The JUCE cross-platform C++ framework, with DISTRHO/KXStudio specific changes
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  1. /*
  2. ==============================================================================
  3. This file is part of the JUCE library.
  4. Copyright (c) 2017 - ROLI Ltd.
  5. JUCE is an open source library subject to commercial or open-source
  6. licensing.
  7. By using JUCE, you agree to the terms of both the JUCE 5 End-User License
  8. Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
  9. 27th April 2017).
  10. End User License Agreement: www.juce.com/juce-5-licence
  11. Privacy Policy: www.juce.com/juce-5-privacy-policy
  12. Or: You may also use this code under the terms of the GPL v3 (see
  13. www.gnu.org/licenses).
  14. JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
  15. EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
  16. DISCLAIMED.
  17. ==============================================================================
  18. */
  19. OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& c) noexcept : context (c)
  20. {
  21. }
  22. OpenGLShaderProgram::~OpenGLShaderProgram() noexcept
  23. {
  24. release();
  25. }
  26. GLuint OpenGLShaderProgram::getProgramID() const noexcept
  27. {
  28. if (programID == 0)
  29. {
  30. // This method should only be called when the current thread has an active OpenGL context.
  31. jassert (OpenGLHelpers::isContextActive());
  32. programID = context.extensions.glCreateProgram();
  33. }
  34. return programID;
  35. }
  36. void OpenGLShaderProgram::release() noexcept
  37. {
  38. if (programID != 0)
  39. {
  40. context.extensions.glDeleteProgram (programID);
  41. programID = 0;
  42. }
  43. }
  44. double OpenGLShaderProgram::getLanguageVersion()
  45. {
  46. return String::fromUTF8 ((const char*) glGetString (GL_SHADING_LANGUAGE_VERSION))
  47. .retainCharacters("1234567890.").getDoubleValue();
  48. }
  49. bool OpenGLShaderProgram::addShader (const String& code, GLenum type)
  50. {
  51. GLuint shaderID = context.extensions.glCreateShader (type);
  52. const GLchar* c = code.toRawUTF8();
  53. context.extensions.glShaderSource (shaderID, 1, &c, nullptr);
  54. context.extensions.glCompileShader (shaderID);
  55. GLint status = GL_FALSE;
  56. context.extensions.glGetShaderiv (shaderID, GL_COMPILE_STATUS, &status);
  57. if (status == GL_FALSE)
  58. {
  59. GLchar infoLog [16384];
  60. GLsizei infoLogLength = 0;
  61. context.extensions.glGetShaderInfoLog (shaderID, sizeof (infoLog), &infoLogLength, infoLog);
  62. errorLog = String (infoLog, (size_t) infoLogLength);
  63. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  64. // Your GLSL code contained compile errors!
  65. // Hopefully this compile log should help to explain what went wrong.
  66. DBG (errorLog);
  67. jassertfalse;
  68. #endif
  69. return false;
  70. }
  71. context.extensions.glAttachShader (getProgramID(), shaderID);
  72. context.extensions.glDeleteShader (shaderID);
  73. JUCE_CHECK_OPENGL_ERROR
  74. return true;
  75. }
  76. bool OpenGLShaderProgram::addVertexShader (const String& code) { return addShader (code, GL_VERTEX_SHADER); }
  77. bool OpenGLShaderProgram::addFragmentShader (const String& code) { return addShader (code, GL_FRAGMENT_SHADER); }
  78. bool OpenGLShaderProgram::link() noexcept
  79. {
  80. // This method can only be used when the current thread has an active OpenGL context.
  81. jassert (OpenGLHelpers::isContextActive());
  82. GLuint progID = getProgramID();
  83. context.extensions.glLinkProgram (progID);
  84. GLint status = GL_FALSE;
  85. context.extensions.glGetProgramiv (progID, GL_LINK_STATUS, &status);
  86. if (status == GL_FALSE)
  87. {
  88. GLchar infoLog [16384];
  89. GLsizei infoLogLength = 0;
  90. context.extensions.glGetProgramInfoLog (progID, sizeof (infoLog), &infoLogLength, infoLog);
  91. errorLog = String (infoLog, (size_t) infoLogLength);
  92. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  93. // Your GLSL code contained link errors!
  94. // Hopefully this compile log should help to explain what went wrong.
  95. DBG (errorLog);
  96. jassertfalse;
  97. #endif
  98. }
  99. JUCE_CHECK_OPENGL_ERROR
  100. return status != GL_FALSE;
  101. }
  102. void OpenGLShaderProgram::use() const noexcept
  103. {
  104. // The shader program must have been successfully linked when this method is called!
  105. jassert (programID != 0);
  106. context.extensions.glUseProgram (programID);
  107. }
  108. GLint OpenGLShaderProgram::getUniformIDFromName (const char* uniformName) const noexcept
  109. {
  110. // The shader program must be active when this method is called!
  111. jassert (programID != 0);
  112. return (GLint) context.extensions.glGetUniformLocation (programID, uniformName);
  113. }
  114. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1) noexcept { context.extensions.glUniform1f (getUniformIDFromName (name), n1); }
  115. void OpenGLShaderProgram::setUniform (const char* name, GLint n1) noexcept { context.extensions.glUniform1i (getUniformIDFromName (name), n1); }
  116. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2) noexcept { context.extensions.glUniform2f (getUniformIDFromName (name), n1, n2); }
  117. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3) noexcept { context.extensions.glUniform3f (getUniformIDFromName (name), n1, n2, n3); }
  118. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3, float n4) noexcept { context.extensions.glUniform4f (getUniformIDFromName (name), n1, n2, n3, n4); }
  119. void OpenGLShaderProgram::setUniform (const char* name, GLint n1, GLint n2, GLint n3, GLint n4) noexcept { context.extensions.glUniform4i (getUniformIDFromName (name), n1, n2, n3, n4); }
  120. void OpenGLShaderProgram::setUniform (const char* name, const GLfloat* values, GLsizei numValues) noexcept { context.extensions.glUniform1fv (getUniformIDFromName (name), numValues, values); }
  121. void OpenGLShaderProgram::setUniformMat2 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix2fv (getUniformIDFromName (name), num, trns, v); }
  122. void OpenGLShaderProgram::setUniformMat3 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix3fv (getUniformIDFromName (name), num, trns, v); }
  123. void OpenGLShaderProgram::setUniformMat4 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix4fv (getUniformIDFromName (name), num, trns, v); }
  124. //==============================================================================
  125. OpenGLShaderProgram::Attribute::Attribute (const OpenGLShaderProgram& program, const char* name)
  126. : attributeID ((GLuint) program.context.extensions.glGetAttribLocation (program.getProgramID(), name))
  127. {
  128. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  129. jassert ((GLint) attributeID >= 0);
  130. #endif
  131. }
  132. //==============================================================================
  133. OpenGLShaderProgram::Uniform::Uniform (const OpenGLShaderProgram& program, const char* const name)
  134. : uniformID (program.context.extensions.glGetUniformLocation (program.getProgramID(), name)), context (program.context)
  135. {
  136. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  137. jassert (uniformID >= 0);
  138. #endif
  139. }
  140. void OpenGLShaderProgram::Uniform::set (GLfloat n1) const noexcept { context.extensions.glUniform1f (uniformID, n1); }
  141. void OpenGLShaderProgram::Uniform::set (GLint n1) const noexcept { context.extensions.glUniform1i (uniformID, n1); }
  142. void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2) const noexcept { context.extensions.glUniform2f (uniformID, n1, n2); }
  143. void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3) const noexcept { context.extensions.glUniform3f (uniformID, n1, n2, n3); }
  144. void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3, float n4) const noexcept { context.extensions.glUniform4f (uniformID, n1, n2, n3, n4); }
  145. void OpenGLShaderProgram::Uniform::set (GLint n1, GLint n2, GLint n3, GLint n4) const noexcept { context.extensions.glUniform4i (uniformID, n1, n2, n3, n4); }
  146. void OpenGLShaderProgram::Uniform::set (const GLfloat* values, GLsizei numValues) const noexcept { context.extensions.glUniform1fv (uniformID, numValues, values); }
  147. void OpenGLShaderProgram::Uniform::setMatrix2 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix2fv (uniformID, num, trns, v); }
  148. void OpenGLShaderProgram::Uniform::setMatrix3 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix3fv (uniformID, num, trns, v); }
  149. void OpenGLShaderProgram::Uniform::setMatrix4 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix4fv (uniformID, num, trns, v); }