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							- /*
 -   ==============================================================================
 - 
 -    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.
 - 
 -   ==============================================================================
 - */
 - 
 - 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
 - {
 -     context.extensions.glUseProgram (programID);
 - }
 - 
 - OpenGLShaderProgram::Uniform::Uniform (const OpenGLShaderProgram& program, const char* const name)
 -     : uniformID (program.context.extensions.glGetUniformLocation (program.getProgramID(), name)), context (program.context)
 - {
 -     jassert (uniformID >= 0);
 - }
 - 
 - OpenGLShaderProgram::Attribute::Attribute (const OpenGLShaderProgram& program, const char* name)
 -     : attributeID (program.context.extensions.glGetAttribLocation (program.getProgramID(), 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); }
 
 
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