diff options
author | Xerxes Rånby <[email protected]> | 2012-03-23 11:18:09 +0100 |
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committer | Xerxes Rånby <[email protected]> | 2012-03-23 11:18:09 +0100 |
commit | c975bbff5fe88312f45668b4f552b4cecccabad1 (patch) | |
tree | 31497d0c4bfb8102272b3f450e3853b0331f9c93 /src | |
parent | 7fee6205875c61d84f3335aea4d72ae0c157e9e5 (diff) |
RawGL2ES2demo: make shaders Mesa X11 GL compatible.
Diffstat (limited to 'src')
-rw-r--r-- | src/demos/es2/RawGL2ES2demo.java | 27 |
1 files changed, 21 insertions, 6 deletions
diff --git a/src/demos/es2/RawGL2ES2demo.java b/src/demos/es2/RawGL2ES2demo.java index df119a5..2e2f345 100644 --- a/src/demos/es2/RawGL2ES2demo.java +++ b/src/demos/es2/RawGL2ES2demo.java @@ -68,8 +68,12 @@ import javax.media.opengl.awt.GLCanvas; * JOGL2 OpenGL ES 2 demo to expose and learn what the RAW OpenGL ES 2 API looks like. * * Compile, run and enjoy: - * javac -cp jar/jogl.all.jar:jar/gluegen-rt.jar RawGL2ES2demo.java - * java -cp jar/jogl.all.jar:jar/gluegen-rt.jar:. RawGL2ES2demo + wget http://jogamp.org/deployment/jogamp-test/archive/jogamp-all-platforms.7z + 7z x jogamp-all-platforms.7z + cd jogamp-all-platforms + wget https://raw.github.com/xranby/jogl-demos/master/src/demos/es2/RawGL2ES2demo.java + javac -cp jar/jogl.all.jar:jar/gluegen-rt.jar RawGL2ES2demo.java + java -cp jar/jogl.all.jar:jar/gluegen-rt.jar:. RawGL2ES2demo * </p> * * @@ -110,10 +114,14 @@ public class RawGL2ES2demo implements GLEventListener{ * sent to the GPU driver for compilation. */ static final String vertexShader = +"#ifdef GL_ES \n" + "#version 100 \n" + // GLSL ES language version, GLSL ES section 3.4 // many GPU drivers require it. "precision mediump float; \n" + // Precision Qualifiers "precision mediump int; \n" + // GLSL ES section 4.5.2 +"#else \n" + +"#version 110 \n" + // Mesa X11 GL drivers require version 1.1 +"#endif \n" + "uniform mat4 uniform_Projection; \n" + // Incomming data used by "attribute vec4 attribute_Position; \n" + // the vertex shader @@ -154,9 +162,13 @@ static final String vertexShader = * sent to the GPU driver for compilation. */ static final String fragmentShader = +"#ifdef GL_ES \n" + "#version 100 \n" + "precision mediump float; \n" + "precision mediump int; \n" + +"#else \n" + +"#version 110 \n" + +"#endif \n" + "varying vec4 varying_Color; \n" + //incomming varying data to the //frament shader @@ -299,7 +311,7 @@ static final String fragmentShader = //Check compile status. int[] compiled = new int[1]; gl.glGetShaderiv(vertShader, GL2ES2.GL_COMPILE_STATUS, compiled,0); - if(compiled[0]!=0){System.out.println("Horray! vertexShader compiled");} + if(compiled[0]!=0){System.out.println("Horray! vertex shader compiled");} else { int[] logLength = new int[1]; gl.glGetShaderiv(vertShader, GL2ES2.GL_INFO_LOG_LENGTH, logLength, 0); @@ -307,7 +319,8 @@ static final String fragmentShader = byte[] log = new byte[logLength[0]]; gl.glGetShaderInfoLog(vertShader, logLength[0], (int[])null, 0, log, 0); - System.err.println("Error compiling the shader: " + new String(log)); + System.err.println("Error compiling the vertex shader: " + new String(log)); + System.exit(1); } //Compile the fragmentShader String into a program. @@ -318,7 +331,7 @@ static final String fragmentShader = //Check compile status. gl.glGetShaderiv(fragShader, GL2ES2.GL_COMPILE_STATUS, compiled,0); - if(compiled[0]!=0){System.out.println("Horray! fragmentShader compiled");} + if(compiled[0]!=0){System.out.println("Horray! fragment shader compiled");} else { int[] logLength = new int[1]; gl.glGetShaderiv(fragShader, GL2ES2.GL_INFO_LOG_LENGTH, logLength, 0); @@ -326,7 +339,8 @@ static final String fragmentShader = byte[] log = new byte[logLength[0]]; gl.glGetShaderInfoLog(fragShader, logLength[0], (int[])null, 0, log, 0); - System.err.println("Error compiling the shader: " + new String(log)); + System.err.println("Error compiling the fragment shader: " + new String(log)); + System.exit(1); } //Each shaderProgram must have @@ -436,5 +450,6 @@ static final String fragmentShader = gl.glDetachShader(shaderProgram, fragShader); gl.glDeleteShader(fragShader); gl.glDeleteProgram(shaderProgram); + System.exit(0); } } |