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Java GLES20.glLinkProgram方法代碼示例

本文整理匯總了Java中android.opengl.GLES20.glLinkProgram方法的典型用法代碼示例。如果您正苦於以下問題:Java GLES20.glLinkProgram方法的具體用法?Java GLES20.glLinkProgram怎麽用?Java GLES20.glLinkProgram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.glLinkProgram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: ShaderProgram

import android.opengl.GLES20; //導入方法依賴的package包/類
public ShaderProgram(String vertexShaderCode, String fragmentShaderCode) {
    int vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
    GLES20.glShaderSource(vertexShader, vertexShaderCode);
    GLES20.glCompileShader(vertexShader);
    checkCompile(vertexShader);

    int fragmentShader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
    GLES20.glShaderSource(fragmentShader, fragmentShaderCode);
    GLES20.glCompileShader(fragmentShader);
    checkCompile(fragmentShader);

    id = GLES20.glCreateProgram();
    GLES20.glAttachShader(id, vertexShader);
    GLES20.glAttachShader(id, fragmentShader);
    GLES20.glLinkProgram(id);
}
 
開發者ID:snada,項目名稱:BitmapFontLoader,代碼行數:17,代碼來源:ShaderProgram.java

示例2: initializeProgram

import android.opengl.GLES20; //導入方法依賴的package包/類
private void initializeProgram() {
    vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
    GLES20.glShaderSource(vertexShader, vertexShaderCode);
    GLES20.glCompileShader(vertexShader);

    fragmentShader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
    GLES20.glShaderSource(fragmentShader, fragmentShaderCode);
    GLES20.glCompileShader(fragmentShader);

    program = GLES20.glCreateProgram();
    GLES20.glAttachShader(program, vertexShader);
    GLES20.glAttachShader(program, fragmentShader);

    GLES20.glLinkProgram(program);
}
 
開發者ID:lucasax,項目名稱:Zero,代碼行數:16,代碼來源:GLLayer.java

示例3: linkProgram

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
 * 把著色器鏈接進OpenGL的程序
 *
 * 理解OpenGL程序:一個OpenGL程序就是把一個頂點著色器和一個片段著色器連接在一起變成單個對象
 */
public static int linkProgram(int vertexShader, int pixelShader) {

    //1.新建程序對象,programId為程序對象的ID;id為0表示對象創建失敗
    int programId = GLES20.glCreateProgram();
    checkGlError("glCreateProgram");
    if (programId == 0) {
        Log.e(TAG, "Could not create programId");
    }
    //2.附上著色器:把頂點著色器和片段著色器附到程序對象上
    GLES20.glAttachShader(programId, vertexShader);
    checkGlError("glAttachShader");
    GLES20.glAttachShader(programId, pixelShader);
    checkGlError("glAttachShader");
    //3.鏈接程序
    GLES20.glLinkProgram(programId);
    //檢查鏈接成功還是失敗
    int[] linkStatus = new int[1];
    GLES20.glGetProgramiv(programId, GLES20.GL_LINK_STATUS, linkStatus, 0);
    //4.驗證鏈接狀態並返回程序對象ID
    if (linkStatus[0] != GLES20.GL_TRUE) {
        Log.e(TAG, "Could not link programId: ");
        Log.e(TAG, GLES20.glGetProgramInfoLog(programId));
        GLES20.glDeleteProgram(programId);
        programId = 0;
    }
    return programId;
}
 
開發者ID:YanJingW,項目名稱:OpenGL_Note,代碼行數:33,代碼來源:GlUtil.java

示例4: onSurfaceCreated

import android.opengl.GLES20; //導入方法依賴的package包/類
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    setUpBuffers();
    setUpSprites();
    GLES20.glClearColor(235f / 255.0f, 235f / 255.0f, 255f / 255.0f, 255f / 255.0f);
    int vertexShader = SpriteKitGraphicTools.loadShader(GLES20.GL_VERTEX_SHADER,
            SpriteKitGraphicTools.imageVertexShader);
    int fragmentShader = SpriteKitGraphicTools.loadShader(GLES20.GL_FRAGMENT_SHADER,
            SpriteKitGraphicTools.imageFragmentShader);
    SpriteKitGraphicTools.imageShaderProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(SpriteKitGraphicTools.imageShaderProgram, vertexShader);
    GLES20.glAttachShader(SpriteKitGraphicTools.imageShaderProgram, fragmentShader);
    GLES20.glLinkProgram(SpriteKitGraphicTools.imageShaderProgram);
    GLES20.glUseProgram(SpriteKitGraphicTools.imageShaderProgram);
}
 
開發者ID:sakkeerhussain,項目名稱:SpriteKit-Android,代碼行數:16,代碼來源:SpriteKitRenderer.java

示例5: GlShader

import android.opengl.GLES20; //導入方法依賴的package包/類
public GlShader(String vertexSource, String fragmentSource) {
  final int vertexShader = compileShader(GLES20.GL_VERTEX_SHADER, vertexSource);
  final int fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
  program = GLES20.glCreateProgram();
  if (program == 0) {
    throw new RuntimeException("glCreateProgram() failed. GLES20 error: " + GLES20.glGetError());
  }
  GLES20.glAttachShader(program, vertexShader);
  GLES20.glAttachShader(program, fragmentShader);
  GLES20.glLinkProgram(program);
  int[] linkStatus = new int[] {GLES20.GL_FALSE};
  GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
  if (linkStatus[0] != GLES20.GL_TRUE) {
    Logging.e(TAG, "Could not link program: " + GLES20.glGetProgramInfoLog(program));
    throw new RuntimeException(GLES20.glGetProgramInfoLog(program));
  }
  // According to the documentation of glLinkProgram():
  // "After the link operation, applications are free to modify attached shader objects, compile
  // attached shader objects, detach shader objects, delete shader objects, and attach additional
  // shader objects. None of these operations affects the information log or the program that is
  // part of the program object."
  // But in practice, detaching shaders from the program seems to break some devices. Deleting the
  // shaders are fine however - it will delete them when they are no longer attached to a program.
  GLES20.glDeleteShader(vertexShader);
  GLES20.glDeleteShader(fragmentShader);
  GlUtil.checkNoGLES2Error("Creating GlShader");
}
 
開發者ID:Piasy,項目名稱:AppRTC-Android,代碼行數:28,代碼來源:GlShader.java

示例6: createProgram

import android.opengl.GLES20; //導入方法依賴的package包/類
private int createProgram(String vertexSource, String fragmentSource) {
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
    if (vertexShader == 0) {
        return 0;
    }
    int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
    if (pixelShader == 0) {
        return 0;
    }
    int program = GLES20.glCreateProgram();
    checkGlError("glCreateProgram");
    if (program == 0) {
        return 0;
    }
    GLES20.glAttachShader(program, vertexShader);
    checkGlError("glAttachShader");
    GLES20.glAttachShader(program, pixelShader);
    checkGlError("glAttachShader");
    GLES20.glLinkProgram(program);
    int[] linkStatus = new int[1];
    GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
    if (linkStatus[0] != GLES20.GL_TRUE) {
        GLES20.glDeleteProgram(program);
        program = 0;
    }
    return program;
}
 
開發者ID:fishwjy,項目名稱:VideoCompressor,代碼行數:28,代碼來源:TextureRenderer.java

示例7: link

import android.opengl.GLES20; //導入方法依賴的package包/類
public void link() {
	GLES20.glLinkProgram( handle );
	
	int[] status = new int[1];
	GLES20.glGetProgramiv( handle, GLES20.GL_LINK_STATUS, status, 0 );
	if (status[0] == GLES20.GL_FALSE) {
		throw new Error( GLES20.glGetProgramInfoLog( handle ) );
	}
}
 
開發者ID:mango-tree,項目名稱:UNIST-pixel-dungeon,代碼行數:10,代碼來源:Program.java

示例8: initShaders

import android.opengl.GLES20; //導入方法依賴的package包/類
private void initShaders() {
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
    int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);

    shaderProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(shaderProgram, vertexShader);
    GLES20.glAttachShader(shaderProgram, fragmentShader);
    GLES20.glLinkProgram(shaderProgram);
}
 
開發者ID:PacktPublishing,項目名稱:Building-Android-UIs-with-Custom-Views,代碼行數:10,代碼來源:GLDrawer.java

示例9: Triangle

import android.opengl.GLES20; //導入方法依賴的package包/類
public Triangle() {
    // initialize vertex byte buffer for shape coordinates
    ByteBuffer bb = ByteBuffer.allocateDirect(
            // (number of coordinate values * 4 bytes per float)
            triangleCoords.length * 4);
    // use the device hardware's native byte order
    bb.order(ByteOrder.nativeOrder());

    // create a floating point buffer from the ByteBuffer
    FloatBuffer vertexBuffer = bb.asFloatBuffer();
    // add the coordinates to the FloatBuffer
    vertexBuffer.put(triangleCoords);
    // set the buffer to read the first coordinate
    vertexBuffer.position(0);

    // prepare shaders and OpenGL program
    String vertexShaderCode = "uniform mat4 uMVPMatrix;" +

            "attribute vec4 vPosition;" +
            "void main() {" +
            // the matrix must be included as a modifier of gl_Position
            "  gl_Position = vPosition * uMVPMatrix;" +
            "}";
    int vertexShader = GLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
            vertexShaderCode);
    String fragmentShaderCode = "precision mediump float;" +
            "uniform vec4 vColor;" +
            "void main() {" +
            "  gl_FragColor = vColor;" +
            "}";
    int fragmentShader = GLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
            fragmentShaderCode);

    int mProgram = GLES20.glCreateProgram();
    GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
    GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
    GLES20.glLinkProgram(mProgram);                  // create OpenGL program executables

}
 
開發者ID:efroemling,項目名稱:bombsquad-remote-android,代碼行數:40,代碼來源:GLRenderer.java

示例10: createProgram

import android.opengl.GLES20; //導入方法依賴的package包/類
public static int createProgram(String vertexSource, String fragmentSource) {
  int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
  if (vertexShader == 0) {
    return 0;
  }
  int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
  if (pixelShader == 0) {
    return 0;
  }

  int program = GLES20.glCreateProgram();
  checkGlError("glCreateProgram");
  if (program == 0) {
    Log.e(TAG, "Could not create program");
  }
  GLES20.glAttachShader(program, vertexShader);
  checkGlError("glAttachShader");
  GLES20.glAttachShader(program, pixelShader);
  checkGlError("glAttachShader");
  GLES20.glLinkProgram(program);
  int[] linkStatus = new int[1];
  GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
  if (linkStatus[0] != GLES20.GL_TRUE) {
    Log.e(TAG, "Could not link program: ");
    Log.e(TAG, GLES20.glGetProgramInfoLog(program));
    GLES20.glDeleteProgram(program);
    program = 0;
  }
  return program;
}
 
開發者ID:pedroSG94,項目名稱:rtmp-rtsp-stream-client-java,代碼行數:31,代碼來源:GlUtil.java

示例11: createOnGlThread

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
 * Allocates and initializes OpenGL resources needed by the plane renderer.  Must be
 * called on the OpenGL thread, typically in
 * {@link GLSurfaceView.Renderer#onSurfaceCreated(GL10, EGLConfig)}.
 *
 * @param context Needed to access shader source.
 */
public void createOnGlThread(Context context) {
    ShaderUtil.checkGLError(TAG, "before create");

    int buffers[] = new int[1];
    GLES20.glGenBuffers(1, buffers, 0);
    mVbo = buffers[0];
    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVbo);

    mVboSize = INITIAL_BUFFER_POINTS * BYTES_PER_POINT;
    GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, mVboSize, null, GLES20.GL_DYNAMIC_DRAW);
    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);

    ShaderUtil.checkGLError(TAG, "buffer alloc");

    int vertexShader = ShaderUtil.loadGLShader(TAG, context,
        GLES20.GL_VERTEX_SHADER, R.raw.point_cloud_vertex);
    int passthroughShader = ShaderUtil.loadGLShader(TAG, context,
        GLES20.GL_FRAGMENT_SHADER, R.raw.passthrough_fragment);

    mProgramName = GLES20.glCreateProgram();
    GLES20.glAttachShader(mProgramName, vertexShader);
    GLES20.glAttachShader(mProgramName, passthroughShader);
    GLES20.glLinkProgram(mProgramName);
    GLES20.glUseProgram(mProgramName);

    ShaderUtil.checkGLError(TAG, "program");

    mPositionAttribute = GLES20.glGetAttribLocation(mProgramName, "a_Position");
    mColorUniform = GLES20.glGetUniformLocation(mProgramName, "u_Color");
    mModelViewProjectionUniform = GLES20.glGetUniformLocation(
        mProgramName, "u_ModelViewProjection");
    mPointSizeUniform = GLES20.glGetUniformLocation(mProgramName, "u_PointSize");

    ShaderUtil.checkGLError(TAG, "program  params");
}
 
開發者ID:googlevr,項目名稱:poly-sample-android,代碼行數:43,代碼來源:PointCloudRenderer.java

示例12: Triangle

import android.opengl.GLES20; //導入方法依賴的package包/類
public Triangle() {
    // initialize vertex byte buffer for shape coordinates
    ByteBuffer bb = ByteBuffer.allocateDirect(
            // (number of coordinate values * 4 bytes per float)
            triangleCoords.length * 4);
    // use the device hardware's native byte order
    bb.order(ByteOrder.nativeOrder());

    // create a floating point buffer from the ByteBuffer
    vertexBuffer = bb.asFloatBuffer();
    // add the coordinates to the FloatBuffer
    vertexBuffer.put(triangleCoords);
    // set the buffer to read the first coordinate
    vertexBuffer.position(0);


    int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
            vertexShaderCode);
    int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
            fragmentShaderCode);

    // create empty OpenGL ES Program
    mProgram = GLES20.glCreateProgram();

    // add the vertex shader to program
    GLES20.glAttachShader(mProgram, vertexShader);

    // add the fragment shader to program
    GLES20.glAttachShader(mProgram, fragmentShader);

    // creates OpenGL ES program executables
    GLES20.glLinkProgram(mProgram);
}
 
開發者ID:biezhihua,項目名稱:Android_OpenGL_Demo,代碼行數:34,代碼來源:Triangle.java

示例13: 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:yippeesoft,項目名稱:NotifyTools,代碼行數:53,代碼來源:CameraGLRendererBase.java

示例14: createAndLinkProgram

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
 * Helper function to compile and link a program.
 * 
 * @param vertexShaderHandle An OpenGL handle to an already-compiled vertex shader.
 * @param fragmentShaderHandle An OpenGL handle to an already-compiled fragment shader.
 * @param attributes Attributes that need to be bound to the program.
 * @return An OpenGL handle to the program.
 */
public static int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle, final String[] attributes) 
{
	int programHandle = GLES20.glCreateProgram();
	
	if (programHandle != 0) 
	{
		// Bind the vertex shader to the program.
		GLES20.glAttachShader(programHandle, vertexShaderHandle);			

		// Bind the fragment shader to the program.
		GLES20.glAttachShader(programHandle, fragmentShaderHandle);
		
		// Bind attributes
		if (attributes != null)
		{
			final int size = attributes.length;
			for (int i = 0; i < size; i++)
			{
				GLES20.glBindAttribLocation(programHandle, i, attributes[i]);
			}						
		}
		
		// Link the two shaders together into a program.
		GLES20.glLinkProgram(programHandle);

		// Get the link status.
		final int[] linkStatus = new int[1];
		GLES20.glGetProgramiv(programHandle, GLES20.GL_LINK_STATUS, linkStatus, 0);

		// If the link failed, delete the program.
		if (linkStatus[0] == 0) 
		{				
			Log.e(TAG, "Error compiling program: " + GLES20.glGetProgramInfoLog(programHandle));
			GLES20.glDeleteProgram(programHandle);
			programHandle = 0;
		}
	}
	
	if (programHandle == 0)
	{
		throw new RuntimeException("Error creating program.");
	}
	
	return programHandle;
}
 
開發者ID:biezhihua,項目名稱:Android_OpenGL_Demo,代碼行數:54,代碼來源:ShaderHelper.java


注:本文中的android.opengl.GLES20.glLinkProgram方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。