本文整理汇总了Java中org.lwjgl.opengl.GL20.glBindAttribLocation方法的典型用法代码示例。如果您正苦于以下问题:Java GL20.glBindAttribLocation方法的具体用法?Java GL20.glBindAttribLocation怎么用?Java GL20.glBindAttribLocation使用的例子?那么, 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org.lwjgl.opengl.GL20
的用法示例。
在下文中一共展示了GL20.glBindAttribLocation方法的10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: createShaderProgram
import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public void createShaderProgram(RenderMethod renderMethod) {
shaderProgram = GL20.glCreateProgram();
vshader = createShader(vertexShader, GL20.GL_VERTEX_SHADER);
fshader = createShader(renderMethod.getFragmentShader(), GL20.GL_FRAGMENT_SHADER);
GL20.glAttachShader(shaderProgram, vshader);
GL20.glAttachShader(shaderProgram, fshader);
GL20.glBindAttribLocation(shaderProgram, 0, "vertex");
GL30.glBindFragDataLocation(shaderProgram, 0, "color");
GL20.glLinkProgram(shaderProgram);
int linked = GL20.glGetProgrami(shaderProgram, GL20.GL_LINK_STATUS);
String programLog = GL20.glGetProgramInfoLog(shaderProgram, GL20.glGetProgrami(shaderProgram, GL20.GL_INFO_LOG_LENGTH));
if (programLog.trim().length() > 0) {
System.err.println(programLog);
}
if (linked == 0) {
throw new AssertionError("Could not link program");
}
//init vbo
vbo = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
ByteBuffer bb = BufferUtils.createByteBuffer(2 * 6);
bb.put((byte) -1).put((byte) -1);
bb.put((byte) 1).put((byte) -1);
bb.put((byte) 1).put((byte) 1);
bb.put((byte) 1).put((byte) 1);
bb.put((byte) -1).put((byte) 1);
bb.put((byte) -1).put((byte) -1);
bb.flip();
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, bb, GL15.GL_STATIC_DRAW);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
示例2: bindAttribute
import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
protected void bindAttribute(int attribute, String variableName) {
GL20.glBindAttribLocation(programID, attribute, variableName);
}
示例3: createShaderProgram
import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public void createShaderProgram() {
shaderProgram = GL20.glCreateProgram();
vShader = createShader(vertexShader, GL20.GL_VERTEX_SHADER);
fShader = createShader(fragmentShader, GL20.GL_FRAGMENT_SHADER);
GL20.glAttachShader(shaderProgram, vShader);
GL20.glAttachShader(shaderProgram, fShader);
GL20.glBindAttribLocation(shaderProgram, 0, "vertex");
GL30.glBindFragDataLocation(shaderProgram, 0, "color");
GL20.glLinkProgram(shaderProgram);
GL20.glDetachShader(shaderProgram, vShader);
GL20.glDetachShader(shaderProgram, fShader);
GL20.glDeleteShader(vShader);
vShader = 0;
GL20.glDeleteShader(fShader);
fShader = 0;
int linked = GL20.glGetProgrami(shaderProgram, GL20.GL_LINK_STATUS);
String programLog = GL20.glGetProgramInfoLog(shaderProgram, GL20.glGetProgrami(shaderProgram, GL20.GL_INFO_LOG_LENGTH));
if (programLog.trim().length() > 0) {
System.err.println(programLog);
}
if (linked == 0) {
throw new AssertionError("Could not link program");
}
//init vbo
vbo = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
ByteBuffer bb = BufferUtils.createByteBuffer(2 * 6);
bb.put((byte) -1).put((byte) -1);
bb.put((byte) 1).put((byte) -1);
bb.put((byte) 1).put((byte) 1);
bb.put((byte) 1).put((byte) 1);
bb.put((byte) -1).put((byte) 1);
bb.put((byte) -1).put((byte) -1);
bb.flip();
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, bb, GL15.GL_STATIC_DRAW);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
worldChunkSsbo = GL15.glGenBuffers();
chunkSsbo = GL15.glGenBuffers();
worldMetadataSsbo = GL15.glGenBuffers();
metadataSsbo = GL15.glGenBuffers();
GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, worldChunkSsbo);
GL15.glBufferData(GL43.GL_SHADER_STORAGE_BUFFER, 0, GL15.GL_DYNAMIC_DRAW);
GL30.glBindBufferBase(GL43.GL_SHADER_STORAGE_BUFFER, 2, worldChunkSsbo);
GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, chunkSsbo);
GL15.glBufferData(GL43.GL_SHADER_STORAGE_BUFFER, 0, GL15.GL_DYNAMIC_DRAW);
GL30.glBindBufferBase(GL43.GL_SHADER_STORAGE_BUFFER, 3, chunkSsbo);
GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, worldMetadataSsbo);
GL15.glBufferData(GL43.GL_SHADER_STORAGE_BUFFER, 0, GL15.GL_DYNAMIC_DRAW);
GL30.glBindBufferBase(GL43.GL_SHADER_STORAGE_BUFFER, 4, worldMetadataSsbo);
GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, metadataSsbo);
GL15.glBufferData(GL43.GL_SHADER_STORAGE_BUFFER, 0, GL15.GL_DYNAMIC_DRAW);
GL30.glBindBufferBase(GL43.GL_SHADER_STORAGE_BUFFER, 5, metadataSsbo);
GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, 0);
}
示例4: bindAttribute
import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
protected void bindAttribute(final int attribute, final String variableName) {
GL20.glBindAttribLocation(programId, attribute, variableName);
}
示例5: bindAttributes
import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
private void bindAttributes(String[] inVariables){
for(int i=0;i<inVariables.length;i++){
GL20.glBindAttribLocation(programID, i, inVariables[i]);
}
}
示例6: bindAttribLocation
import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public void bindAttribLocation(int index, String name) {
GL20.glBindAttribLocation(program, index, name);
}
示例7: bindAttributes
import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
private void bindAttributes(String[] inVariables) {
for (int i = 0; i < inVariables.length; i++) {
GL20.glBindAttribLocation(programID, i, inVariables[i]);
}
}
示例8: bindAttribute
import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
/**
* Binds an attribute to this shader
* @param index The index of the attribute
* @param name The name of the attribute
*/
public void bindAttribute(int index, String name) {
GL20.glBindAttribLocation(pid, index, name);
}
示例9: bindAttribute
import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
/**
* ???
* @param name
* @param location
*/
public void bindAttribute(String name, int location) {
GL20.glBindAttribLocation(id, location, name);
}
示例10: bindAttribute
import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
/**
* Binds attribute to program for use in vertex shader
* @param attribute - Attribute index
* @param varName - Variable name
*/
protected void bindAttribute(int attribute, String varName) {
GL20.glBindAttribLocation(programID, attribute, varName);
}