/* ============================================================================== 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. ============================================================================== */ #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() { #if JUCE_OPENGL_ES jassertfalse; // doesn't work in ES return 0; #else return String ((const char*) glGetString (GL_SHADING_LANGUAGE_VERSION)) .upToFirstOccurrenceOf (" ", false, false).getDoubleValue(); #endif } bool 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); 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 DBG (errorLog); jassertfalse; #endif return false; } context.extensions.glAttachShader (programID, shaderID); context.extensions.glDeleteShader (shaderID); JUCE_CHECK_OPENGL_ERROR return true; } bool OpenGLShaderProgram::link() noexcept { context.extensions.glLinkProgram (programID); GLint status = GL_FALSE; context.extensions.glGetProgramiv (programID, GL_LINK_STATUS, &status); if (status == GL_FALSE) { GLchar infoLog [16384]; GLsizei infoLogLength = 0; context.extensions.glGetProgramInfoLog (programID, sizeof (infoLog), &infoLogLength, infoLog); errorLog = String (infoLog, (size_t) infoLogLength); #if JUCE_DEBUG 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.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); } 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); } #endif