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JUCE/modules/juce_opengl/opengl/juce_OpenGLShaderProgram.cpp
2012-01-05 21:20:16 +00:00

103 lines
4.5 KiB
C++

/*
==============================================================================
This file is part of the JUCE library - "Jules' Utility Class Extensions"
Copyright 2004-11 by Raw Material Software Ltd.
------------------------------------------------------------------------------
JUCE can be redistributed and/or modified under the terms of the GNU General
Public License (Version 2), as published by the Free Software Foundation.
A copy of the license is included in the JUCE distribution, or can be found
online 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.rawmaterialsoftware.com/juce for more information.
==============================================================================
*/
#if JUCE_USE_OPENGL_SHADERS
OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& context_) noexcept
: context (context_)
{
// This object can only be created and used when the current thread has an active OpenGL context.
jassert (OpenGLHelpers::isContextActive());
programID = context.extensions.glCreateProgram();
}
OpenGLShaderProgram::~OpenGLShaderProgram() noexcept
{
context.extensions.glDeleteProgram (programID);
}
double OpenGLShaderProgram::getLanguageVersion()
{
return String ((const char*) glGetString (GL_SHADING_LANGUAGE_VERSION))
.upToFirstOccurrenceOf (" ", false, false).getDoubleValue();
}
void OpenGLShaderProgram::addShader (const char* const code, GLenum type)
{
GLuint shaderID = context.extensions.glCreateShader (type);
context.extensions.glShaderSource (shaderID, 1, (const GLchar**) &code, nullptr);
context.extensions.glCompileShader (shaderID);
#if JUCE_DEBUG
GLint status = 0;
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);
DBG (String (infoLog, infologLength));
jassertfalse;
}
#endif
context.extensions.glAttachShader (programID, shaderID);
context.extensions.glDeleteShader (shaderID);
}
void OpenGLShaderProgram::link() noexcept
{
context.extensions.glLinkProgram (programID);
#if JUCE_DEBUG
GLint status = 0;
context.extensions.glGetProgramiv (programID, GL_LINK_STATUS, &status);
jassert (status != GL_FALSE);
#endif
}
OpenGLShaderProgram::Uniform::Uniform (const OpenGLShaderProgram& program, const char* const name)
: uniformID (program.context.extensions.glGetUniformLocation (program.programID, name)), context (program.context)
{
jassert (uniformID >= 0);
}
OpenGLShaderProgram::Attribute::Attribute (const OpenGLShaderProgram& program, const char* name)
: attributeID (program.context.extensions.glGetAttribLocation (program.programID, 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); }
#endif