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) 2022 - Raw Material Software Limited
  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 7 End-User License
  8. Agreement and JUCE Privacy Policy.
  9. End User License Agreement: www.juce.com/juce-7-licence
  10. Privacy Policy: www.juce.com/juce-privacy-policy
  11. Or: You may also use this code under the terms of the GPL v3 (see
  12. www.gnu.org/licenses).
  13. JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
  14. EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
  15. DISCLAIMED.
  16. ==============================================================================
  17. */
  18. namespace juce
  19. {
  20. OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& c) noexcept : context (c)
  21. {
  22. }
  23. OpenGLShaderProgram::~OpenGLShaderProgram() noexcept
  24. {
  25. release();
  26. }
  27. GLuint OpenGLShaderProgram::getProgramID() const noexcept
  28. {
  29. if (programID == 0)
  30. {
  31. // This method should only be called when the current thread has an active OpenGL context.
  32. jassert (OpenGLHelpers::isContextActive());
  33. programID = context.extensions.glCreateProgram();
  34. }
  35. return programID;
  36. }
  37. void OpenGLShaderProgram::release() noexcept
  38. {
  39. if (programID != 0)
  40. {
  41. context.extensions.glDeleteProgram (programID);
  42. programID = 0;
  43. }
  44. }
  45. double OpenGLShaderProgram::getLanguageVersion()
  46. {
  47. return String::fromUTF8 ((const char*) glGetString (GL_SHADING_LANGUAGE_VERSION))
  48. .retainCharacters ("1234567890.").getDoubleValue();
  49. }
  50. bool OpenGLShaderProgram::addShader (const String& code, GLenum type)
  51. {
  52. GLuint shaderID = context.extensions.glCreateShader (type);
  53. const GLchar* c = code.toRawUTF8();
  54. context.extensions.glShaderSource (shaderID, 1, &c, nullptr);
  55. context.extensions.glCompileShader (shaderID);
  56. GLint status = GL_FALSE;
  57. context.extensions.glGetShaderiv (shaderID, GL_COMPILE_STATUS, &status);
  58. if (status == (GLint) GL_FALSE)
  59. {
  60. std::vector<GLchar> infoLog (16384);
  61. GLsizei infoLogLength = 0;
  62. context.extensions.glGetShaderInfoLog (shaderID, (GLsizei) infoLog.size(), &infoLogLength, infoLog.data());
  63. errorLog = String (infoLog.data(), (size_t) infoLogLength);
  64. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  65. // Your GLSL code contained compile errors!
  66. // Hopefully this compile log should help to explain what went wrong.
  67. DBG (errorLog);
  68. jassertfalse;
  69. #endif
  70. return false;
  71. }
  72. context.extensions.glAttachShader (getProgramID(), shaderID);
  73. context.extensions.glDeleteShader (shaderID);
  74. JUCE_CHECK_OPENGL_ERROR
  75. return true;
  76. }
  77. bool OpenGLShaderProgram::addVertexShader (const String& code) { return addShader (code, GL_VERTEX_SHADER); }
  78. bool OpenGLShaderProgram::addFragmentShader (const String& code) { return addShader (code, GL_FRAGMENT_SHADER); }
  79. bool OpenGLShaderProgram::link() noexcept
  80. {
  81. // This method can only be used when the current thread has an active OpenGL context.
  82. jassert (OpenGLHelpers::isContextActive());
  83. GLuint progID = getProgramID();
  84. context.extensions.glLinkProgram (progID);
  85. GLint status = GL_FALSE;
  86. context.extensions.glGetProgramiv (progID, GL_LINK_STATUS, &status);
  87. if (status == (GLint) GL_FALSE)
  88. {
  89. std::vector<GLchar> infoLog (16384);
  90. GLsizei infoLogLength = 0;
  91. context.extensions.glGetProgramInfoLog (progID, (GLsizei) infoLog.size(), &infoLogLength, infoLog.data());
  92. errorLog = String (infoLog.data(), (size_t) infoLogLength);
  93. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  94. // Your GLSL code contained link errors!
  95. // Hopefully this compile log should help to explain what went wrong.
  96. DBG (errorLog);
  97. jassertfalse;
  98. #endif
  99. }
  100. JUCE_CHECK_OPENGL_ERROR
  101. return status != (GLint) GL_FALSE;
  102. }
  103. void OpenGLShaderProgram::use() const noexcept
  104. {
  105. // The shader program must have been successfully linked when this method is called!
  106. jassert (programID != 0);
  107. context.extensions.glUseProgram (programID);
  108. }
  109. GLint OpenGLShaderProgram::getUniformIDFromName (const char* uniformName) const noexcept
  110. {
  111. // The shader program must be active when this method is called!
  112. jassert (programID != 0);
  113. return (GLint) context.extensions.glGetUniformLocation (programID, uniformName);
  114. }
  115. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1) noexcept { context.extensions.glUniform1f (getUniformIDFromName (name), n1); }
  116. void OpenGLShaderProgram::setUniform (const char* name, GLint n1) noexcept { context.extensions.glUniform1i (getUniformIDFromName (name), n1); }
  117. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2) noexcept { context.extensions.glUniform2f (getUniformIDFromName (name), n1, n2); }
  118. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3) noexcept { context.extensions.glUniform3f (getUniformIDFromName (name), n1, n2, n3); }
  119. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3, GLfloat n4) noexcept { context.extensions.glUniform4f (getUniformIDFromName (name), n1, n2, n3, n4); }
  120. void OpenGLShaderProgram::setUniform (const char* name, GLint n1, GLint n2, GLint n3, GLint n4) noexcept { context.extensions.glUniform4i (getUniformIDFromName (name), n1, n2, n3, n4); }
  121. void OpenGLShaderProgram::setUniform (const char* name, const GLfloat* values, GLsizei numValues) noexcept { context.extensions.glUniform1fv (getUniformIDFromName (name), numValues, values); }
  122. void OpenGLShaderProgram::setUniformMat2 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix2fv (getUniformIDFromName (name), num, trns, v); }
  123. void OpenGLShaderProgram::setUniformMat3 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix3fv (getUniformIDFromName (name), num, trns, v); }
  124. void OpenGLShaderProgram::setUniformMat4 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix4fv (getUniformIDFromName (name), num, trns, v); }
  125. //==============================================================================
  126. OpenGLShaderProgram::Attribute::Attribute (const OpenGLShaderProgram& program, const char* name)
  127. : attributeID ((GLuint) program.context.extensions.glGetAttribLocation (program.getProgramID(), name))
  128. {
  129. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  130. jassert ((GLint) attributeID >= 0);
  131. #endif
  132. }
  133. //==============================================================================
  134. OpenGLShaderProgram::Uniform::Uniform (const OpenGLShaderProgram& program, const char* const name)
  135. : uniformID (program.context.extensions.glGetUniformLocation (program.getProgramID(), name)), context (program.context)
  136. {
  137. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  138. jassert (uniformID >= 0);
  139. #endif
  140. }
  141. void OpenGLShaderProgram::Uniform::set (GLfloat n1) const noexcept { context.extensions.glUniform1f (uniformID, n1); }
  142. void OpenGLShaderProgram::Uniform::set (GLint n1) const noexcept { context.extensions.glUniform1i (uniformID, n1); }
  143. void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2) const noexcept { context.extensions.glUniform2f (uniformID, n1, n2); }
  144. void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3) const noexcept { context.extensions.glUniform3f (uniformID, n1, n2, n3); }
  145. void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3, GLfloat n4) const noexcept { context.extensions.glUniform4f (uniformID, n1, n2, n3, n4); }
  146. void OpenGLShaderProgram::Uniform::set (GLint n1, GLint n2, GLint n3, GLint n4) const noexcept { context.extensions.glUniform4i (uniformID, n1, n2, n3, n4); }
  147. void OpenGLShaderProgram::Uniform::set (const GLfloat* values, GLsizei numValues) const noexcept { context.extensions.glUniform1fv (uniformID, numValues, values); }
  148. void OpenGLShaderProgram::Uniform::setMatrix2 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix2fv (uniformID, num, trns, v); }
  149. void OpenGLShaderProgram::Uniform::setMatrix3 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix3fv (uniformID, num, trns, v); }
  150. void OpenGLShaderProgram::Uniform::setMatrix4 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix4fv (uniformID, num, trns, v); }
  151. } // namespace juce