private static void clearEnabledAttributes(final ShaderObjectsStateRecord record, final GL gl) { // go through and disable any enabled attributes if (!record.enabledAttributes.isEmpty()) { for (int i = 0, maxI = record.enabledAttributes.size(); i < maxI; i++) { final ShaderVariable var = record.enabledAttributes.get(i); if (var.getSize() == 1) { if (gl.isGL2()) { gl.getGL2().glDisableVertexAttribArrayARB(var.variableID); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glDisableVertexAttribArray(var.variableID); } } } else { for (int j = 0, maxJ = var.getSize(); j < maxJ; j++) { if (gl.isGL2()) { gl.getGL2().glDisableVertexAttribArrayARB(var.variableID + j); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glDisableVertexAttribArray(var.variableID + j); } } } } } record.enabledAttributes.clear(); } }
private static void checkLinkError(final int programId) { final GL gl = GLContext.getCurrentGL(); final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext(); final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer(); compiled.clear(); if (gl.isGL2()) { gl.getGL2().glGetObjectParameterivARB(programId, GL2ES2.GL_LINK_STATUS, compiled); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glGetProgramiv(programId, GL2ES2.GL_LINK_STATUS, compiled); } } if (compiled.get(0) == GL.GL_FALSE) { if (gl.isGL2()) { gl.getGL2().glGetObjectParameterivARB(programId, GL2ES2.GL_INFO_LOG_LENGTH, compiled); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glGetProgramiv(programId, GL2ES2.GL_INFO_LOG_LENGTH, compiled); } } final int length = compiled.get(0); String out = null; if (length > 0) { final ByteBuffer infoLogBuf = context.getDirectNioBuffersSet().getInfoLogBuffer(); final ByteBuffer infoLog; if (length <= infoLogBuf.capacity()) { infoLog = infoLogBuf; infoLogBuf.rewind().limit(length); } else { infoLog = BufferUtils.createByteBuffer(length); } if (gl.isGL2()) { gl.getGL2().glGetInfoLogARB(programId, infoLog.limit(), compiled, infoLog); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glGetProgramInfoLog(programId, infoLog.limit(), compiled, infoLog); } } final byte[] infoBytes = new byte[length]; infoLog.get(infoBytes); out = new String(infoBytes); } logger.severe(out); // throw new Ardor3dException("Error linking GLSL shader: " + out); } }
public static boolean createAndLoadShader( final GL _gl, final IntBuffer shader, final int shaderType, final int binFormat, final java.nio.Buffer bin, final PrintStream verboseOut) { final GL2ES2 gl = _gl.getGL2ES2(); int err = gl.glGetError(); // flush previous errors .. if (err != GL.GL_NO_ERROR && null != verboseOut) { verboseOut.println("createAndLoadShader: Pre GL Error: 0x" + Integer.toHexString(err)); } createShader(gl, shaderType, shader); err = gl.glGetError(); if (err != GL.GL_NO_ERROR) { throw new GLException( "createAndLoadShader: CreateShader failed, GL Error: 0x" + Integer.toHexString(err)); } shaderBinary(gl, shader, binFormat, bin); err = gl.glGetError(); if (err != GL.GL_NO_ERROR && null != verboseOut) { verboseOut.println( "createAndLoadShader: ShaderBinary failed, GL Error: 0x" + Integer.toHexString(err)); } return err == GL.GL_NO_ERROR; }
public static boolean isProgramStatusValid(final GL _gl, final int programObj, final int name) { final GL2ES2 gl = _gl.getGL2ES2(); final int[] ires = new int[1]; gl.glGetProgramiv(programObj, name, ires, 0); return ires[0] == 1; }
public static void shaderSource(final GL _gl, final int shader, final CharSequence[] source) { final GL2ES2 gl = _gl.getGL2ES2(); if (!isShaderCompilerAvailable(_gl)) { throw new GLException("No compiler is available"); } final int count = (null != source) ? source.length : 0; if (count == 0) { throw new GLException("No sources specified"); } final IntBuffer lengths = Buffers.newDirectIntBuffer(count); for (int i = 0; i < count; i++) { lengths.put(i, source[i].length()); } if (source instanceof String[]) { // rare case .. gl.glShaderSource(shader, count, (String[]) source, lengths); } else { final String[] tmp = new String[source.length]; for (int i = source.length - 1; i >= 0; i--) { final CharSequence csq = source[i]; if (csq instanceof String) { // if ShaderCode.create(.. mutableStringBuilder == false ) tmp[i] = (String) csq; } else { // if ShaderCode.create(.. mutableStringBuilder == true ) tmp[i] = source[i].toString(); } } gl.glShaderSource(shader, count, tmp, lengths); } }
/** Returns true if a hader compiler is available, otherwise false. */ public static boolean isShaderCompilerAvailable(final GL _gl) { final GL2ES2 gl = _gl.getGL2ES2(); final ProfileInformation info = getProfileInformation(gl); if (null == info.shaderCompilerAvailable) { if (gl.isGLES2()) { boolean queryOK = false; try { final byte[] param = new byte[1]; gl.glGetBooleanv(GL2ES2.GL_SHADER_COMPILER, param, 0); final int err = gl.glGetError(); boolean v = GL.GL_NO_ERROR == err && param[0] != (byte) 0x00; if (!v) { final Set<Integer> bfs = getShaderBinaryFormats(gl); if (bfs.size() == 0) { // no supported binary formats, hence a compiler must be available! v = true; } } info.shaderCompilerAvailable = Boolean.valueOf(v); queryOK = true; } catch (final GLException gle) { System.err.println("Caught exception on thread " + Thread.currentThread().getName()); gle.printStackTrace(); } if (!queryOK) { info.shaderCompilerAvailable = Boolean.valueOf(true); } } else if (gl.isGL2ES2()) { info.shaderCompilerAvailable = new Boolean(true); } else { throw new GLException("Invalid OpenGL profile"); } } return info.shaderCompilerAvailable.booleanValue(); }
/** * If supported, queries the natively supported shader binary formats using {@link * GL2ES2#GL_NUM_SHADER_BINARY_FORMATS} and {@link GL2ES2#GL_SHADER_BINARY_FORMATS} via {@link * GL2ES2#glGetIntegerv(int, int[], int)}. */ public static Set<Integer> getShaderBinaryFormats(final GL _gl) { final GL2ES2 gl = _gl.getGL2ES2(); final ProfileInformation info = getProfileInformation(gl); if (null == info.shaderBinaryFormats) { info.shaderBinaryFormats = new HashSet<Integer>(); if (gl.isGLES2Compatible()) { try { final int[] param = new int[1]; gl.glGetIntegerv(GL2ES2.GL_NUM_SHADER_BINARY_FORMATS, param, 0); final int err = gl.glGetError(); final int numFormats = GL.GL_NO_ERROR == err ? param[0] : 0; if (numFormats > 0) { final int[] formats = new int[numFormats]; gl.glGetIntegerv(GL2ES2.GL_SHADER_BINARY_FORMATS, formats, 0); for (int i = 0; i < numFormats; i++) { info.shaderBinaryFormats.add(Integer.valueOf(formats[i])); } } } catch (final GLException gle) { System.err.println("Caught exception on thread " + Thread.currentThread().getName()); gle.printStackTrace(); } } } return info.shaderBinaryFormats; }
/** * Check for program errors. If an error is detected, program exits. * * @param compilerState the compiler state for a given shader * @param id shader's id */ private static void checkProgramError( final int compilerState, final int id, final String shaderName) { final GL gl = GLContext.getCurrentGL(); if (compilerState == GL.GL_FALSE) { final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext(); final IntBuffer iVal = context.getDirectNioBuffersSet().getSingleIntBuffer(); iVal.clear(); if (gl.isGL2()) { gl.getGL2().glGetObjectParameterivARB(id, GL2.GL_OBJECT_INFO_LOG_LENGTH_ARB, iVal); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glGetProgramiv(id, GL2ES2.GL_INFO_LOG_LENGTH, iVal); } } final int length = iVal.get(0); String out = null; if (length > 0) { final ByteBuffer infoLogBuf = context.getDirectNioBuffersSet().getInfoLogBuffer(); final ByteBuffer infoLog; if (length <= infoLogBuf.capacity()) { infoLog = infoLogBuf; infoLogBuf.rewind().limit(length); } else { infoLog = BufferUtils.createByteBuffer(length); } if (gl.isGL2()) { gl.getGL2().glGetInfoLogARB(id, infoLog.limit(), iVal, infoLog); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glGetProgramInfoLog(id, infoLog.limit(), iVal, infoLog); } } final byte[] infoBytes = new byte[length]; infoLog.get(infoBytes); out = new String(infoBytes); } logger.severe(out); final String nameString = shaderName.equals("") ? "" : " [ " + shaderName + " ]"; throw new Ardor3dException("Error compiling GLSL shader " + nameString + ": " + out); } }
public final void enableState(GL gl, boolean enable, Object ext) { final GL2ES2 glsl = gl.getGL2ES2(); final ShaderState st = (ShaderState) ext; if (enable) { st.enableVertexAttribArray(glsl, ad); } else { st.disableVertexAttribArray(glsl, ad); } }
public static boolean isShaderStatusValid( final GL _gl, final int shaderObj, final int name, final PrintStream verboseOut) { final GL2ES2 gl = _gl.getGL2ES2(); final int[] ires = new int[1]; gl.glGetShaderiv(shaderObj, name, ires, 0); final boolean res = ires[0] == 1; if (!res && null != verboseOut) { verboseOut.println("Shader status invalid: " + getShaderInfoLog(gl, shaderObj)); } return res; }
public static String getProgramInfoLog(final GL _gl, final int programObj) { final GL2ES2 gl = _gl.getGL2ES2(); final int[] infoLogLength = new int[1]; gl.glGetProgramiv(programObj, GL2ES2.GL_INFO_LOG_LENGTH, infoLogLength, 0); if (infoLogLength[0] == 0) { return "(no info log)"; } final int[] charsWritten = new int[1]; final byte[] infoLogBytes = new byte[infoLogLength[0]]; gl.glGetProgramInfoLog(programObj, infoLogLength[0], charsWritten, 0, infoLogBytes, 0); return new String(infoLogBytes, 0, charsWritten[0]); }
/** Removes the tessellation evaluation shader */ private static void removeTessEvalShader(final GLSLShaderObjectsState state) { final GL gl = GLContext.getCurrentGL(); if (state._tessellationEvaluationShaderID != -1) { if (gl.isGL2()) { gl.getGL2().glDetachObjectARB(state._programID, state._tessellationEvaluationShaderID); gl.getGL2().glDeleteObjectARB(state._tessellationEvaluationShaderID); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glDetachShader(state._programID, state._tessellationEvaluationShaderID); gl.getGL2ES2().glDeleteShader(state._tessellationEvaluationShaderID); } } } }
/** * Performs {@link GL2ES2#glValidateProgram(int)} * * <p>One shall only call this method while debugging and only if all required resources by the * shader are set. * * <p>Note: It is possible that a working shader program will fail validation. This has been * experienced on NVidia APX2500 and Tegra2. * * @see GL2ES2#glValidateProgram(int) */ public static boolean isProgramExecStatusValid( final GL _gl, final int programObj, final PrintStream verboseOut) { final GL2ES2 gl = _gl.getGL2ES2(); gl.glValidateProgram(programObj); if (!isProgramStatusValid(gl, programObj, GL2ES2.GL_VALIDATE_STATUS)) { if (null != verboseOut) { verboseOut.println( "Program validation failed: " + programObj + "\n\t" + getProgramInfoLog(gl, programObj)); } return false; } return true; }
public static boolean isProgramLinkStatusValid( final GL _gl, final int programObj, final PrintStream verboseOut) { final GL2ES2 gl = _gl.getGL2ES2(); if (!gl.glIsProgram(programObj)) { if (null != verboseOut) { verboseOut.println("Program name invalid: " + programObj); } return false; } if (!isProgramStatusValid(gl, programObj, GL2ES2.GL_LINK_STATUS)) { if (null != verboseOut) { verboseOut.println( "Program link failed: " + programObj + "\n\t" + getProgramInfoLog(gl, programObj)); } return false; } return true; }
public final void syncData(GL gl, boolean enable, boolean force, Object ext) { if (enable) { final GL2ES2 glsl = gl.getGL2ES2(); final ShaderState st = (ShaderState) ext; st.vertexAttribPointer(glsl, ad); /** * Due to probable application VBO switching, this might not make any sense .. * * <p>if(force) { st.vertexAttribPointer(glsl, ad); } else if(st.getAttribLocation(glsl, ad) * >= 0) { final int[] qi = new int[1]; glsl.glGetVertexAttribiv(ad.getLocation(), * GL2ES2.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, qi, 0); if(ad.getVBOName() != qi[0]) { * System.err.println("XXX1: "+ad.getName()+", vbo ad "+ad.getVBOName()+", gl "+qi[0]+", * "+ad); st.vertexAttribPointer(glsl, ad); } else { System.err.println("XXX0: * "+ad.getName()+", vbo ad "+ad.getVBOName()+", gl "+qi[0]+", "+ad); } } */ } }
public static void shaderBinary( final GL _gl, final IntBuffer shaders, final int binFormat, final java.nio.Buffer bin) { final GL2ES2 gl = _gl.getGL2ES2(); if (getShaderBinaryFormats(gl).size() <= 0) { throw new GLException("No binary formats are supported"); } final int shaderNum = shaders.remaining(); if (shaderNum <= 0) { throw new GLException("No shaders specified"); } if (null == bin) { throw new GLException("Null shader binary"); } final int binLength = bin.remaining(); if (0 >= binLength) { throw new GLException("Empty shader binary (remaining == 0)"); } gl.glShaderBinary(shaderNum, shaders, binFormat, bin, binLength); }
public static boolean createAndCompileShader( final GL _gl, final IntBuffer shader, final int shaderType, final CharSequence[][] sources, final PrintStream verboseOut) { final GL2ES2 gl = _gl.getGL2ES2(); int err = gl.glGetError(); // flush previous errors .. if (err != GL.GL_NO_ERROR && null != verboseOut) { verboseOut.println("createAndCompileShader: Pre GL Error: 0x" + Integer.toHexString(err)); } createShader(gl, shaderType, shader); err = gl.glGetError(); if (err != GL.GL_NO_ERROR) { throw new GLException( "createAndCompileShader: CreateShader failed, GL Error: 0x" + Integer.toHexString(err)); } shaderSource(gl, shader, sources); err = gl.glGetError(); if (err != GL.GL_NO_ERROR) { throw new GLException( "createAndCompileShader: ShaderSource failed, GL Error: 0x" + Integer.toHexString(err)); } compileShader(gl, shader); err = gl.glGetError(); if (err != GL.GL_NO_ERROR && null != verboseOut) { verboseOut.println( "createAndCompileShader: CompileShader failed, GL Error: 0x" + Integer.toHexString(err)); } return isShaderStatusValid(gl, shader, GL2ES2.GL_COMPILE_STATUS, verboseOut) && err == GL.GL_NO_ERROR; }
public static void deleteShader(final GL _gl, final IntBuffer shaders) { final GL2ES2 gl = _gl.getGL2ES2(); for (int i = shaders.position(); i < shaders.limit(); i++) { gl.glDeleteShader(shaders.get(i)); } }
public void setDepthRange(float start, float end) { GL gl = GLContext.getCurrentGL(); gl.getGL2ES2().glDepthRange(start, end); }
public static void createShader(final GL _gl, final int type, final IntBuffer shaders) { final GL2ES2 gl = _gl.getGL2ES2(); for (int i = shaders.position(); i < shaders.limit(); i++) { shaders.put(i, gl.glCreateShader(type)); } }
protected static void sendToGL( final GLSLShaderObjectsState state, final ContextCapabilities caps) { final GL gl = GLContext.getCurrentGL(); if (state.getVertexShader() == null && state.getFragmentShader() == null) { logger.warning("Could not find shader resources!" + "(both inputbuffers are null)"); state._needSendShader = false; return; } if (state._programID == -1) { if (gl.isGL2()) { state._programID = gl.getGL2().glCreateProgramObjectARB(); } else { if (gl.isGL2ES2()) { state._programID = gl.getGL2ES2().glCreateProgram(); } } } if (state.getVertexShader() != null) { if (state._vertexShaderID != -1) { removeVertShader(state); } if (gl.isGL2()) { state._vertexShaderID = gl.getGL2().glCreateShaderObjectARB(GL2ES2.GL_VERTEX_SHADER); } else { if (gl.isGL2ES2()) { state._vertexShaderID = gl.getGL2ES2().glCreateShader(GL2ES2.GL_VERTEX_SHADER); } } // Create the sources final byte array[] = new byte[state.getVertexShader().limit()]; state.getVertexShader().rewind(); state.getVertexShader().get(array); if (gl.isGL2()) { gl.getGL2() .glShaderSourceARB( state._vertexShaderID, 1, new String[] {new String(array)}, new int[] {array.length}, 0); } else { if (gl.isGL2ES2()) { gl.getGL2ES2() .glShaderSource( state._vertexShaderID, 1, new String[] {new String(array)}, new int[] {array.length}, 0); } } // Compile the vertex shader final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext(); final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer(); compiled.clear(); if (gl.isGL2()) { gl.getGL2().glCompileShaderARB(state._vertexShaderID); gl.getGL2() .glGetObjectParameterivARB( state._vertexShaderID, GL2.GL_OBJECT_COMPILE_STATUS_ARB, compiled); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glCompileShader(state._vertexShaderID); gl.getGL2ES2().glGetShaderiv(state._vertexShaderID, GL2ES2.GL_COMPILE_STATUS, compiled); } } checkProgramError(compiled.get(0), state._vertexShaderID, state._vertexShaderName); // Attach the program if (gl.isGL2()) { gl.getGL2().glAttachObjectARB(state._programID, state._vertexShaderID); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glAttachShader(state._programID, state._vertexShaderID); } } } else if (state._vertexShaderID != -1) { removeVertShader(state); state._vertexShaderID = -1; } if (state.getFragmentShader() != null) { if (state._fragmentShaderID != -1) { removeFragShader(state); } if (gl.isGL2()) { state._fragmentShaderID = gl.getGL2().glCreateShaderObjectARB(GL2ES2.GL_FRAGMENT_SHADER); } else { if (gl.isGL2ES2()) { state._fragmentShaderID = gl.getGL2ES2().glCreateShader(GL2ES2.GL_FRAGMENT_SHADER); } } // Create the sources final byte array[] = new byte[state.getFragmentShader().limit()]; state.getFragmentShader().rewind(); state.getFragmentShader().get(array); if (gl.isGL2()) { gl.getGL2() .glShaderSourceARB( state._fragmentShaderID, 1, new String[] {new String(array)}, new int[] {array.length}, 0); } else { if (gl.isGL2ES2()) { gl.getGL2ES2() .glShaderSource( state._fragmentShaderID, 1, new String[] {new String(array)}, new int[] {array.length}, 0); } } // Compile the fragment shader final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext(); final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer(); compiled.clear(); if (gl.isGL2()) { gl.getGL2().glCompileShaderARB(state._fragmentShaderID); gl.getGL2() .glGetObjectParameterivARB( state._fragmentShaderID, GL2.GL_OBJECT_COMPILE_STATUS_ARB, compiled); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glCompileShader(state._fragmentShaderID); gl.getGL2ES2().glGetShaderiv(state._fragmentShaderID, GL2ES2.GL_COMPILE_STATUS, compiled); } } checkProgramError(compiled.get(0), state._fragmentShaderID, state._vertexShaderName); // Attach the program if (gl.isGL2()) { gl.getGL2().glAttachObjectARB(state._programID, state._fragmentShaderID); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glAttachShader(state._programID, state._fragmentShaderID); } } } else if (state._fragmentShaderID != -1) { removeFragShader(state); state._fragmentShaderID = -1; } if (caps.isGeometryShader4Supported()) { if (state.getGeometryShader() != null) { if (state._geometryShaderID != -1) { removeGeomShader(state); } if (gl.isGL2()) { state._geometryShaderID = gl.getGL2().glCreateShaderObjectARB(GL3.GL_GEOMETRY_SHADER); } else { if (gl.isGL2ES2()) { state._geometryShaderID = gl.getGL2ES2().glCreateShader(GL3.GL_GEOMETRY_SHADER); } } // Create the sources final byte array[] = new byte[state.getGeometryShader().limit()]; state.getGeometryShader().rewind(); state.getGeometryShader().get(array); if (gl.isGL2()) { gl.getGL2() .glShaderSourceARB( state._geometryShaderID, 1, new String[] {new String(array)}, new int[] {array.length}, 0); } else { if (gl.isGL2ES2()) { gl.getGL2ES2() .glShaderSource( state._geometryShaderID, 1, new String[] {new String(array)}, new int[] {array.length}, 0); } } // Compile the geometry shader final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext(); final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer(); compiled.clear(); if (gl.isGL2()) { gl.getGL2().glCompileShaderARB(state._geometryShaderID); gl.getGL2() .glGetObjectParameterivARB( state._geometryShaderID, GL2.GL_OBJECT_COMPILE_STATUS_ARB, compiled); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glCompileShader(state._geometryShaderID); gl.getGL2ES2() .glGetShaderiv(state._geometryShaderID, GL2ES2.GL_COMPILE_STATUS, compiled); } } checkProgramError(compiled.get(0), state._geometryShaderID, state._geometryShaderName); // Attach the program if (gl.isGL2()) { gl.getGL2().glAttachObjectARB(state._programID, state._geometryShaderID); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glAttachShader(state._programID, state._geometryShaderID); } } } else if (state._geometryShaderID != -1) { removeGeomShader(state); state._geometryShaderID = -1; } } if (caps.isTessellationShadersSupported()) { if (state.getTessellationControlShader() != null) { if (state._tessellationControlShaderID != -1) { removeTessControlShader(state); } if (gl.isGL2()) { state._tessellationControlShaderID = gl.getGL2().glCreateShaderObjectARB(GL4.GL_TESS_CONTROL_SHADER); } else { if (gl.isGL2ES2()) { state._tessellationControlShaderID = gl.getGL2ES2().glCreateShader(GL4.GL_TESS_CONTROL_SHADER); } } // Create the sources final byte array[] = new byte[state.getTessellationControlShader().limit()]; state.getTessellationControlShader().rewind(); state.getTessellationControlShader().get(array); if (gl.isGL2()) { gl.getGL2() .glShaderSourceARB( state._tessellationControlShaderID, 1, new String[] {new String(array)}, new int[] {array.length}, 0); } else { if (gl.isGL2ES2()) { gl.getGL2ES2() .glShaderSource( state._tessellationControlShaderID, 1, new String[] {new String(array)}, new int[] {array.length}, 0); } } // Compile the tessellation control shader final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext(); final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer(); compiled.clear(); if (gl.isGL2()) { gl.getGL2().glCompileShaderARB(state._tessellationControlShaderID); gl.getGL2() .glGetObjectParameterivARB( state._tessellationControlShaderID, GL2.GL_OBJECT_COMPILE_STATUS_ARB, compiled); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glCompileShader(state._tessellationControlShaderID); gl.getGL2ES2() .glGetShaderiv( state._tessellationControlShaderID, GL2ES2.GL_COMPILE_STATUS, compiled); } } checkProgramError( compiled.get(0), state._tessellationControlShaderID, state._tessellationControlShaderName); // Attach the program if (gl.isGL2()) { gl.getGL2().glAttachObjectARB(state._programID, state._tessellationControlShaderID); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glAttachShader(state._programID, state._tessellationControlShaderID); } } } else if (state._tessellationControlShaderID != -1) { removeTessControlShader(state); state._tessellationControlShaderID = -1; } if (state.getTessellationEvaluationShader() != null) { if (state._tessellationEvaluationShaderID != -1) { removeTessEvalShader(state); } if (gl.isGL2()) { state._tessellationEvaluationShaderID = gl.getGL2().glCreateShaderObjectARB(GL4.GL_TESS_CONTROL_SHADER); } else { if (gl.isGL2ES2()) { state._tessellationEvaluationShaderID = gl.getGL2ES2().glCreateShader(GL4.GL_TESS_CONTROL_SHADER); } } // Create the sources final byte array[] = new byte[state.getTessellationEvaluationShader().limit()]; state.getTessellationEvaluationShader().rewind(); state.getTessellationEvaluationShader().get(array); if (gl.isGL2()) { gl.getGL2() .glShaderSourceARB( state._tessellationEvaluationShaderID, 1, new String[] {new String(array)}, new int[] {array.length}, 0); } else { if (gl.isGL2ES2()) { gl.getGL2ES2() .glShaderSource( state._tessellationEvaluationShaderID, 1, new String[] {new String(array)}, new int[] {array.length}, 0); } } // Compile the tessellation control shader final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext(); final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer(); compiled.clear(); if (gl.isGL2()) { gl.getGL2().glCompileShaderARB(state._tessellationEvaluationShaderID); gl.getGL2() .glGetObjectParameterivARB( state._tessellationEvaluationShaderID, GL2.GL_OBJECT_COMPILE_STATUS_ARB, compiled); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glCompileShader(state._tessellationEvaluationShaderID); gl.getGL2ES2() .glGetShaderiv( state._tessellationEvaluationShaderID, GL2ES2.GL_COMPILE_STATUS, compiled); } } checkProgramError( compiled.get(0), state._tessellationEvaluationShaderID, state._tessellationEvaluationShaderName); // Attach the program if (gl.isGL2()) { gl.getGL2().glAttachObjectARB(state._programID, state._tessellationEvaluationShaderID); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glAttachShader(state._programID, state._tessellationEvaluationShaderID); } } } else if (state._tessellationEvaluationShaderID != -1) { removeTessEvalShader(state); state._tessellationEvaluationShaderID = -1; } } if (gl.isGL2()) { gl.getGL2().glLinkProgramARB(state._programID); } else { if (gl.isGL2ES2()) { gl.getGL2ES2().glLinkProgram(state._programID); } } checkLinkError(state._programID); state.setNeedsRefresh(true); state._needSendShader = false; }
public static void detachShader(final GL _gl, final int program, final IntBuffer shaders) { final GL2ES2 gl = _gl.getGL2ES2(); for (int i = shaders.position(); i < shaders.limit(); i++) { gl.glDetachShader(program, shaders.get(i)); } }