summaryrefslogtreecommitdiffstats
path: root/src/demos/es2/RawGL2ES2demo.java
blob: 6cccc6feaa5bf35ce0a66bb1075d914d1e11cd82 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
/**
 * Copyright 2012 JogAmp Community. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are
 * permitted provided that the following conditions are met:
 *
 *    1. Redistributions of source code must retain the above copyright notice, this list of
 *       conditions and the following disclaimer.
 *
 *    2. Redistributions in binary form must reproduce the above copyright notice, this list
 *       of conditions and the following disclaimer in the documentation and/or other materials
 *       provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
 * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
 * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *
 * The views and conclusions contained in the software and documentation are those of the
 * authors and should not be interpreted as representing official policies, either expressed
 * or implied, of JogAmp Community.
 */

import javax.media.opengl.GL;
import javax.media.opengl.GL2ES2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLProfile;
import javax.media.opengl.GLCapabilities;
import com.jogamp.newt.opengl.GLWindow;

import com.jogamp.opengl.util.*;
import com.jogamp.common.nio.Buffers;

import java.nio.FloatBuffer;

/**
 * <pre>
 *   __ __|_  ___________________________________________________________________________  ___|__ __
 *  //    /\                                           _                                  /\    \\
 * //____/  \__     __ _____ _____ _____ _____ _____  | |     __ _____ _____ __        __/  \____\\
 *  \    \  / /  __|  |     |   __|  _  |     |  _  | | |  __|  |     |   __|  |      /\ \  /    /
 *   \____\/_/  |  |  |  |  |  |  |     | | | |   __| | | |  |  |  |  |  |  |  |__   "  \_\/____/
 *  /\    \     |_____|_____|_____|__|__|_|_|_|__|    | | |_____|_____|_____|_____|  _  /    /\
 * /  \____\                       http://jogamp.org  |_|                              /____/  \
 * \  /   "' _________________________________________________________________________ `"   \  /
 *  \/____.                                                                             .____\/
 * </pre>
 *
 * <p>
 * JOGL2 OpenGL ES 2 demo to expose and learn what the RAW OpenGL ES 2 API looks like.
 *
 * Compile, run and enjoy:
   wget http://jogamp.org/deployment/jogamp-current/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>
 *
 *
 * @author Xerxes Rånby (xranby)
 */

public class RawGL2ES2demo implements GLEventListener{

/* Introducing the OpenGL ES 2 Vertex shader
 *
 * The main loop inside the vertex shader gets executed
 * one time for each vertex.
 *
 *      vertex -> *       uniform data -> mat4 projection = ( 1, 0, 0, 0,
 *      (0,1,0)  / \                                          0, 1, 0, 0,
 *              / . \  <- origo (0,0,0)                       0, 0, 1, 0,
 *             /     \                                        0, 0,-1, 1 );
 *  vertex -> *-------* <- vertex
 *  (-1,-1,0)             (1,-1,0) <- attribute data can be used
 *                        (0, 0,1)    for color, position, normals etc.
 *
 * The vertex shader recive input data in form of
 * "uniform" data that are common to all vertex
 * and
 * "attribute" data that are individual to each vertex.
 * One vertex can have several "attribute" data sources enabled.
 *
 * The vertex shader produce output used by the fragment shader.
 * gl_Position are expected to get set to the final vertex position.
 * You can also send additional user defined
 * "varying" data to the fragment shader.
 *
 * Model Translate, Scale and Rotate are done here by matrix-multiplying a
 * projection matrix against each vertex position.
 *
 * The whole vertex shader program are a String containing GLSL ES language
 * http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
 * sent to the GPU driver for compilation.
 */
static final String vertexShader =
// For GLSL 1 and 1.1 code i highly recomend to not include a 
// GLSL ES language #version line, GLSL ES section 3.4
// Many GPU drivers refuse to compile the shader if #version is different from
// the drivers internal GLSL version.
"#ifdef GL_ES \n" +
"precision mediump float; \n" + // Precision Qualifiers
"precision mediump int; \n" +   // GLSL ES section 4.5.2
"#endif \n" +

"uniform mat4    uniform_Projection; \n" + // Incomming data used by
"attribute vec4  attribute_Position; \n" + // the vertex shader
"attribute vec4  attribute_Color; \n" +    // uniform and attributes

"varying vec4    varying_Color; \n" + // Outgoing varying data
                                      // sent to the fragment shader
"void main(void) \n" +
"{ \n" +
"  varying_Color = attribute_Color; \n" +
"  gl_Position = uniform_Projection * attribute_Position; \n" +
"} ";

/* Introducing the OpenGL ES 2 Fragment shader
 *
 * The main loop of the fragment shader gets executed for each visible
 * pixel fragment on the render buffer.
 *
 *       vertex-> *
 *      (0,1,-1) /f\
 *              /ffF\ <- This fragment F gl_FragCoord get interpolated
 *             /fffff\                   to (0.25,0.25,-1) based on the
 *   vertex-> *fffffff* <-vertex         three vertex gl_Position.
 *  (-1,-1,-1)           (1,-1,-1)
 *
 *
 * All incomming "varying" and gl_FragCoord data to the fragment shader
 * gets interpolated based on the vertex positions.
 *
 * The fragment shader produce and store the final color data output into
 * gl_FragColor.
 *
 * Is up to you to set the final colors and calculate lightning here based on
 * supplied position, color and normal data.
 *
 * The whole fragment shader program are a String containing GLSL ES language
 * http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
 * sent to the GPU driver for compilation.
 */
static final String fragmentShader =
"#ifdef GL_ES \n" +
"precision mediump float; \n" +
"precision mediump int; \n" +
"#endif \n" +

"varying   vec4    varying_Color; \n" + //incomming varying data to the
                                        //frament shader
                                        //sent from the vertex shader
"void main (void) \n" +
"{ \n" +
"  gl_FragColor = varying_Color; \n" +
"} ";

/* Introducing projection matrix helper functions
 *
 * OpenGL ES 2 vertex projection transformations gets applied inside the
 * vertex shader, all you have to do are to calculate and supply a projection matrix.
 *
 * Its recomended to use the com/jogamp/opengl/util/PMVMatrix.java
 * import com.jogamp.opengl.util.PMVMatrix;
 * To simplify all your projection model view matrix creation needs.
 *
 * These helpers here are based on PMVMatrix code and common linear
 * algebra for matrix multiplication, translate and rotations.
 */
    private void glMultMatrixf(FloatBuffer a, FloatBuffer b, FloatBuffer d) {
        final int aP = a.position();
        final int bP = b.position();
        final int dP = d.position();
        for (int i = 0; i < 4; i++) {
            final float ai0=a.get(aP+i+0*4),  ai1=a.get(aP+i+1*4),  ai2=a.get(aP+i+2*4),  ai3=a.get(aP+i+3*4);
            d.put(dP+i+0*4 , ai0 * b.get(bP+0+0*4) + ai1 * b.get(bP+1+0*4) + ai2 * b.get(bP+2+0*4) + ai3 * b.get(bP+3+0*4) );
            d.put(dP+i+1*4 , ai0 * b.get(bP+0+1*4) + ai1 * b.get(bP+1+1*4) + ai2 * b.get(bP+2+1*4) + ai3 * b.get(bP+3+1*4) );
            d.put(dP+i+2*4 , ai0 * b.get(bP+0+2*4) + ai1 * b.get(bP+1+2*4) + ai2 * b.get(bP+2+2*4) + ai3 * b.get(bP+3+2*4) );
            d.put(dP+i+3*4 , ai0 * b.get(bP+0+3*4) + ai1 * b.get(bP+1+3*4) + ai2 * b.get(bP+2+3*4) + ai3 * b.get(bP+3+3*4) );
        }
    }

    private float[] multiply(float[] a,float[] b){
        float[] tmp = new float[16];
        glMultMatrixf(FloatBuffer.wrap(a),FloatBuffer.wrap(b),FloatBuffer.wrap(tmp));
        return tmp;
    }

    private float[] translate(float[] m,float x,float y,float z){
        float[] t = { 1.0f, 0.0f, 0.0f, 0.0f,
                      0.0f, 1.0f, 0.0f, 0.0f,
                      0.0f, 0.0f, 1.0f, 0.0f,
                      x, y, z, 1.0f };
        return multiply(m, t);
    }

    private float[] rotate(float[] m,float a,float x,float y,float z){
        float s, c;
        s = (float)Math.sin(Math.toRadians(a));
        c = (float)Math.cos(Math.toRadians(a));
        float[] r = {
            x * x * (1.0f - c) + c,     y * x * (1.0f - c) + z * s, x * z * (1.0f - c) - y * s, 0.0f,
            x * y * (1.0f - c) - z * s, y * y * (1.0f - c) + c,     y * z * (1.0f - c) + x * s, 0.0f,
            x * z * (1.0f - c) + y * s, y * z * (1.0f - c) - x * s, z * z * (1.0f - c) + c,     0.0f,
            0.0f, 0.0f, 0.0f, 1.0f };
            return multiply(m, r);
        }

/* Introducing the GL2ES2 demo
 *
 * How to render a triangle using 424 lines of code using the RAW
 * OpenGL ES 2 API.
 * The Programmable pipeline in OpenGL ES 2 are both fast and flexible
 * yet it do take some extra lines of code to setup.
 *
 */
    private double theta=0;
    private double s=0;
    
    private static int width=1920;
    private static int height=1080;

    private int shaderProgram;
    private int vertShader;
    private int fragShader;
    private int ModelViewProjectionMatrix_location;

    public static void main(String[] s){

        /* This demo are based on the GL2ES2 GLProfile that allows hardware acceleration
         * on both desktop OpenGL 2 and mobile OpenGL ES 2 devices.
         * JogAmp JOGL will probe all the installed libGL.so, libEGL.so and libGLESv2.so librarys on
         * the system to find which one provide hardware acceleration for your GPU device.
         * Its common to find more than one version of these librarys installed on a system.
         * For example on a ARM Linux system JOGL may find
         * Hardware accelerated Nvidia tegra GPU drivers in: /usr/lib/nvidia-tegra/libEGL.so
         * Software rendered Mesa Gallium driver in: /usr/lib/arm-linux-gnueabi/mesa-egl/libEGL.so.1
         * Software rendered Mesa X11 in: /usr/lib/arm-linux-gnueabi/mesa/libGL.so
         * Good news!: JOGL does all this probing for you all you have to do are to ask for
         * the GLProfile you want to use.
         */

        GLCapabilities caps = new GLCapabilities(GLProfile.get(GLProfile.GL2ES2));
	// We may at this point tweak the caps and request a translucent drawable
        caps.setBackgroundOpaque(false);
        GLWindow glWindow = GLWindow.create(caps);

        /* You may combine the NEWT GLWindow inside existing Swing and AWT
         * applications by encapsulating the glWindow inside a
         * com.jogamp.newt.awt.NewtCanvasAWT canvas.
         *
         *  NewtCanvasAWT newtCanvas = new NewtCanvasAWT(glWindow);
         *  JFrame frame = new JFrame("RAW GL2ES2 Demo inside a JFrame!");
         *  frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
         *  frame.setSize(width,height);
         *  frame.add(newtCanvas);
         *  // add some swing code if you like.
         *  // javax.swing.JButton b = new javax.swing.JButton();
         *  // b.setText("Hi");
         *  // frame.add(b); 
         *  frame.setVisible(true);
         */

        // In this demo we prefer to setup and view the GLWindow directly
        // this allows the demo to run on -Djava.awt.headless=true systems
        glWindow.setTitle("Raw GL2ES2 Demo");
        glWindow.setSize(width,height);
        glWindow.setUndecorated(false);
        glWindow.setPointerVisible(true);
        glWindow.setVisible(true);

        // Finally we connect the GLEventListener application code to the NEWT GLWindow.
        // GLWindow will call the GLEventListener init, reshape, display and dispose
        // functions when needed.
        glWindow.addGLEventListener(new RawGL2ES2demo() /* GLEventListener */);
        FPSAnimator animator = new FPSAnimator(glWindow,60);
        animator.add(glWindow);
        animator.start();
    }

    public void init(GLAutoDrawable drawable) {
        GL2ES2 gl = drawable.getGL().getGL2ES2();

        System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities());
        System.err.println("INIT GL IS: " + gl.getClass().getName());
        System.err.println("GL_VENDOR: " + gl.glGetString(GL.GL_VENDOR));
        System.err.println("GL_RENDERER: " + gl.glGetString(GL.GL_RENDERER));
        System.err.println("GL_VERSION: " + gl.glGetString(GL.GL_VERSION));

        //Create shaders
        //OpenGL ES retuns a index id to be stored for future reference.
        vertShader = gl.glCreateShader(GL2ES2.GL_VERTEX_SHADER);
        fragShader = gl.glCreateShader(GL2ES2.GL_FRAGMENT_SHADER);

        //Compile the vertexShader String into a program.
        String[] vlines = new String[] { vertexShader };
        int[] vlengths = new int[] { vlines[0].length() };
        gl.glShaderSource(vertShader, vlines.length, vlines, vlengths, 0);
        gl.glCompileShader(vertShader);

        //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! vertex shader compiled");}
        else {
            int[] logLength = new int[1];
            gl.glGetShaderiv(vertShader, GL2ES2.GL_INFO_LOG_LENGTH, logLength, 0);

            byte[] log = new byte[logLength[0]];
            gl.glGetShaderInfoLog(vertShader, logLength[0], (int[])null, 0, log, 0);

            System.err.println("Error compiling the vertex shader: " + new String(log));
            System.exit(1);
        }

        //Compile the fragmentShader String into a program.
        String[] flines = new String[] { fragmentShader };
        int[] flengths = new int[] { flines[0].length() };
        gl.glShaderSource(fragShader, flines.length, flines, flengths, 0);
        gl.glCompileShader(fragShader);

        //Check compile status.
        gl.glGetShaderiv(fragShader, GL2ES2.GL_COMPILE_STATUS, compiled,0);
        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);

            byte[] log = new byte[logLength[0]];
            gl.glGetShaderInfoLog(fragShader, logLength[0], (int[])null, 0, log, 0);

            System.err.println("Error compiling the fragment shader: " + new String(log));
            System.exit(1);
        }

        //Each shaderProgram must have
        //one vertex shader and one fragment shader.
        shaderProgram = gl.glCreateProgram();
        gl.glAttachShader(shaderProgram, vertShader);
        gl.glAttachShader(shaderProgram, fragShader);

        //Associate attribute ids with the attribute names inside
        //the vertex shader.
        gl.glBindAttribLocation(shaderProgram, 0, "attribute_Position");
        gl.glBindAttribLocation(shaderProgram, 1, "attribute_Color");

        gl.glLinkProgram(shaderProgram);

        //Get a id number to the uniform_Projection matrix
        //so that we can update it.
        ModelViewProjectionMatrix_location = gl.glGetUniformLocation(shaderProgram, "uniform_Projection");
    }

    public void reshape(GLAutoDrawable drawable, int x, int y, int z, int h) {
        System.out.println("Window resized to width=" + z + " height=" + h);
        width = z;
        height = h;

        // Get gl
        GL2ES2 gl = drawable.getGL().getGL2ES2();

        // Optional: Set viewport
        // Render to a square at the center of the window.
        gl.glViewport((width-height)/2,0,height,height);
    }

    public void display(GLAutoDrawable drawable) {
        // Update variables used in animation
        theta += 0.08;
        s = Math.sin(theta);

        // Get gl
        GL2ES2 gl = drawable.getGL().getGL2ES2();

        // Clear screen
        gl.glClearColor(1, 0, 1, 0.5f);  // Purple
        gl.glClear(GL2ES2.GL_STENCIL_BUFFER_BIT |
                   GL2ES2.GL_COLOR_BUFFER_BIT   |
                   GL2ES2.GL_DEPTH_BUFFER_BIT   );

        // Use the shaderProgram that got linked during the init part.
        gl.glUseProgram(shaderProgram);

        /* Change a projection matrix
         * The matrix multiplications and OpenGL ES2 code below
         * basically match this OpenGL ES1 code.
         * note that the model_view_projection matrix gets sent to the vertexShader.
         *
         * gl.glLoadIdentity();
         * gl.glTranslatef(0.0f,0.0f,-0.1f);
         * gl.glRotatef((float)30f*(float)s,1.0f,0.0f,1.0f);
         *
         */

        float[] model_view_projection;
        float[] identity_matrix = {
            1.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 1.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 1.0f, 0.0f,
            0.0f, 0.0f, 0.0f, 1.0f,
        };
        model_view_projection =  translate(identity_matrix,0.0f,0.0f, -0.1f);
        model_view_projection =  rotate(model_view_projection,(float)30f*(float)s,1.0f,0.0f,1.0f);

        // Send the final projection matrix to the vertex shader by
        // using the uniform location id obtained during the init part.
        gl.glUniformMatrix4fv(ModelViewProjectionMatrix_location, 1, false, model_view_projection, 0);

        /*
         *  Render a triangle:
         *  The OpenGL ES2 code below basically match this OpenGL code.
         *
         *    gl.glBegin(GL_TRIANGLES);                      // Drawing Using Triangles
         *    gl.glVertex3f( 0.0f, 1.0f, 0.0f);              // Top
         *    gl.glVertex3f(-1.0f,-1.0f, 0.0f);              // Bottom Left
         *    gl.glVertex3f( 1.0f,-1.0f, 0.0f);              // Bottom Right
         *    gl.glEnd();                            // Finished Drawing The Triangle
         */

        float[] vertices = {  0.0f,  1.0f, 0.0f, //Top
                             -1.0f, -1.0f, 0.0f, //Bottom Left
                              1.0f, -1.0f, 0.0f  //Bottom Right
                                              };


        // Observe that the vertex data passed to glVertexAttribPointer must stay valid
        // through the OpenGL rendering lifecycle.
        // Therefore it is mandatory to allocate a NIO Direct buffer that stays pinned in memory
        // and thus can not get moved by the java garbage collector.
        // Also we need to keep a reference to the NIO Direct buffer around up untill
        // we call glDisableVertexAttribArray first then will it be safe to garbage collect the memory. 
        // I will here use the com.jogamp.common.nio.Buffers to quicly wrap the array in a Direct NIO buffer.
        FloatBuffer fbVertices = Buffers.newDirectFloatBuffer(vertices);

        gl.glVertexAttribPointer(0, 3, GL2ES2.GL_FLOAT, false, 0, fbVertices);
        gl.glEnableVertexAttribArray(0);

        float[] colors = {    1.0f, 0.0f, 0.0f, 1.0f, //Top color (red)
                              0.0f, 0.0f, 0.0f, 1.0f, //Bottom Left color (black)
                              1.0f, 1.0f, 0.0f, 0.9f  //Bottom Right color (yellow) with 10% transparence
                                                   };
                                             
        FloatBuffer fbColors = Buffers.newDirectFloatBuffer(colors);

        gl.glVertexAttribPointer(1, 4, GL2ES2.GL_FLOAT, false, 0, fbColors);
        gl.glEnableVertexAttribArray(1);

        gl.glDrawArrays(GL2ES2.GL_TRIANGLES, 0, 3); //Draw the vertices as triangle
        
        gl.glDisableVertexAttribArray(0); // Allow release of vertex position memory
        gl.glDisableVertexAttribArray(1); // Allow release of vertex color memory		
        // It is only safe to let the garbage collector collect the vertices and colors 
        // NIO buffers data after first calling glDisableVertexAttribArray.
        fbVertices = null;
        fbColors = null;
    }

    public void dispose(GLAutoDrawable drawable){
        System.out.println("cleanup, remember to release shaders");
        GL2ES2 gl = drawable.getGL().getGL2ES2();
        gl.glUseProgram(0);
        gl.glDetachShader(shaderProgram, vertShader);
        gl.glDeleteShader(vertShader);
        gl.glDetachShader(shaderProgram, fragShader);
        gl.glDeleteShader(fragShader);
        gl.glDeleteProgram(shaderProgram);
        System.exit(0);
    }
}