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. namespace juce
  20. {
  21. OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& c) noexcept : context (c)
  22. {
  23. }
  24. OpenGLShaderProgram::~OpenGLShaderProgram() noexcept
  25. {
  26. release();
  27. }
  28. GLuint OpenGLShaderProgram::getProgramID() const noexcept
  29. {
  30. if (programID == 0)
  31. {
  32. // This method should only be called when the current thread has an active OpenGL context.
  33. jassert (OpenGLHelpers::isContextActive());
  34. programID = context.extensions.glCreateProgram();
  35. }
  36. return programID;
  37. }
  38. void OpenGLShaderProgram::release() noexcept
  39. {
  40. if (programID != 0)
  41. {
  42. context.extensions.glDeleteProgram (programID);
  43. programID = 0;
  44. }
  45. }
  46. double OpenGLShaderProgram::getLanguageVersion()
  47. {
  48. return String::fromUTF8 ((const char*) glGetString (GL_SHADING_LANGUAGE_VERSION))
  49. .retainCharacters("1234567890.").getDoubleValue();
  50. }
  51. bool OpenGLShaderProgram::addShader (const String& code, GLenum type)
  52. {
  53. GLuint shaderID = context.extensions.glCreateShader (type);
  54. const GLchar* c = code.toRawUTF8();
  55. context.extensions.glShaderSource (shaderID, 1, &c, nullptr);
  56. context.extensions.glCompileShader (shaderID);
  57. GLint status = GL_FALSE;
  58. context.extensions.glGetShaderiv (shaderID, GL_COMPILE_STATUS, &status);
  59. if (status == GL_FALSE)
  60. {
  61. GLchar infoLog [16384];
  62. GLsizei infoLogLength = 0;
  63. context.extensions.glGetShaderInfoLog (shaderID, sizeof (infoLog), &infoLogLength, infoLog);
  64. errorLog = String (infoLog, (size_t) infoLogLength);
  65. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  66. // Your GLSL code contained compile errors!
  67. // Hopefully this compile log should help to explain what went wrong.
  68. DBG (errorLog);
  69. jassertfalse;
  70. #endif
  71. return false;
  72. }
  73. context.extensions.glAttachShader (getProgramID(), shaderID);
  74. context.extensions.glDeleteShader (shaderID);
  75. JUCE_CHECK_OPENGL_ERROR
  76. return true;
  77. }
  78. bool OpenGLShaderProgram::addVertexShader (const String& code) { return addShader (code, GL_VERTEX_SHADER); }
  79. bool OpenGLShaderProgram::addFragmentShader (const String& code) { return addShader (code, GL_FRAGMENT_SHADER); }
  80. bool OpenGLShaderProgram::link() noexcept
  81. {
  82. // This method can only be used when the current thread has an active OpenGL context.
  83. jassert (OpenGLHelpers::isContextActive());
  84. GLuint progID = getProgramID();
  85. context.extensions.glLinkProgram (progID);
  86. GLint status = GL_FALSE;
  87. context.extensions.glGetProgramiv (progID, GL_LINK_STATUS, &status);
  88. if (status == GL_FALSE)
  89. {
  90. GLchar infoLog [16384];
  91. GLsizei infoLogLength = 0;
  92. context.extensions.glGetProgramInfoLog (progID, sizeof (infoLog), &infoLogLength, infoLog);
  93. errorLog = String (infoLog, (size_t) infoLogLength);
  94. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  95. // Your GLSL code contained link errors!
  96. // Hopefully this compile log should help to explain what went wrong.
  97. DBG (errorLog);
  98. jassertfalse;
  99. #endif
  100. }
  101. JUCE_CHECK_OPENGL_ERROR
  102. return status != GL_FALSE;
  103. }
  104. void OpenGLShaderProgram::use() const noexcept
  105. {
  106. // The shader program must have been successfully linked when this method is called!
  107. jassert (programID != 0);
  108. context.extensions.glUseProgram (programID);
  109. }
  110. GLint OpenGLShaderProgram::getUniformIDFromName (const char* uniformName) const noexcept
  111. {
  112. // The shader program must be active when this method is called!
  113. jassert (programID != 0);
  114. return (GLint) context.extensions.glGetUniformLocation (programID, uniformName);
  115. }
  116. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1) noexcept { context.extensions.glUniform1f (getUniformIDFromName (name), n1); }
  117. void OpenGLShaderProgram::setUniform (const char* name, GLint n1) noexcept { context.extensions.glUniform1i (getUniformIDFromName (name), n1); }
  118. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2) noexcept { context.extensions.glUniform2f (getUniformIDFromName (name), n1, n2); }
  119. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3) noexcept { context.extensions.glUniform3f (getUniformIDFromName (name), n1, n2, n3); }
  120. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3, float n4) noexcept { context.extensions.glUniform4f (getUniformIDFromName (name), n1, n2, n3, n4); }
  121. void OpenGLShaderProgram::setUniform (const char* name, GLint n1, GLint n2, GLint n3, GLint n4) noexcept { context.extensions.glUniform4i (getUniformIDFromName (name), n1, n2, n3, n4); }
  122. void OpenGLShaderProgram::setUniform (const char* name, const GLfloat* values, GLsizei numValues) noexcept { context.extensions.glUniform1fv (getUniformIDFromName (name), numValues, values); }
  123. void OpenGLShaderProgram::setUniformMat2 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix2fv (getUniformIDFromName (name), num, trns, v); }
  124. void OpenGLShaderProgram::setUniformMat3 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix3fv (getUniformIDFromName (name), num, trns, v); }
  125. void OpenGLShaderProgram::setUniformMat4 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix4fv (getUniformIDFromName (name), num, trns, v); }
  126. //==============================================================================
  127. OpenGLShaderProgram::Attribute::Attribute (const OpenGLShaderProgram& program, const char* name)
  128. : attributeID ((GLuint) program.context.extensions.glGetAttribLocation (program.getProgramID(), name))
  129. {
  130. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  131. jassert ((GLint) attributeID >= 0);
  132. #endif
  133. }
  134. //==============================================================================
  135. OpenGLShaderProgram::Uniform::Uniform (const OpenGLShaderProgram& program, const char* const name)
  136. : uniformID (program.context.extensions.glGetUniformLocation (program.getProgramID(), name)), context (program.context)
  137. {
  138. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  139. jassert (uniformID >= 0);
  140. #endif
  141. }
  142. void OpenGLShaderProgram::Uniform::set (GLfloat n1) const noexcept { context.extensions.glUniform1f (uniformID, n1); }
  143. void OpenGLShaderProgram::Uniform::set (GLint n1) const noexcept { context.extensions.glUniform1i (uniformID, n1); }
  144. void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2) const noexcept { context.extensions.glUniform2f (uniformID, n1, n2); }
  145. void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3) const noexcept { context.extensions.glUniform3f (uniformID, n1, n2, n3); }
  146. void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3, float n4) const noexcept { context.extensions.glUniform4f (uniformID, n1, n2, n3, n4); }
  147. void OpenGLShaderProgram::Uniform::set (GLint n1, GLint n2, GLint n3, GLint n4) const noexcept { context.extensions.glUniform4i (uniformID, n1, n2, n3, n4); }
  148. void OpenGLShaderProgram::Uniform::set (const GLfloat* values, GLsizei numValues) const noexcept { context.extensions.glUniform1fv (uniformID, numValues, values); }
  149. void OpenGLShaderProgram::Uniform::setMatrix2 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix2fv (uniformID, num, trns, v); }
  150. void OpenGLShaderProgram::Uniform::setMatrix3 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix3fv (uniformID, num, trns, v); }
  151. void OpenGLShaderProgram::Uniform::setMatrix4 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix4fv (uniformID, num, trns, v); }
  152. } // namespace juce