本文整理汇总了Java中com.jogamp.opengl.GL4.glUniform1i方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glUniform1i方法的具体用法?Java GL4.glUniform1i怎么用?Java GL4.glUniform1i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.glUniform1i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: renderFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void renderFramebuffer(GL4 gl4) {
gl4.glEnable(GL_DEPTH_TEST);
gl4.glDepthFunc(GL_LESS);
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));
gl4.glUseProgram(programName[Program.RENDER]);
gl4.glUniform1i(uniformShadow, 0);
gl4.glUniformBlockBinding(programName[Program.RENDER], uniformTransform[Program.RENDER],
Semantic.Uniform.TRANSFORM0);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.SHADOWMAP));
gl4.glBindVertexArray(vertexArrayName.get(Program.RENDER));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
gl4.glDisable(GL_DEPTH_TEST);
checkError(gl4, "renderFramebuffer");
}
示例2: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {
GL4 gl4 = (GL4) gl;
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 1000.0f);
Mat4 model = new Mat4(1.0f);
Mat4 mvp = projection.mul(viewMat4()).mul(model);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glUniform1i(uniformDiffuse, 0);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glBindSampler(0, samplerName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
return true;
}
示例3: Program
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public Program(GL4 gl4) {
super(gl4, Application.SHADERS_ROOT, SHADERS_SRC);
gl4.glUseProgram(name);
gl4.glUniform1i(
gl4.glGetUniformLocation(name, "myTexture"),
Semantic.Sampler.MY_TEXTURE);
gl4.glUseProgram(0);
}
示例4: Program
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public Program(GL4 gl4) {
super(gl4, Application.SHADERS_ROOT, SHADERS_SRC);
matrixUL = gl4.glGetUniformLocation(name, "matrix");
gl4.glUseProgram(name);
gl4.glUniform1i(
gl4.glGetUniformLocation(name, "myTexture"),
Semantic.Sampler.MY_TEXTURE);
gl4.glUseProgram(0);
}
示例5: Program
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public Program(GL4 gl4) {
super(gl4, Application.SHADERS_ROOT, SHADERS_SRC);
matrixUL = gl4.glGetUniformLocation(name, "matrix");
gl4.glUseProgram(name);
gl4.glUniform1i(
gl4.glGetUniformLocation(name, "diffuse"),
Semantic.Sampler.DIFFUSE);
gl4.glUseProgram(0);
}
示例6: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {
GL4 gl4 = (GL4) gl;
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);
gl4.glUseProgram(programName);
gl4.glUniform1i(uniformDiffuse, 0);
// Pass 1, render the scene in a multisampled framebuffer
gl4.glEnable(GL_MULTISAMPLE);
gl4.glEnable(GL_SAMPLE_SHADING);
gl4.glMinSampleShading(4 / 2.0f);
float[] min = {0};
gl4.glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE, min, 0);
//glEnable(GL_SAMPLE_MASK);
//glSampleMaski(0, 0xFF);
renderFBO(gl4, framebufferName.get(Framebuffer.RENDER));
gl4.glDisable(GL_MULTISAMPLE);
// Resolved multisampling
gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
gl4.glBlitFramebuffer(
0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Pass 2, render the colorbuffer from the multisampled framebuffer
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
renderFB(gl4, textureName.get(Texture.COLOR));
return true;
}
示例7: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {
GL4 gl4 = (GL4) gl;
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
Mat4 model = new Mat4(1.0f);
Mat4 mvp = projection.mul(viewMat4()).mul(model);
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1));
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGB8));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DXT1));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glUniform1i(uniformRGB8, 0);
gl4.glUniform1i(uniformDXT1, 1);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glUniform1f(uniformDisplacement, 1.1f);
subroutineId.position(Subroutine.DXT1);
gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, subroutineId);
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
gl4.glUniform1f(uniformDisplacement, -1.1f);
subroutineId.position(Subroutine.DXT1);
gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, subroutineId);
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
return true;
}
示例8: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {
GL4 gl4 = (GL4) gl;
Vec2i framebufferSize = new Vec2i(windowSize.x / FRAMEBUFFER_SIZE, windowSize.y / FRAMEBUFFER_SIZE);
// Pass 1
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glViewport(0, 0, framebufferSize.x, framebufferSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0).put(2, 0).put(3, 1));
gl4.glClearBufferfv(GL_COLOR, 1, clearColor.put(0, 0).put(1, 1).put(2, 0).put(3, 1));
gl4.glClearBufferfv(GL_COLOR, 2, clearColor.put(0, 0).put(1, 0).put(2, 1).put(3, 1));
gl4.glClearBufferfv(GL_COLOR, 3, clearColor.put(0, 1).put(1, 1).put(2, 0).put(3, 1));
// Pass 2
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1));
gl4.glUseProgram(programName);
gl4.glUniform1i(uniformDiffuse, 0);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
for (int i = 0; i < Texture.MAX; ++i) {
gl4.glViewport((int) viewport[i].x, (int) viewport[i].y, (int) viewport[i].z, (int) viewport[i].w);
gl4.glUniform1i(uniformLayer, i);
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
}
return true;
}
示例9: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {
GL4 gl4 = (GL4) gl;
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
Mat4 model = new Mat4(1.0f);
Mat4 mvp = projection.mul(viewMat4()).mul(model);
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1));
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glUniform1i(uniformDisplacement, 0);
gl4.glUniform1i(uniformDiffuse, 1);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DISPLACEMENT));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DIFFUSE));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0);
return true;
}
示例10: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {
GL4 gl4 = (GL4) gl;
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 1000.0f);
Mat4 model = new Mat4(1.0f);
Mat4 mvp = projection.mul(viewMat4()).mul(model);
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glUniform1i(uniformDiffuseRGB, 0);
gl4.glUniform1i(uniformDiffuseBGR, 1);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGB));
gl4.glBindSampler(0, samplerName.get(0));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.BGR));
gl4.glBindSampler(1, samplerName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
return true;
}
示例11: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {
GL4 gl4 = (GL4) gl;
{
gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
ByteBuffer pointer = gl4.glMapBufferRange(
GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
Mat4 model = new Mat4(1.0f);
pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1));
gl4.glUseProgram(programName);
gl4.glUniform1i(uniformDiffuse, 0);
gl4.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
return true;
}
示例12: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {
GL4 gl4 = (GL4) gl;
Vec2i framebufferSize = new Vec2i(windowSize.x / FRAMEBUFFER_SIZE, windowSize.y / FRAMEBUFFER_SIZE);
// Update of the uniform buffer
{
gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
ByteBuffer pointer = gl4.glMapBufferRange(
GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
Mat4 model = new Mat4(1.0f);
pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glEnable(GL_DEPTH_TEST);
gl4.glDepthFunc(GL_LESS);
gl4.glViewport(0, 0, framebufferSize.x, framebufferSize.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0,1));
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));
gl4.glUseProgram(programName[Program.TEXTURE]);
gl4.glUniform1i(uniformDiffuse[Program.TEXTURE], 0);
gl4.glUniformBlockBinding(programName[Program.TEXTURE], uniformTransform,
Semantic.Uniform.TRANSFORM0);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
gl4.glBindVertexArray(vertexArrayName.get(Program.TEXTURE));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glEnable(GL_SCISSOR_TEST);
{
gl4.glScissor(0, 0, framebufferSize.x / 2, framebufferSize.y);
gl4.glUniform1i(uniformUseGrad, 1);
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0);
gl4.glScissor(framebufferSize.x / 2, 0, framebufferSize.x / 2, framebufferSize.y);
gl4.glUniform1i(uniformUseGrad, 0);
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0);
}
gl4.glDisable(GL_SCISSOR_TEST);
gl4.glDisable(GL_DEPTH_TEST);
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glUseProgram(programName[Program.SPLASH]);
gl4.glUniform1i(uniformDiffuse[Program.SPLASH], 0);
gl4.glUniform1f(uniformFramebufferSize, FRAMEBUFFER_SIZE);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);
return true;
}
示例13: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {
GL4 gl4 = (GL4) gl;
// Pass 1: Compute the MVP (Model View Projection matrix)
Mat4 projection = glm.ortho_(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);
Mat4 viewTranslate = new Mat4(1.0f).translate(new Vec3(0.0f, 0.0f, 0.0f));
Mat4 view = viewTranslate;
Mat4 model = new Mat4(1.0f);
Mat4 mvp = projection.mul(view).mul(model);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glUseProgram(programName[Program.COLORBUFFERS]);
gl4.glUniformMatrix4fv(uniformMvpMultiple, 1, false, mvp.toFa_(), 0);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
// Pass 2
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, .5f).put(1, .5f).put(2, .5f).put(3, .5f));
gl4.glUseProgram(programName[Program.BLIT]);
gl4.glUniform1i(uniformDiffuseSingle, 0);
{
projection.ortho(-1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f);
view.identity();
model.identity();
mvp = projection.mul(view).mul(model);
gl4.glUniformMatrix4fv(uniformMvpSingle, 1, false, mvp.toFa_(), 0);
}
for (int i = 0; i < Texture.MAX; ++i) {
gl4.glViewport(viewport[i].x, viewport[i].y, viewport[i].z, viewport[i].w);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(i));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
}
return true;
}
示例14: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {
GL4 gl4 = (GL4) gl;
Mat4 projection = glm.ortho_(-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f);
Mat4 view = new Mat4(1.0f);
Mat4 model = new Mat4(1.0f);
Mat4 mvp = projection.mul(view).mul(model);
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));
// Pass 1
{
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glViewport(0, 0, windowSize.x / FRAMEBUFFER_SIZE, windowSize.y / FRAMEBUFFER_SIZE);
gl4.glUseProgram(programName[Program.LAYERING]);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glBindVertexArray(vertexArrayName.get(Program.LAYERING));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
}
// Pass 2
{
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glUseProgram(programName[Program.IMAGE_2D]);
gl4.glUniform1i(uniformDiffuse, 0);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureColorbufferName.get(0));
gl4.glBindSampler(0, samplerName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(Program.IMAGE_2D));
for (int i = 0; i < 4; ++i) {
gl4.glUniform1i(uniformLayer, i);
gl4.glViewport(viewport[i].x, viewport[i].y, viewport[i].z, viewport[i].w);
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
}
}
return true;
}
示例15: 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 vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
null, SHADERS_SOURCE, "vert", null, true);
ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
null, SHADERS_SOURCE, "frag", null, true);
shaderProgram.init(gl4);
shaderProgram.add(vertexShaderCode);
shaderProgram.add(fragmentShaderCode);
programName = shaderProgram.program();
shaderProgram.link(gl4, System.out);
}
// Get variables locations
if (validated) {
gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"),
Semantic.Uniform.TRANSFORM0);
gl4.glUseProgram(programName);
gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse"), 0);
gl4.glUseProgram(0);
}
return validated & checkError(gl4, "initProgram");
}