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Community-Fossil
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java.lang.NullPointerException at org.lwjgl.opengl.GL20.glCreateProgram(GL20.java:254) at Adworld.init(Adworld.java:30) at sun.applet.AppletPanel.run(Unknown Source) at java.lang.Thread.run(Unknown Source) |
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import java.nio.FloatBuffer; import java.util.Map; import org.lwjgl.BufferUtils; import java.io.*; import javax.swing.JOptionPane; import static org.lwjgl.opengl.GL20.*; public class GLSLProgram{ protected GLSLShader m_vertexShader; protected GLSLShader m_fragmentShader; protected int m_programID; protected Map<String, Integer> m_uniformMap; protected Map<String, Integer> m_attribMap; GLSLProgram(String vertexShader, String fragmentShader){ m_vertexShader = new GLSLShader(); m_fragmentShader = new GLSLShader(); m_vertexShader.filename = vertexShader; m_fragmentShader.filename = fragmentShader; m_programID = 0; } protected String readFile(String filename){ try{ String source = new FileReader(filename).toString(); return source; } catch(Exception e){ return new String(); } } protected boolean compileShader(GLSLShader shader){ glCompileShader(shader.id); int result = glGetShader(shader.id, GL_COMPILE_STATUS); if(result == 0){ return false; } return true; } protected void outputShaderLog(int shaderID){ String infoLog; int infoLen; infoLen = glGetShader(shaderID, GL_INFO_LOG_LENGTH); infoLog = glGetShaderInfoLog(shaderID, infoLen); JOptionPane.showMessageDialog(null, infoLog, "GLSL Shader Error", 0); } protected void outputProgramLog(int programID){ String infoLog; int infoLen; int result; result = glGetProgram(programID, GL_LINK_STATUS); if(result == 1){ return; } infoLen = glGetProgram(programID, GL_INFO_LOG_LENGTH); infoLog = glGetProgramInfoLog(programID, infoLen); JOptionPane.showMessageDialog(null, infoLog, "GLSL Shader Error", 0); } public boolean initialize(){ m_programID = glCreateProgram(); // Erzeugt Shaderprogramm m_vertexShader.id = glCreateShader(GL_VERTEX_SHADER); // Erzeugt Vertex Shader m_fragmentShader.id = glCreateShader(GL_FRAGMENT_SHADER); // Erzeugt Fragment Shader // Daten einlesen m_vertexShader.source = readFile(m_vertexShader.filename); m_fragmentShader.source = readFile(m_fragmentShader.filename); if(m_vertexShader.source.length() == 0 || m_fragmentShader.source.length() == 0){ return false; } glShaderSource(m_vertexShader.id, m_vertexShader.source); glShaderSource(m_fragmentShader.id, m_fragmentShader.source); if(!compileShader(m_vertexShader) || !compileShader(m_fragmentShader)){ // Shader compilieren outputShaderLog(m_vertexShader.id); outputShaderLog(m_fragmentShader.id); return false; } // Hinzufuegen, Linken glAttachShader(m_programID, m_vertexShader.id); glAttachShader(m_programID, m_fragmentShader.id); glLinkProgram(m_programID); // Programm linken return true; } public void linkProgram(){ glLinkProgram(m_programID); int result = glGetProgram(m_programID, GL_LINK_STATUS); if(result == 0){ outputProgramLog(m_programID); // Fehlerlog erstellen } } public void bindShader(){ glUseProgram(m_programID); } public void unbindShader(){ glUseProgram(0); } public int getUniformLocation(String name){ if(!m_uniformMap.containsKey(name)){ int location = glGetUniformLocation(m_programID, name); m_uniformMap.put(name, location); return location; } return m_uniformMap.get(name); } public int getAttribLocation(String name){ if(!m_attribMap.containsKey(name)){ int location = glGetAttribLocation(m_programID, name); m_attribMap.put(name, location); return location; } return m_attribMap.get(name); } public void sendUniform(String name, int id){ int location = getUniformLocation(name); glUniform1i(location, id); } public void sendUniform(String name, float r, float g, float b, float a){ // red green blue alpha FloatBuffer v = BufferUtils.createFloatBuffer(4); v.put(r); v.put(g); v.put(b); v.put(a); int location = getUniformLocation(name); glUniform4(location, v); } public void sendUniform(String name, float x, float y, float z){ FloatBuffer v = BufferUtils.createFloatBuffer(3); v.put(x); v.put(y); v.put(z); int location = getUniformLocation(name); glUniform3(location, v); } public void sendUniform(String name, float scalar){ FloatBuffer f = BufferUtils.createFloatBuffer(1); f.put(scalar); int location = getUniformLocation(name); glUniform1(location, f); } public void sendUniform4x4(String name, float matrix[]){ FloatBuffer m = BufferUtils.createFloatBuffer(16); m.put(matrix); int location = getUniformLocation(name); glUniformMatrix4(location, false, m); } public void sendUniform3x3(String name, float matrix[]){ FloatBuffer m = BufferUtils.createFloatBuffer(16); m.put(matrix); int location = getUniformLocation(name); glUniformMatrix3(location, false, m); } public void sendUniform4x4(String name, float matrix[], boolean transpose){ FloatBuffer m = BufferUtils.createFloatBuffer(16); m.put(matrix); int location = getUniformLocation(name); glUniformMatrix4(location, transpose, m); } public void sendUniform3x3(String name, float matrix[], boolean transpose){ FloatBuffer m = BufferUtils.createFloatBuffer(16); m.put(matrix); int location = getUniformLocation(name); glUniformMatrix3(location, transpose, m); } public void bindAttrib(int index, String name){ glBindAttribLocation(m_programID, index, name); } } |
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public void init(){ // Zeichenflaeche m_display = new Canvas(); m_display.setSize(getWidth(), getHeight()); add(m_display); m_display.setFocusable(true); m_display.requestFocus(); m_display.setIgnoreRepaint(true); setVisible(true); // Variablen m_shader = new Shader("shader/default.vert", "shader/default.frag"); // <--- DA m_rotation = 0; glCreateProgram(); // main thread Thread mainThread = new Thread(){ public void run(){ try{ Display.setParent(m_display); Display.create(); }catch(Exception e){ System.exit(0); } loop(); } }; mainThread.start(); } |
Community-Fossil
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m_programID = glCreateProgram(); // Erzeugt Shaderprogramm // und m_shader = new Shader("shader/default.vert", "shader/default.frag"); // und if(!initialize()){ |
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