本文整理汇总了Java中com.jogamp.opengl.GL4.glGenProgramPipelines方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glGenProgramPipelines方法的具体用法?Java GL4.glGenProgramPipelines怎么用?Java GL4.glGenProgramPipelines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com.jogamp.opengl.GL4
的用法示例。
在下文中一共展示了GL4.glGenProgramPipelines方法的14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: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
gl4.glGenProgramPipelines(1, pipelineName);
// Create program
if (validated) {
ShaderProgram shaderProgram = new ShaderProgram();
ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
SHADERS_SOURCE, "vert", null, true);
ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
SHADERS_SOURCE, "frag", null, true);
shaderProgram.init(gl4);
programName = shaderProgram.program();
gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE);
shaderProgram.add(vertShaderCode);
shaderProgram.add(fragShaderCode);
shaderProgram.link(gl4, System.out);
}
if (validated) {
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName);
}
return validated & checkError(gl4, "initProgram");
}
示例2: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
try {
if (validated) {
String[] vertexSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE
+ ".vert")).useDelimiter("\\A").next()};
programName[Program.VERT] = gl4.glCreateShaderProgramv(GL_VERTEX_SHADER, 1, vertexSourceContent);
}
if (validated) {
String[] fragmentSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE
+ ".frag")).useDelimiter("\\A").next()};
programName[Program.FRAG] = gl4.glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, fragmentSourceContent);
}
if (validated) {
validated = validated && framework.Compiler.checkProgram(gl4, programName[Program.VERT]);
validated = validated && framework.Compiler.checkProgram(gl4, programName[Program.FRAG]);
}
if (validated) {
gl4.glGenProgramPipelines(1, pipelineName);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT, programName[Program.VERT]);
gl4.glUseProgramStages(pipelineName.get(0), GL_FRAGMENT_SHADER_BIT, programName[Program.FRAG]);
}
} catch (FileNotFoundException ex) {
Logger.getLogger(Gl_420_image_load.class.getName()).log(Level.SEVERE, null, ex);
}
return validated && checkError(gl4, "initProgram");
}
示例3: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
gl4.glGenProgramPipelines(1, pipelineName);
// Create program
if (validated) {
ShaderProgram shaderProgram = new ShaderProgram();
ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
SHADERS_SOURCE, "vert", null, true);
ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
SHADERS_SOURCE, "frag", null, true);
shaderProgram.init(gl4);
programName = shaderProgram.program();
gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE);
shaderProgram.add(vertShaderCode);
shaderProgram.add(fragShaderCode);
shaderProgram.link(gl4, System.out);
}
if (validated) {
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName);
}
return validated & checkError(gl4, "initProgram");
}
示例4: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
try {
if (validated) {
String[] vertexSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE
+ ".vert")).useDelimiter("\\A").next()};
programName[Program.VERT] = gl4.glCreateShaderProgramv(GL_VERTEX_SHADER, 1, vertexSourceContent);
}
if (validated) {
String[] fragmentSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE
+ ".frag")).useDelimiter("\\A").next()};
programName[Program.FRAG] = gl4.glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, fragmentSourceContent);
}
if (validated) {
validated = validated && framework.Compiler.checkProgram(gl4, programName[Program.VERT]);
validated = validated && framework.Compiler.checkProgram(gl4, programName[Program.FRAG]);
}
if (validated) {
uniformMvp = gl4.glGetUniformLocation(programName[Program.VERT], "mvp");
uniformDiffuse = gl4.glGetUniformLocation(programName[Program.FRAG], "diffuse");
}
if (validated) {
gl4.glGenProgramPipelines(1, pipelineName);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT, programName[Program.VERT]);
gl4.glUseProgramStages(pipelineName.get(0), GL_FRAGMENT_SHADER_BIT, programName[Program.FRAG]);
}
} catch (FileNotFoundException ex) {
Logger.getLogger(Gl_410_program_64.class.getName()).log(Level.SEVERE, null, ex);
}
return validated && checkError(gl4, "initProgram");
}
示例5: initSeparateProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initSeparateProgram(GL4 gl4) {
boolean validated = true;
try {
if (validated) {
String[] vertexSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE
+ ".vert")).useDelimiter("\\A").next()};
separateProgramName[Program.VERTEX] = gl4.glCreateShaderProgramv(GL_VERTEX_SHADER, 1, vertexSourceContent);
}
if (validated) {
String[] fragmentSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE
+ ".frag")).useDelimiter("\\A").next()};
separateProgramName[Program.FRAGMENT] = gl4.glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, fragmentSourceContent);
}
if (validated) {
validated = validated
&& framework.Compiler.checkProgram(gl4, separateProgramName[Program.VERTEX]);
validated = validated
&& framework.Compiler.checkProgram(gl4, separateProgramName[Program.FRAGMENT]);
}
if (validated) {
gl4.glGenProgramPipelines(1, pipelineName);
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT, separateProgramName[Program.VERTEX]);
gl4.glUseProgramStages(pipelineName.get(0), GL_FRAGMENT_SHADER_BIT, separateProgramName[Program.FRAGMENT]);
}
if (validated) {
separateUniformMvp = gl4.glGetUniformLocation(separateProgramName[Program.VERTEX], "mvp");
separateUniformDiffuse = gl4.glGetUniformLocation(separateProgramName[Program.FRAGMENT], "diffuse");
}
} catch (FileNotFoundException ex) {
Logger.getLogger(Gl_410_program_64.class.getName()).log(Level.SEVERE, null, ex);
}
return validated && checkError(gl4, "initProgram");
}
示例6: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
// Create program
if (validated) {
ShaderProgram shaderProgram = new ShaderProgram();
ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
SHADERS_SOURCE, "vert", null, true);
ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
SHADERS_SOURCE, "frag", null, true);
shaderProgram.init(gl4);
programName = shaderProgram.program();
gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE);
shaderProgram.add(vertShaderCode);
shaderProgram.add(fragShaderCode);
shaderProgram.link(gl4, System.out);
}
if (validated) {
gl4.glGenProgramPipelines(1, pipelineName);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName);
}
return validated & checkError(gl4, "initProgram");
}
示例7: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
if (validated) {
ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER,
this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true);
ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER,
this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true);
ShaderProgram shaderProgram = new ShaderProgram();
shaderProgram.init(gl4);
programName = shaderProgram.program();
gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE);
shaderProgram.add(vertShaderCode);
shaderProgram.add(fragShaderCode);
shaderProgram.link(gl4, System.out);
}
if (validated) {
gl4.glGenProgramPipelines(1, pipelineName);
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName);
}
return validated & checkError(gl4, "initProgram");
}
示例8: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
gl4.glGenProgramPipelines(1, pipelineName);
// Create program
if (validated) {
ShaderProgram shaderProgram = new ShaderProgram();
ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
SHADERS_SOURCE, "vert", null, true);
ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
SHADERS_SOURCE, "frag", null, true);
shaderProgram.init(gl4);
programName = shaderProgram.program();
gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE);
shaderProgram.add(vertShaderCode);
shaderProgram.add(fragShaderCode);
shaderProgram.link(gl4, System.out);
}
if (validated) {
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName);
}
return validated & checkError(gl4, "initProgram");
}
示例9: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
// Create program
if (validated) {
ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER,
this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true);
ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER,
this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true);
ShaderProgram shaderProgram = new ShaderProgram();
shaderProgram.init(gl4);
programName = shaderProgram.program();
gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE);
shaderProgram.add(vertShaderCode);
shaderProgram.add(fragShaderCode);
shaderProgram.link(gl4, System.out);
}
if (validated) {
gl4.glGenProgramPipelines(1, pipelineName);
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName);
}
return validated & checkError(gl4, "initProgram");
}
示例10: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
// Create shaders
if (validated) {
ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER,
this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true);
ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER,
this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true);
if (validated) {
ShaderProgram shaderProgram = new ShaderProgram();
shaderProgram.init(gl4);
programName = shaderProgram.program();
gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE);
shaderProgram.add(vertShaderCode);
shaderProgram.add(fragShaderCode);
shaderProgram.link(gl4, System.out);
}
}
if (validated) {
gl4.glGenProgramPipelines(1, pipelineName);
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName);
}
return validated & checkError(gl4, "initProgram");
}
示例11: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
if (validated) {
ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER,
this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE_X, "vert", null, true);
ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER,
this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE_X, "frag", null, true);
ShaderProgram shaderProgram = new ShaderProgram();
shaderProgram.init(gl4);
programName = shaderProgram.program();
gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE);
shaderProgram.add(vertShaderCode);
shaderProgram.add(fragShaderCode);
shaderProgram.link(gl4, System.out);
}
if (validated) {
gl4.glGenProgramPipelines(1, pipelineName);
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName);
}
return validated & checkError(gl4, "initProgram");
}
示例12: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
ShaderCode[] shaderCodes = new ShaderCode[Shader.MAX];
shaderCodes[Shader.VERT] = ShaderCode.create(gl4, GL_VERTEX_SHADER,
this.getClass(), SHADERS_ROOT, null, VERT_SHADER_SOURCE, "vert", null, true);
for (int i = 0; i < Program.MAX; i++) {
shaderCodes[Shader.FRAG_TEXTURE + i] = ShaderCode.create(gl4, GL_FRAGMENT_SHADER,
this.getClass(), SHADERS_ROOT, null, FRAG_SHADERS_SOURCE[i], "frag", null, true);
ShaderProgram shaderProgram = new ShaderProgram();
shaderProgram.init(gl4);
programName[i] = shaderProgram.program();
gl4.glProgramParameteri(programName[i], GL_PROGRAM_SEPARABLE, GL_TRUE);
shaderProgram.add(shaderCodes[Shader.VERT]);
shaderProgram.add(shaderCodes[Shader.FRAG_TEXTURE + i]);
shaderProgram.link(gl4, System.out);
}
if (validated) {
gl4.glGenProgramPipelines(Program.MAX, pipelineName);
for (int i = 0; i < pipelineName.capacity(); i++) {
gl4.glUseProgramStages(pipelineName.get(i), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName[i]);
}
}
return validated & checkError(gl4, "initProgram");
}
示例13: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
gl4.glGenProgramPipelines(1, pipelineName);
if (validated) {
ShaderProgram shaderProgram = new ShaderProgram();
ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
SHADERS_SOURCE, "vert", null, true);
ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
SHADERS_SOURCE, "frag", null, true);
shaderProgram.init(gl4);
programName = shaderProgram.program();
gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE);
shaderProgram.add(vertShaderCode);
shaderProgram.add(fragShaderCode);
shaderProgram.link(gl4, System.out);
}
if (validated) {
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName);
}
return validated & checkError(gl4, "initProgram");
}
示例14: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
gl4.glGenProgramPipelines(1, pipelineName);
if (validated) {
ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER,
this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true);
ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER,
this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true);
ShaderProgram shaderProgram = new ShaderProgram();
shaderProgram.init(gl4);
programName = shaderProgram.program();
gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE);
shaderProgram.add(vertShaderCode);
shaderProgram.add(fragShaderCode);
shaderProgram.link(gl4, System.out);
}
if (validated) {
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName);
}
return validated & checkError(gl4, "initProgram");
}