/* ============================================================================== This file is part of the JUCE framework. Copyright (c) Raw Material Software Limited JUCE is an open source framework subject to commercial or open source licensing. By downloading, installing, or using the JUCE framework, or combining the JUCE framework with any other source code, object code, content or any other copyrightable work, you agree to the terms of the JUCE End User Licence Agreement, and all incorporated terms including the JUCE Privacy Policy and the JUCE Website Terms of Service, as applicable, which will bind you. If you do not agree to the terms of these agreements, we will not license the JUCE framework to you, and you must discontinue the installation or download process and cease use of the JUCE framework. JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/ JUCE Privacy Policy: https://juce.com/juce-privacy-policy JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/ Or: You may also use this code under the terms of the AGPLv3: https://www.gnu.org/licenses/agpl-3.0.en.html THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED. ============================================================================== */ namespace juce { /** Creates a graphics context object that will render into the given OpenGL target. */ std::unique_ptr createOpenGLGraphicsContext (OpenGLContext&, int width, int height); /** Creates a graphics context object that will render into the given OpenGL framebuffer. */ std::unique_ptr createOpenGLGraphicsContext (OpenGLContext&, OpenGLFrameBuffer&); /** Creates a graphics context object that will render into the given OpenGL framebuffer, with the given size. */ std::unique_ptr createOpenGLGraphicsContext (OpenGLContext&, unsigned int frameBufferID, int width, int height); //============================================================================== /** Used to create custom shaders for use with an openGL 2D rendering context. Given a GL-based rendering context, you can write a fragment shader that applies some kind of per-pixel effect. @tags{OpenGL} */ struct JUCE_API OpenGLGraphicsContextCustomShader { /** Creates a custom shader. The shader code will not be compiled until actually needed, so it's OK to call this constructor when no GL context is active. The code should be a normal fragment shader. As well as the usual GLSL variables, there is also an automatically declared varying vec2 called "pixelPos", which indicates the pixel position within the graphics context of the pixel being drawn. There is also a varying value "pixelAlpha", which indicates the alpha by which the pixel should be multiplied, so that the edges of any clip-region masks are anti-aliased correctly. */ OpenGLGraphicsContextCustomShader (const String& fragmentShaderCode); /** Destructor. */ ~OpenGLGraphicsContextCustomShader(); /** Returns the program, if it has been linked and is active. This can be called when you're about to use fillRect, to set up any uniforms/textures that the program may require. */ OpenGLShaderProgram* getProgram (LowLevelGraphicsContext&) const; /** Applies the shader to a rectangle within the graphics context. */ void fillRect (LowLevelGraphicsContext&, Rectangle area) const; /** Attempts to compile the program if necessary, and returns an error message if it fails. */ Result checkCompilation (LowLevelGraphicsContext&); /** Returns the code that was used to create this object. */ const String& getFragmentShaderCode() const noexcept { return code; } /** Optional lambda that will be called when the shader is activated, to allow user code to do setup tasks. */ std::function onShaderActivated; private: String code, hashName; JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLGraphicsContextCustomShader) }; } // namespace juce