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Java GLES20.glCompileShader方法代碼示例

本文整理匯總了Java中android.opengl.GLES20.glCompileShader方法的典型用法代碼示例。如果您正苦於以下問題:Java GLES20.glCompileShader方法的具體用法?Java GLES20.glCompileShader怎麽用?Java GLES20.glCompileShader使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在android.opengl.GLES20的用法示例。


在下文中一共展示了GLES20.glCompileShader方法的14個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。

示例1: loadShader

import android.opengl.GLES20; //導入方法依賴的package包/類
public static int loadShader(int shaderType, String source) {
    int shader = GLES20.glCreateShader(shaderType);
    if (shader != 0) {
        GLES20.glShaderSource(shader, source);
        GLES20.glCompileShader(shader);
        int[] compiled = new int[1];
        GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
        if (compiled[0] == 0) {
            String info = GLES20.glGetShaderInfoLog(shader);
            GLES20.glDeleteShader(shader);
            shader = 0;
            throw new RuntimeException("Could not compile shader " +
            shaderType + ":" + info);
        }
    }
    return shader;
}
 
開發者ID:sdrausty,項目名稱:buildAPKsSamples,代碼行數:18,代碼來源:GLToolbox.java

示例2: loadGLShader

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
 * Converts a raw text file, saved as a resource, into an OpenGL ES shader.
 *
 * @param type The type of shader we will be creating.
 * @param resId The resource ID of the raw text file about to be turned into a shader.
 * @return The shader object handler.
 */
public static int loadGLShader(String tag, Context context, int type, int resId) {
    String code = readRawTextFile(context, resId);
    int shader = GLES20.glCreateShader(type);
    GLES20.glShaderSource(shader, code);
    GLES20.glCompileShader(shader);

    // Get the compilation status.
    final int[] compileStatus = new int[1];
    GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);

    // If the compilation failed, delete the shader.
    if (compileStatus[0] == 0) {
        Log.e(tag, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shader));
        GLES20.glDeleteShader(shader);
        shader = 0;
    }

    if (shader == 0) {
        throw new RuntimeException("Error creating shader.");
    }

    return shader;
}
 
開發者ID:googlecreativelab,項目名稱:ar-drawing-java,代碼行數:31,代碼來源:ShaderUtil.java

示例3: compileShader

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
 * type:
 * create a vertex shader type {@link GLES20.GL_VERTEX_SHADER}
 * or a fragment shader type {@link GLES20.GL_FRAGMENT_SHADER}
 */
@SuppressWarnings("JavadocReference")
public static int compileShader(int type, String shaderCode) {

    // Load in the  shader
    int shader = GLES20.glCreateShader(type);

    if (shader != 0) {
        // Pass in the shader source
        GLES20.glShaderSource(shader, shaderCode);

        // Compile the shader
        GLES20.glCompileShader(shader);

        // Get the compilation status.
        final int[] compileStatus = new int[1];
        GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);

        // If the compilation failed, delete the shader.
        if (compileStatus[0] == 0) {
            GLES20.glDeleteShader(shader);
            shader = 0;
        }
    }

    if (shader == 0) {
        GLES20.glGetShaderInfoLog(shader);
        throw new RuntimeException("Error creating vertex shader.");
    }

    return shader;
}
 
開發者ID:biezhihua,項目名稱:Android_OpenGL_Demo,代碼行數:37,代碼來源:Utils.java

示例4: compileShader

import android.opengl.GLES20; //導入方法依賴的package包/類
private static int compileShader(int shaderType, String source) {
  final int shader = GLES20.glCreateShader(shaderType);
  if (shader == 0) {
    throw new RuntimeException("glCreateShader() failed. GLES20 error: " + GLES20.glGetError());
  }
  GLES20.glShaderSource(shader, source);
  GLES20.glCompileShader(shader);
  int[] compileStatus = new int[] {GLES20.GL_FALSE};
  GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
  if (compileStatus[0] != GLES20.GL_TRUE) {
    Logging.e(
        TAG, "Could not compile shader " + shaderType + ":" + GLES20.glGetShaderInfoLog(shader));
    throw new RuntimeException(GLES20.glGetShaderInfoLog(shader));
  }
  GlUtil.checkNoGLES2Error("compileShader");
  return shader;
}
 
開發者ID:lgyjg,項目名稱:AndroidRTC,代碼行數:18,代碼來源:GlShader.java

示例5: loadShader

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
 * Compiles the provided shader source.
 *
 * @return A handle to the shader, or 0 on failure.
 */
public static int loadShader(int shaderType, String source) {
    int shader = GLES20.glCreateShader(shaderType);
    checkGlError("glCreateShader type=" + shaderType);
    GLES20.glShaderSource(shader, source);
    GLES20.glCompileShader(shader);
    int[] compiled = new int[1];
    GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
    if (compiled[0] == 0) {
        Log.e(TAG, "Could not compile shader " + shaderType + ":");
        Log.e(TAG, " " + GLES20.glGetShaderInfoLog(shader));
        GLES20.glDeleteShader(shader);
        shader = 0;
    }
    return shader;
}
 
開發者ID:TobiasLee,項目名稱:FilterPlayer,代碼行數:21,代碼來源:GlUtil.java

示例6: loadShader

import android.opengl.GLES20; //導入方法依賴的package包/類
private static int loadShader(int shaderType, String source) {
    int shader = GLES20.glCreateShader(shaderType);
    if (shader != 0) {
        GLES20.glShaderSource(shader, source);
        GLES20.glCompileShader(shader);
        int[] compiled = new int[1];
        GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
        if (compiled[0] == 0) {
            Log.e(TAG, "Could not compile shader " + shaderType + ":");
            Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
            GLES20.glDeleteShader(shader);
            shader = 0;
        }
    }
    return shader;
}
 
開發者ID:archos-sa,項目名稱:aos-Video,代碼行數:17,代碼來源:OpenGLUtils.java

示例7: loadShader

import android.opengl.GLES20; //導入方法依賴的package包/類
public static int loadShader(int type, String shaderCode) {

        // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
        // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
        int shader = GLES20.glCreateShader(type);

        // add the source code to the shader and compile it
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);

        return shader;
    }
 
開發者ID:biezhihua,項目名稱:Android_OpenGL_Demo,代碼行數:13,代碼來源:MyGLRenderer.java

示例8: compileShader

import android.opengl.GLES20; //導入方法依賴的package包/類
/** 
 * Helper function to compile a shader.
 * 
 * @param shaderType The shader type.
 * @param shaderSource The shader source code.
 * @return An OpenGL handle to the shader.
 */
public static int compileShader(final int shaderType, final String shaderSource) 
{
	int shaderHandle = GLES20.glCreateShader(shaderType);

	if (shaderHandle != 0) 
	{
		// Pass in the shader source.
		GLES20.glShaderSource(shaderHandle, shaderSource);

		// Compile the shader.
		GLES20.glCompileShader(shaderHandle);

		// Get the compilation status.
		final int[] compileStatus = new int[1];
		GLES20.glGetShaderiv(shaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);

		// If the compilation failed, delete the shader.
		if (compileStatus[0] == 0) 
		{
			Log.e(TAG, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shaderHandle));
			GLES20.glDeleteShader(shaderHandle);
			shaderHandle = 0;
		}
	}

	if (shaderHandle == 0)
	{			
		throw new RuntimeException("Error creating shader.");
	}
	
	return shaderHandle;
}
 
開發者ID:regar007,項目名稱:ShapesInOpenGLES2.0,代碼行數:40,代碼來源:ShaderHelper.java

示例9: loadShader

import android.opengl.GLES20; //導入方法依賴的package包/類
/** @return Shader ID given source to load from, and shader type. */
public static int loadShader(Context context, int rawId, int type){
  int shader = GLES20.glCreateShader(type);
  GLES20.glShaderSource(shader, Util.resourceToText(context, rawId));
  GLES20.glCompileShader(shader);
  return shader;
}
 
開發者ID:padster,項目名稱:Muse-EEG-Toolkit,代碼行數:8,代碼來源:GraphGLRenderer.java

示例10: loadShader

import android.opengl.GLES20; //導入方法依賴的package包/類
public static int loadShader(int type, String shaderCode){

        // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
        // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
        int shader = GLES20.glCreateShader(type);

        // add the source code to the shader and compile it
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);

        return shader;
    }
 
開發者ID:PacktPublishing,項目名稱:Building-Android-UIs-with-Custom-Views,代碼行數:13,代碼來源:GLDrawer.java

示例11: loadShader

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
 * 加載 著色器
 */
private int loadShader(int type, String shaderCode) {
	// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
	// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
	int shader = GLES20.glCreateShader(type);

	// add the source code to the shader and compile it
	GLES20.glShaderSource(shader, shaderCode);
	GLES20.glCompileShader(shader);

	return shader;
}
 
開發者ID:FacePlusPlus,項目名稱:MegviiFacepp-Android-SDK,代碼行數:15,代碼來源:CameraMatrix.java

示例12: loadShader

import android.opengl.GLES20; //導入方法依賴的package包/類
public static int loadShader(int shaderType, String source) {
  int shader = GLES20.glCreateShader(shaderType);
  checkGlError("glCreateShader type=" + shaderType);
  GLES20.glShaderSource(shader, source);
  GLES20.glCompileShader(shader);
  int[] compiled = new int[1];
  GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
  if (compiled[0] == 0) {
    Log.e(TAG, "Could not compile shader " + shaderType + ":");
    Log.e(TAG, " " + GLES20.glGetShaderInfoLog(shader));
    GLES20.glDeleteShader(shader);
    shader = 0;
  }
  return shader;
}
 
開發者ID:pedroSG94,項目名稱:rtmp-rtsp-stream-client-java,代碼行數:16,代碼來源:GlUtil.java

示例13: loadShader

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
 * Utility method for compiling a OpenGL shader.
 *
 * <p><strong>Note:</strong> When developing shaders, use the checkGlError()
 * method to debug shader coding errors.</p>
 *
 * @param type - Vertex or fragment shader type.
 * @param shaderCode - String containing the shader code.
 * @return - Returns an id for the shader.
 */
public static int loadShader(int type, String shaderCode){

    // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
    // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
    int shader = GLES20.glCreateShader(type);

    // add the source code to the shader and compile it
    GLES20.glShaderSource(shader, shaderCode);
    GLES20.glCompileShader(shader);

    return shader;
}
 
開發者ID:sdrausty,項目名稱:buildAPKsSamples,代碼行數:23,代碼來源:MyGLRenderer.java

示例14: loadShader

import android.opengl.GLES20; //導入方法依賴的package包/類
private static int loadShader(String vss, String fss) {
    Log.d("CameraGLRendererBase", "loadShader");
    int vshader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
    GLES20.glShaderSource(vshader, vss);
    GLES20.glCompileShader(vshader);
    int[] status = new int[1];
    GLES20.glGetShaderiv(vshader, GLES20.GL_COMPILE_STATUS, status, 0);
    if (status[0] == 0) {
        Log.e("CameraGLRendererBase", "Could not compile vertex shader: "+GLES20.glGetShaderInfoLog(vshader));
        GLES20.glDeleteShader(vshader);
        vshader = 0;
        return 0;
    }

    int fshader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
    GLES20.glShaderSource(fshader, fss);
    GLES20.glCompileShader(fshader);
    GLES20.glGetShaderiv(fshader, GLES20.GL_COMPILE_STATUS, status, 0);
    if (status[0] == 0) {
        Log.e("CameraGLRendererBase", "Could not compile fragment shader:"+GLES20.glGetShaderInfoLog(fshader));
        GLES20.glDeleteShader(vshader);
        GLES20.glDeleteShader(fshader);
        fshader = 0;
        return 0;
    }

    int program = GLES20.glCreateProgram();
    GLES20.glAttachShader(program, vshader);
    GLES20.glAttachShader(program, fshader);
    GLES20.glLinkProgram(program);
    GLES20.glDeleteShader(vshader);
    GLES20.glDeleteShader(fshader);
    GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, status, 0);
    if (status[0] == 0) {
        Log.e("CameraGLRendererBase", "Could not link shader program: "+GLES20.glGetProgramInfoLog(program));
        program = 0;
        return 0;
    }
    GLES20.glValidateProgram(program);
    GLES20.glGetProgramiv(program, GLES20.GL_VALIDATE_STATUS, status, 0);
    if (status[0] == 0)
    {
        Log.e("CameraGLRendererBase", "Shader program validation error: "+GLES20.glGetProgramInfoLog(program));
        GLES20.glDeleteProgram(program);
        program = 0;
        return 0;
    }

    Log.d("CameraGLRendererBase", "Shader program is built OK");

    return program;
}
 
開發者ID:jmpaaak,項目名稱:EyeShopping,代碼行數:53,代碼來源:CameraGLRendererBase.java


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