Beispiel #1
0
  public Floor() {
    // make a floor
    ByteBuffer bbFloorVertices = ByteBuffer.allocateDirect(FLOOR_COORDS.length * 4);
    bbFloorVertices.order(ByteOrder.nativeOrder());
    floorVertices = bbFloorVertices.asFloatBuffer();
    floorVertices.put(FLOOR_COORDS);
    floorVertices.position(0);

    ByteBuffer bbFloorNormals = ByteBuffer.allocateDirect(FLOOR_NORMALS.length * 4);
    bbFloorNormals.order(ByteOrder.nativeOrder());
    floorNormals = bbFloorNormals.asFloatBuffer();
    floorNormals.put(FLOOR_NORMALS);
    floorNormals.position(0);

    ByteBuffer bbFloorColors = ByteBuffer.allocateDirect(FLOOR_COLORS.length * 4);
    bbFloorColors.order(ByteOrder.nativeOrder());
    floorColors = bbFloorColors.asFloatBuffer();
    floorColors.put(FLOOR_COLORS);
    floorColors.position(0);

    // now setup the shaders and program object
    int vertexShader = myStereoRenderer.LoadShader(GLES30.GL_VERTEX_SHADER, light_vertex);
    int gridShader = myStereoRenderer.LoadShader(GLES30.GL_FRAGMENT_SHADER, grid_fragment);
    int programObject;
    int[] linked = new int[1];

    // Create the program object
    programObject = GLES30.glCreateProgram();

    if (programObject == 0) {
      Log.e(TAG, "So some kind of error, but what?");
      return;
    }

    GLES30.glAttachShader(programObject, vertexShader);
    GLES30.glAttachShader(programObject, gridShader);

    // Link the program
    GLES30.glLinkProgram(programObject);

    // Check the link status
    GLES30.glGetProgramiv(programObject, GLES30.GL_LINK_STATUS, linked, 0);

    if (linked[0] == 0) {
      Log.e(TAG, "Error linking program:");
      Log.e(TAG, GLES30.glGetProgramInfoLog(programObject));
      GLES30.glDeleteProgram(programObject);
      return;
    }

    // Store the program object
    mProgramObject = programObject;
  }
 public static void deleteProgram(final GLProgram _program) {
   // During the build process a programs
   // shaders list has already been detached
   // and destroyed.
   GLES30.glDeleteProgram(_program.id[0]);
 }