本文整理汇总了Java中android.opengl.GLES20.glDeleteShader方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glDeleteShader方法的具体用法?Java GLES20.glDeleteShader怎么用?Java GLES20.glDeleteShader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.glDeleteShader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: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Compiles the provided shader source.
*
* @return A handle to the shader, or 0 on failure.
*/
public static int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
checkGlError("glCreateShader type=" + shaderType);
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, " " + GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
return shader;
}
示例2: loadGLShader
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Converts a raw text file, saved as a resource, into an OpenGL ES shader.
*
* @param type The type of shader we will be creating.
* @param resId The resource ID of the raw text file about to be turned into a shader.
* @return The shader object handler.
*/
public static int loadGLShader(String tag, Context context, int type, int resId) {
String code = readRawTextFile(context, resId);
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, code);
GLES20.glCompileShader(shader);
// Get the compilation status.
final int[] compileStatus = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
// If the compilation failed, delete the shader.
if (compileStatus[0] == 0) {
Log.e(tag, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
if (shader == 0) {
throw new RuntimeException("Error creating shader.");
}
return shader;
}
示例3: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
private int loadShader(int shaderType, String source) throws Exception {
int shader = GLES20.glCreateShader(shaderType);
if (shader != 0) {
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
String error = GLES20.glGetShaderInfoLog(shader);
GLES20.glDeleteShader(shader);
throw new Exception(error);
}
}
return shader;
}
示例4: compileShader
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* type:
* create a vertex shader type {@link GLES20.GL_VERTEX_SHADER}
* or a fragment shader type {@link GLES20.GL_FRAGMENT_SHADER}
*/
@SuppressWarnings("JavadocReference")
public static int compileShader(int type, String shaderCode) {
// Load in the shader
int shader = GLES20.glCreateShader(type);
if (shader != 0) {
// Pass in the shader source
GLES20.glShaderSource(shader, shaderCode);
// Compile the shader
GLES20.glCompileShader(shader);
// Get the compilation status.
final int[] compileStatus = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
// If the compilation failed, delete the shader.
if (compileStatus[0] == 0) {
GLES20.glDeleteShader(shader);
shader = 0;
}
}
if (shader == 0) {
GLES20.glGetShaderInfoLog(shader);
throw new RuntimeException("Error creating vertex shader.");
}
return shader;
}
示例5: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
public static int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
checkGlError("glCreateShader type=" + shaderType);
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, " " + GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
return shader;
}
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: compileShader
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Compiles a shader, returning the OpenGL object ID.
*/
private static int compileShader(int type, String shaderCode) {
// Create a new shader object.
final int shaderObjectId = GLES20.glCreateShader(type);
if (shaderObjectId == 0) {
return 0;
}
// Pass in the shader source.
GLES20.glShaderSource(shaderObjectId, shaderCode);
// Compile the shader.
GLES20.glCompileShader(shaderObjectId);
// Get the compilation status.
final int[] compileStatus = new int[1];
GLES20.glGetShaderiv(shaderObjectId, GLES20.GL_COMPILE_STATUS,
compileStatus, 0);
// Verify the compile status.
if (compileStatus[0] == 0) {
// If it failed, delete the shader object.
GLES20.glDeleteShader(shaderObjectId);
return 0;
}
// Return the shader object ID.
return shaderObjectId;
}
示例8: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
private int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
checkGlError("glCreateShader type=" + shaderType);
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
GLES20.glDeleteShader(shader);
shader = 0;
}
return shader;
}
示例9: loadProgram
import android.opengl.GLES20; //导入方法依赖的package包/类
public static int loadProgram(final String strVSource, final String strFSource) {
int iVShader;
int iFShader;
int iProgId;
int[] link = new int[1];
iVShader = loadShader(strVSource, GLES20.GL_VERTEX_SHADER);
if (iVShader == 0) {
Log.d("Load Program", "Vertex Shader Failed");
return 0;
}
iFShader = loadShader(strFSource, GLES20.GL_FRAGMENT_SHADER);
if (iFShader == 0) {
Log.d("Load Program", "Fragment Shader Failed");
return 0;
}
iProgId = GLES20.glCreateProgram();
GLES20.glAttachShader(iProgId, iVShader);
GLES20.glAttachShader(iProgId, iFShader);
GLES20.glLinkProgram(iProgId);
GLES20.glGetProgramiv(iProgId, GLES20.GL_LINK_STATUS, link, 0);
if (link[0] <= 0) {
Log.d("Load Program", "Linking Failed");
return 0;
}
GLES20.glDeleteShader(iVShader);
GLES20.glDeleteShader(iFShader);
return iProgId;
}
示例10: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
static int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
if (shader != 0) {
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
String info = GLES20.glGetShaderInfoLog(shader);
GLES20.glDeleteShader(shader);
throw new RuntimeException("Could not compile shader " + shaderType + ":" + info);
}
}
return shader;
}
示例11: loadShader
import android.opengl.GLES20; //导入方法依赖的package包/类
private int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
checkGlError("glCreateShader type=" + shaderType);
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, " " + GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
return shader;
}
示例12: compileShader
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Helper function to compile a shader.
*
* @param shaderType The shader type.
* @param shaderSource The shader source code.
* @return An OpenGL handle to the shader.
*/
public static int compileShader(final int shaderType, final String shaderSource)
{
int shaderHandle = GLES20.glCreateShader(shaderType);
if (shaderHandle != 0)
{
// Pass in the shader source.
GLES20.glShaderSource(shaderHandle, shaderSource);
// Compile the shader.
GLES20.glCompileShader(shaderHandle);
// Get the compilation status.
final int[] compileStatus = new int[1];
GLES20.glGetShaderiv(shaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
// If the compilation failed, delete the shader.
if (compileStatus[0] == 0)
{
Log.e(TAG, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shaderHandle));
GLES20.glDeleteShader(shaderHandle);
shaderHandle = 0;
}
}
if (shaderHandle == 0)
{
throw new RuntimeException("Error creating shader.");
}
return shaderHandle;
}
示例13: 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14: 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15: deleteProgram
import android.opengl.GLES20; //导入方法依赖的package包/类
public void deleteProgram() {
GLES20.glDeleteShader(mShaderVertex);
GLES20.glDeleteShader(mShaderFragment);
GLES20.glDeleteProgram(mProgram);
mProgram = mShaderVertex = mShaderFragment = 0;
}