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- /*
- ==============================================================================
-
- This file is part of the JUCE library.
- Copyright (c) 2015 - ROLI 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.
-
- ==============================================================================
- */
-
- OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& c) noexcept
- : context (c), programID (0)
- {
- }
-
- OpenGLShaderProgram::~OpenGLShaderProgram() noexcept
- {
- release();
- }
-
- GLuint OpenGLShaderProgram::getProgramID() const noexcept
- {
- // This method can only be used when the current thread has an active OpenGL context.
- jassert (OpenGLHelpers::isContextActive());
-
- if (programID == 0)
- programID = context.extensions.glCreateProgram();
-
- return programID;
- }
-
- void OpenGLShaderProgram::release() noexcept
- {
- if (programID != 0)
- {
- context.extensions.glDeleteProgram (programID);
- programID = 0;
- }
- }
-
- double OpenGLShaderProgram::getLanguageVersion()
- {
- return String::fromUTF8 ((const char*) glGetString (GL_SHADING_LANGUAGE_VERSION))
- .retainCharacters("1234567890.").getDoubleValue();
- }
-
- bool OpenGLShaderProgram::addShader (const String& code, GLenum type)
- {
- GLuint shaderID = context.extensions.glCreateShader (type);
-
- const GLchar* c = code.toRawUTF8();
- context.extensions.glShaderSource (shaderID, 1, &c, 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 && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
- // Your GLSL code contained compile errors!
- // Hopefully this compile log should help to explain what went wrong.
- DBG (errorLog);
- jassertfalse;
- #endif
-
- return false;
- }
-
- context.extensions.glAttachShader (getProgramID(), shaderID);
- context.extensions.glDeleteShader (shaderID);
- JUCE_CHECK_OPENGL_ERROR
- return true;
- }
-
- bool OpenGLShaderProgram::addVertexShader (const String& code) { return addShader (code, GL_VERTEX_SHADER); }
- bool OpenGLShaderProgram::addFragmentShader (const String& code) { return addShader (code, GL_FRAGMENT_SHADER); }
-
- bool OpenGLShaderProgram::link() noexcept
- {
- // This method can only be used when the current thread has an active OpenGL context.
- jassert (OpenGLHelpers::isContextActive());
-
- GLuint progID = getProgramID();
-
- context.extensions.glLinkProgram (progID);
-
- GLint status = GL_FALSE;
- context.extensions.glGetProgramiv (progID, GL_LINK_STATUS, &status);
-
- if (status == GL_FALSE)
- {
- GLchar infoLog [16384];
- GLsizei infoLogLength = 0;
- context.extensions.glGetProgramInfoLog (progID, sizeof (infoLog), &infoLogLength, infoLog);
- errorLog = String (infoLog, (size_t) infoLogLength);
-
- #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
- // Your GLSL code contained link errors!
- // Hopefully this compile log should help to explain what went wrong.
- DBG (errorLog);
- jassertfalse;
- #endif
- }
-
- JUCE_CHECK_OPENGL_ERROR
- return status != GL_FALSE;
- }
-
- void OpenGLShaderProgram::use() const noexcept
- {
- // The shader program must have been successfully linked when this method is called!
- jassert (programID != 0);
-
- context.extensions.glUseProgram (programID);
- }
-
- GLint OpenGLShaderProgram::getUniformIDFromName (const char* uniformName) const noexcept
- {
- // The shader program must be active when this method is called!
- jassert (programID != 0);
-
- return (GLint) context.extensions.glGetUniformLocation (programID, uniformName);
- }
-
- void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1) noexcept { context.extensions.glUniform1f (getUniformIDFromName (name), n1); }
- void OpenGLShaderProgram::setUniform (const char* name, GLint n1) noexcept { context.extensions.glUniform1i (getUniformIDFromName (name), n1); }
- void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2) noexcept { context.extensions.glUniform2f (getUniformIDFromName (name), n1, n2); }
- void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3) noexcept { context.extensions.glUniform3f (getUniformIDFromName (name), n1, n2, n3); }
- void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3, float n4) noexcept { context.extensions.glUniform4f (getUniformIDFromName (name), n1, n2, n3, n4); }
- void OpenGLShaderProgram::setUniform (const char* name, GLint n1, GLint n2, GLint n3, GLint n4) noexcept { context.extensions.glUniform4i (getUniformIDFromName (name), n1, n2, n3, n4); }
- void OpenGLShaderProgram::setUniform (const char* name, const GLfloat* values, GLsizei numValues) noexcept { context.extensions.glUniform1fv (getUniformIDFromName (name), numValues, values); }
- void OpenGLShaderProgram::setUniformMat2 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix2fv (getUniformIDFromName (name), num, trns, v); }
- void OpenGLShaderProgram::setUniformMat3 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix3fv (getUniformIDFromName (name), num, trns, v); }
- void OpenGLShaderProgram::setUniformMat4 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix4fv (getUniformIDFromName (name), num, trns, v); }
-
- //==============================================================================
- OpenGLShaderProgram::Attribute::Attribute (const OpenGLShaderProgram& program, const char* name)
- : attributeID ((GLuint) program.context.extensions.glGetAttribLocation (program.getProgramID(), name))
- {
- #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
- jassert ((GLint) attributeID >= 0);
- #endif
- }
-
- //==============================================================================
- OpenGLShaderProgram::Uniform::Uniform (const OpenGLShaderProgram& program, const char* const name)
- : uniformID (program.context.extensions.glGetUniformLocation (program.getProgramID(), name)), context (program.context)
- {
- #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
- jassert (uniformID >= 0);
- #endif
- }
-
- 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); }
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