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Java GL20.glDetachShader方法代碼示例

本文整理匯總了Java中org.lwjgl.opengl.GL20.glDetachShader方法的典型用法代碼示例。如果您正苦於以下問題:Java GL20.glDetachShader方法的具體用法?Java GL20.glDetachShader怎麽用?Java GL20.glDetachShader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org.lwjgl.opengl.GL20的用法示例。


在下文中一共展示了GL20.glDetachShader方法的12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 org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public ShaderProgram(MyFile vertexFile, MyFile geometryFile, MyFile fragmentFile, String... inVariables) {
	int vertexShaderID = loadShader(vertexFile, GL20.GL_VERTEX_SHADER);
	int geometryShaderID = loadShader(geometryFile, GL32.GL_GEOMETRY_SHADER);
	int fragmentShaderID = loadShader(fragmentFile, GL20.GL_FRAGMENT_SHADER);
	programID = GL20.glCreateProgram();
	GL20.glAttachShader(programID, vertexShaderID);
	GL20.glAttachShader(programID, geometryShaderID);
	GL20.glAttachShader(programID, fragmentShaderID);
	bindAttributes(inVariables);
	GL20.glLinkProgram(programID);
	GL20.glDetachShader(programID, vertexShaderID);
	GL20.glDetachShader(programID, geometryShaderID);
	GL20.glDetachShader(programID, fragmentShaderID);
	GL20.glDeleteShader(vertexShaderID);
	GL20.glDeleteShader(geometryShaderID);
	GL20.glDeleteShader(fragmentShaderID);
}
 
開發者ID:TheThinMatrix,項目名稱:LowPolyWater,代碼行數:18,代碼來源:ShaderProgram.java

示例2: ShaderProgram

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public ShaderProgram(MyFile vertexFile, MyFile geometryFile, MyFile fragmentFile, String... inVariables) {
    int vertexShaderID = loadShader(vertexFile, GL20.GL_VERTEX_SHADER);
    int geometryShaderID = loadShader(geometryFile, GL32.GL_GEOMETRY_SHADER);
    int fragmentShaderID = loadShader(fragmentFile, GL20.GL_FRAGMENT_SHADER);
    programID = GL20.glCreateProgram();
    GL20.glAttachShader(programID, vertexShaderID);
    GL20.glAttachShader(programID, geometryShaderID);
    GL20.glAttachShader(programID, fragmentShaderID);
    bindAttributes(inVariables);
    GL20.glLinkProgram(programID);
    GL20.glDetachShader(programID, vertexShaderID);
    GL20.glDetachShader(programID, geometryShaderID);
    GL20.glDetachShader(programID, fragmentShaderID);
    GL20.glDeleteShader(vertexShaderID);
    GL20.glDeleteShader(geometryShaderID);
    GL20.glDeleteShader(fragmentShaderID);
}
 
開發者ID:GryPLOfficial,項目名稱:EcoSystem-Official,代碼行數:18,代碼來源:ShaderProgram.java

示例3: cleanUp

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public void cleanUp() {
	stop();
	GL20.glDetachShader(programID, vertexShaderID);
	GL20.glDetachShader(programID,  fragmentShaderID);
	GL20.glDeleteShader(vertexShaderID);
	GL20.glDeleteShader(fragmentShaderID);
	GL20.glDeleteProgram(programID);
}
 
開發者ID:marcioz98,項目名稱:MRCEngine,代碼行數:9,代碼來源:ShaderProgram.java

示例4: cleanUp

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public void cleanUp() {
    LOGGER.debug("Cleaning resources for program - {} vertex - {} fragment - {}", programId, vertShaderId, fragShaderId);
    stop();
    GL20.glDetachShader(programId, vertShaderId);
    GL20.glDetachShader(programId, fragShaderId);
    GL20.glDeleteShader(vertShaderId);
    GL20.glDeleteShader(fragShaderId);
    GL20.glDeleteProgram(programId);
}
 
開發者ID:Biacode,項目名稱:bia-engine,代碼行數:10,代碼來源:ShaderProgram.java

示例5: destroy

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
/**
 * Cleanup
 */
public void destroy() {
	GL20.glUseProgram(0);

	// Delete the shaders
	for (Shader shader : shaders) {
		GL20.glDetachShader(id, shader.id);
		shader.destroy();
	}

	// Delete the program
	GL20.glDeleteProgram(id);
}
 
開發者ID:tacocat,項目名稱:lambda,代碼行數:16,代碼來源:ShaderProgram.java

示例6: cleanUp

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
/**
 * Cleans up shader when exiting.
 */
public void cleanUp() {
    stop();
    GL20.glDetachShader(programID, vertexShaderID);
    GL20.glDetachShader(programID, fragmentShaderID);
    GL20.glDeleteShader(vertexShaderID);
    GL20.glDeleteShader(fragmentShaderID);
    GL20.glDeleteProgram(programID);
}
 
開發者ID:Essentria,項目名稱:Elgin-Plant-Game,代碼行數:12,代碼來源:ShaderProgram.java

示例7: link

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
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;
}
 
開發者ID:andykuo1,項目名稱:candlelight,代碼行數:33,代碼來源:Program.java

示例8: deleteShaderProgram

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public void deleteShaderProgram() {
	GL15.glDeleteBuffers(vbo);
	GL20.glDetachShader(shaderProgram, vshader);
	GL20.glDetachShader(shaderProgram, fshader);
	GL20.glDeleteShader(vshader);
	vshader = 0;
	GL20.glDeleteShader(fshader);
	fshader = 0;
	GL20.glDeleteProgram(shaderProgram);
	shaderProgram = 0;
}
 
開發者ID:shaunlebron,項目名稱:flex-fov,代碼行數:12,代碼來源:Shader.java

示例9: dispose

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public void dispose()
{
	unbind();
	GL20.glDetachShader(program, vertex);
	GL20.glDetachShader(program, fragment);
	GL20.glDeleteShader(vertex);
	GL20.glDeleteShader(fragment);
	GL20.glDeleteProgram(program);
}
 
開發者ID:ComunityEngine,項目名稱:CommunityEngine-Java,代碼行數:10,代碼來源:Shader.java

示例10: cleanUp

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public void cleanUp() {
	stop();
	GL20.glDetachShader(programID, vertexShaderID);
	GL20.glDetachShader(programID, fragmentShaderID);
	GL20.glDeleteShader(vertexShaderID);
	GL20.glDeleteShader(fragmentShaderID);
	GL20.glDeleteProgram(programID);
}
 
開發者ID:DevipriyaSarkar,項目名稱:Terrain,代碼行數:9,代碼來源:ShaderProgram.java

示例11: ShaderProgram

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public ShaderProgram(MyFile vertexFile, MyFile fragmentFile, String... inVariables) {
	int vertexShaderID = loadShader(vertexFile, GL20.GL_VERTEX_SHADER);
	int fragmentShaderID = loadShader(fragmentFile, GL20.GL_FRAGMENT_SHADER);
	programID = GL20.glCreateProgram();
	GL20.glAttachShader(programID, vertexShaderID);
	GL20.glAttachShader(programID, fragmentShaderID);
	bindAttributes(inVariables);
	GL20.glLinkProgram(programID);
	GL20.glDetachShader(programID, vertexShaderID);
	GL20.glDetachShader(programID, fragmentShaderID);
	GL20.glDeleteShader(vertexShaderID);
	GL20.glDeleteShader(fragmentShaderID);
}
 
開發者ID:TheThinMatrix,項目名稱:OpenGL-Animation,代碼行數:14,代碼來源:ShaderProgram.java

示例12: createShaderProgram

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
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);
}
 
開發者ID:18107,項目名稱:MC-Ray-Tracer,代碼行數:64,代碼來源:Shader.java


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