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Java GL20.glGetProgrami方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL20.glGetProgrami方法的典型用法代码示例。如果您正苦于以下问题:Java GL20.glGetProgrami方法的具体用法?Java GL20.glGetProgrami怎么用?Java GL20.glGetProgrami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org.lwjgl.opengl.GL20的用法示例。


在下文中一共展示了GL20.glGetProgrami方法的8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: ShaderProgram

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
/**
 * @param shaders list of shaders to use in program
 */
public ShaderProgram(Shader ... shaders) {
	id = GL20.glCreateProgram();
	this.shaders = shaders;
	
	// Attach shaders
	for (Shader shader : shaders) {
		GL20.glAttachShader(id, shader.id);
	}
	
	// Link
	GL20.glLinkProgram(id);
	if (GL20.glGetProgrami(id, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) {
		throw new Error("Failed to link shader program.");
	}
		   
	// Validate
	GL20.glValidateProgram(id);
	if (GL20.glGetProgrami(id, GL20.GL_VALIDATE_STATUS) == GL11.GL_FALSE) {
		throw new Error("Failed to validate shader program.");
	}
}
 
开发者ID:tacocat,项目名称:lambda,代码行数:25,代码来源:ShaderProgram.java

示例2: fetchAttribs

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
private Attribute[] fetchAttribs()
{
	int len = GL20.glGetProgrami(this.handle, GL20.GL_ACTIVE_ATTRIBUTES);
	int strlen = GL20.glGetProgrami(this.handle, GL20.GL_ACTIVE_ATTRIBUTE_MAX_LENGTH);

	Attribute[] attribs = new Attribute[len];

	IntBuffer sizeBuffer = BufferUtils.createIntBuffer(1);
	IntBuffer typeBuffer = BufferUtils.createIntBuffer(1);
	for(int i = 0; i < attribs.length; ++i)
	{
		String name = GL20.glGetActiveAttrib(this.handle, i, strlen, sizeBuffer, typeBuffer);
		int location = GL20.glGetAttribLocation(this.handle, name);
		attribs[i] = new Attribute(this, name, typeBuffer.get(), location);

		typeBuffer.flip();
	}

	return attribs;
}
 
开发者ID:andykuo1,项目名称:candlelight,代码行数:21,代码来源:Program.java

示例3: fetchUniforms

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
private Uniform[] fetchUniforms()
{
	int len = GL20.glGetProgrami(this.handle, GL20.GL_ACTIVE_UNIFORMS);
	int strlen = GL20.glGetProgrami(this.handle, GL20.GL_ACTIVE_UNIFORM_MAX_LENGTH);

	Uniform[] uniforms = new Uniform[len];

	IntBuffer sizeBuffer = BufferUtils.createIntBuffer(1);
	IntBuffer typeBuffer = BufferUtils.createIntBuffer(1);
	for(int i = 0; i < uniforms.length; ++i)
	{
		String name = GL20.glGetActiveUniform(this.handle, i, strlen, sizeBuffer, typeBuffer);
		int location = GL20.glGetUniformLocation(this.handle, name);
		uniforms[i] = new Uniform(this, name, typeBuffer.get(), location);

		typeBuffer.flip();
	}

	return uniforms;
}
 
开发者ID:andykuo1,项目名称:candlelight,代码行数:21,代码来源:Program.java

示例4: validate

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public Program validate()
{
	GL20.glValidateProgram(this.handle);

	int status = GL20.glGetProgrami(this.handle, GL20.GL_VALIDATE_STATUS);
	if (status == GL11.GL_FALSE)
	{
		String infoLog = GL20.glGetProgramInfoLog(this.handle);
		GL20.glDeleteProgram(this.handle);
		this.handle = 0;

		throw new GLException(infoLog);
	}

	return this;
}
 
开发者ID:andykuo1,项目名称:candlelight,代码行数:17,代码来源:Program.java

示例5: link

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public Program link(Shader... shaders)
{
	for (int i = 0; i < shaders.length; ++i)
	{
		GL20.glAttachShader(this.handle, shaders[i].handle());
	}
	GL20.glLinkProgram(this.handle);

	int status = GL20.glGetProgrami(this.handle, GL20.GL_LINK_STATUS);
	if (status == GL11.GL_FALSE)
	{
		String infolog = GL20.glGetProgramInfoLog(this.handle);
		GL20.glDeleteProgram(this.handle);
		this.handle = 0;

		throw new GLException(infolog);
	}

	for (int i = 0; i < shaders.length; ++i)
	{
		GL20.glDetachShader(this.handle, shaders[i].handle());
	}

	this.attribs = this.fetchAttribs();
	Uniform[] uniforms = this.fetchUniforms();
	for(Uniform uniform : uniforms)
	{
		this.uniforms.put(uniform.name, uniform);
	}

	return this;
}
 
开发者ID:andykuo1,项目名称:candlelight,代码行数:33,代码来源:Program.java

示例6: 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);
}
 
开发者ID:shaunlebron,项目名称:flex-fov,代码行数:33,代码来源:Shader.java

示例7: 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);
}
 
开发者ID:18107,项目名称:MC-Ray-Tracer,代码行数:64,代码来源:Shader.java

示例8: glGetProgrami

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public static int glGetProgrami(int program, int pname)
{
    return arbShaders ? ARBShaderObjects.glGetObjectParameteriARB(program, pname) : GL20.glGetProgrami(program, pname);
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:5,代码来源:OpenGlHelper.java


注:本文中的org.lwjgl.opengl.GL20.glGetProgrami方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。