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Java GL4.glGenProgramPipelines方法代码示例

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:33,代码来源:Gl_420_test_depth_conservative.java

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:41,代码来源:Gl_420_image_load.java

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:32,代码来源:Gl_430_atomic_counter.java

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:47,代码来源:Gl_410_program_64.java

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:46,代码来源:Gl_410_program_separate.java

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:35,代码来源:Gl_420_atomic_counter.java

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:32,代码来源:Gl_440_texture_compressed.java

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:34,代码来源:Gl_420_texture_compressed.java

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:34,代码来源:Gl_430_texture_copy.java

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:37,代码来源:Gl_430_query_occlusion.java

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:32,代码来源:Gl_450_texture_derivative.java

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:37,代码来源:Gl_450_fbo_multisample_explicit.java

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:33,代码来源:Gl_420_texture_cube.java

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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:34,代码来源:Gl_500_texture_sparse_arb.java


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