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JUCE/modules/juce_opengl/opengl/juce_OpenGLShaderProgram.cpp

157 lines
6.3 KiB
C++

/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2013 - Raw Material Software Ltd.
Permission is granted to use this software under the terms of either:
a) the GPL v2 (or any later version)
b) the Affero GPL v3
Details of these licenses can be found at: www.gnu.org/licenses
JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
------------------------------------------------------------------------------
To release a closed-source product which uses JUCE, commercial licenses are
available: visit www.juce.com for more information.
==============================================================================
*/
OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& c) noexcept
: context (c), programID (0)
{
}
OpenGLShaderProgram::~OpenGLShaderProgram() noexcept
{
release();
}
GLuint OpenGLShaderProgram::getProgramID() const noexcept
{
// This method can only be used when the current thread has an active OpenGL context.
jassert (OpenGLHelpers::isContextActive());
if (programID == 0)
programID = context.extensions.glCreateProgram();
return programID;
}
void OpenGLShaderProgram::release() noexcept
{
if (programID != 0)
{
context.extensions.glDeleteProgram (programID);
programID = 0;
}
}
double OpenGLShaderProgram::getLanguageVersion()
{
return String::fromUTF8 ((const char*) glGetString (GL_SHADING_LANGUAGE_VERSION))
.retainCharacters("1234567890.").getDoubleValue();
}
bool OpenGLShaderProgram::addShader (const String& code, GLenum type)
{
GLuint shaderID = context.extensions.glCreateShader (type);
const GLchar* c = code.toRawUTF8();
context.extensions.glShaderSource (shaderID, 1, &c, nullptr);
context.extensions.glCompileShader (shaderID);
GLint status = GL_FALSE;
context.extensions.glGetShaderiv (shaderID, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
GLchar infoLog [16384];
GLsizei infoLogLength = 0;
context.extensions.glGetShaderInfoLog (shaderID, sizeof (infoLog), &infoLogLength, infoLog);
errorLog = String (infoLog, (size_t) infoLogLength);
#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
// Your GLSL code contained compile errors!
// Hopefully this compile log should help to explain what went wrong.
DBG (errorLog);
jassertfalse;
#endif
return false;
}
context.extensions.glAttachShader (getProgramID(), shaderID);
context.extensions.glDeleteShader (shaderID);
JUCE_CHECK_OPENGL_ERROR
return true;
}
bool OpenGLShaderProgram::addVertexShader (const String& code) { return addShader (code, GL_VERTEX_SHADER); }
bool OpenGLShaderProgram::addFragmentShader (const String& code) { return addShader (code, GL_FRAGMENT_SHADER); }
bool OpenGLShaderProgram::link() noexcept
{
// This method can only be used when the current thread has an active OpenGL context.
jassert (OpenGLHelpers::isContextActive());
GLuint progID = getProgramID();
context.extensions.glLinkProgram (progID);
GLint status = GL_FALSE;
context.extensions.glGetProgramiv (progID, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
GLchar infoLog [16384];
GLsizei infoLogLength = 0;
context.extensions.glGetProgramInfoLog (progID, sizeof (infoLog), &infoLogLength, infoLog);
errorLog = String (infoLog, (size_t) infoLogLength);
#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
// Your GLSL code contained link errors!
// Hopefully this compile log should help to explain what went wrong.
DBG (errorLog);
jassertfalse;
#endif
}
JUCE_CHECK_OPENGL_ERROR
return status != GL_FALSE;
}
void OpenGLShaderProgram::use() const noexcept
{
context.extensions.glUseProgram (programID);
}
OpenGLShaderProgram::Uniform::Uniform (const OpenGLShaderProgram& program, const char* const name)
: uniformID (program.context.extensions.glGetUniformLocation (program.getProgramID(), name)), context (program.context)
{
jassert (uniformID >= 0);
}
OpenGLShaderProgram::Attribute::Attribute (const OpenGLShaderProgram& program, const char* name)
: attributeID (program.context.extensions.glGetAttribLocation (program.getProgramID(), name))
{
jassert (attributeID >= 0);
}
void OpenGLShaderProgram::Uniform::set (GLfloat n1) const noexcept { context.extensions.glUniform1f (uniformID, n1); }
void OpenGLShaderProgram::Uniform::set (GLint n1) const noexcept { context.extensions.glUniform1i (uniformID, n1); }
void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2) const noexcept { context.extensions.glUniform2f (uniformID, n1, n2); }
void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3) const noexcept { context.extensions.glUniform3f (uniformID, n1, n2, n3); }
void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3, float n4) const noexcept { context.extensions.glUniform4f (uniformID, n1, n2, n3, n4); }
void OpenGLShaderProgram::Uniform::set (GLint n1, GLint n2, GLint n3, GLint n4) const noexcept { context.extensions.glUniform4i (uniformID, n1, n2, n3, n4); }
void OpenGLShaderProgram::Uniform::set (const GLfloat* values, GLsizei numValues) const noexcept { context.extensions.glUniform1fv (uniformID, numValues, values); }
void OpenGLShaderProgram::Uniform::setMatrix2 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix2fv (uniformID, num, trns, v); }
void OpenGLShaderProgram::Uniform::setMatrix3 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix3fv (uniformID, num, trns, v); }
void OpenGLShaderProgram::Uniform::setMatrix4 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix4fv (uniformID, num, trns, v); }