示例2: 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");
}
示例3: GLShape
import android.opengl.GLES20; //导入方法依赖的package包/类
public GLShape(float[] color) {
this.color = color;
int vertexShader = GLRenderer.loadShader(GLES20.GL_VERTEX_SHADER, VERTEX_SHADER_CODE);
int fragmentShader = GLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER_CODE);
program = GLES20.glCreateProgram();
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, fragmentShader);
GLES20.glLinkProgram(program);
}
示例4: 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);
}
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;
}
示例6: loadProgram
import android.opengl.GLES20; //导入方法依赖的package包/类
public static int loadProgram(String vertexShaderSource, String fragmentShaderSource) {
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderSource);
if (vertexShader == 0) {
return 0;
}
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderSource);
if (fragmentShader == 0) {
GLES20.glDeleteShader(vertexShader);
return 0;
}
int program = GLES20.glCreateProgram();
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, fragmentShader);
GLES20.glLinkProgram(program);
GLES20.glDeleteShader(vertexShader);
GLES20.glDeleteShader(fragmentShader);
int[] status = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, status, 0);
if (status[0] <= 0) {
mLog.e("link program failed");
return 0;
}
return program;
}
示例7: Triangle
import android.opengl.GLES20; //导入方法依赖的package包/类
public Triangle() {
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (number of coordinate values * 4 bytes per float)
triangleCoords.length * 4);
// use the device hardware's native byte order
bb.order(ByteOrder.nativeOrder());
// create a floating point buffer from the ByteBuffer
FloatBuffer vertexBuffer = bb.asFloatBuffer();
// add the coordinates to the FloatBuffer
vertexBuffer.put(triangleCoords);
// set the buffer to read the first coordinate
vertexBuffer.position(0);
// prepare shaders and OpenGL program
String vertexShaderCode = "uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
// the matrix must be included as a modifier of gl_Position
" gl_Position = vPosition * uMVPMatrix;" +
"}";
int vertexShader = GLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
String fragmentShaderCode = "precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
int fragmentShader = GLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
int mProgram = GLES20.glCreateProgram();
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
}
示例8: createProgram
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Creates a new program from the supplied vertex and fragment shaders.
*
* @return A handle to the program, or 0 on failure.
*/
public static 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;
}
示例9: createOnGlThread
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Allocates and initializes OpenGL resources needed by the plane 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) {
ShaderUtil.checkGLError(TAG, "before create");
int buffers[] = new int[1];
GLES20.glGenBuffers(1, buffers, 0);
mVbo = buffers[0];
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVbo);
mVboSize = INITIAL_BUFFER_POINTS * BYTES_PER_POINT;
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, mVboSize, null, GLES20.GL_DYNAMIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
ShaderUtil.checkGLError(TAG, "buffer alloc");
int vertexShader = ShaderUtil.loadGLShader(TAG, context,
GLES20.GL_VERTEX_SHADER, R.raw.point_cloud_vertex);
int passthroughShader = ShaderUtil.loadGLShader(TAG, context,
GLES20.GL_FRAGMENT_SHADER, R.raw.passthrough_fragment);
mProgramName = GLES20.glCreateProgram();
GLES20.glAttachShader(mProgramName, vertexShader);
GLES20.glAttachShader(mProgramName, passthroughShader);
GLES20.glLinkProgram(mProgramName);
GLES20.glUseProgram(mProgramName);
ShaderUtil.checkGLError(TAG, "program");
mPositionAttribute = GLES20.glGetAttribLocation(mProgramName, "a_Position");
mColorUniform = GLES20.glGetUniformLocation(mProgramName, "u_Color");
mModelViewProjectionUniform = GLES20.glGetUniformLocation(
mProgramName, "u_ModelViewProjection");
mPointSizeUniform = GLES20.glGetUniformLocation(mProgramName, "u_PointSize");
ShaderUtil.checkGLError(TAG, "program params");
}
示例10: 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;
}
示例11: 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;
}
示例12: 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
}
示例13: 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);
}
}
示例14: Program
import android.opengl.GLES20; //导入方法依赖的package包/类
public Program() {
handle = GLES20.glCreateProgram();
}
示例15: 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");
}