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 6 technical preview.
  4. Copyright (c) 2020 - Raw Material Software Limited
  5. You may use this code under the terms of the GPL v3
  6. (see www.gnu.org/licenses).
  7. For this technical preview, this file is not subject to commercial licensing.
  8. JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
  9. EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
  10. DISCLAIMED.
  11. ==============================================================================
  12. */
  13. namespace juce
  14. {
  15. OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& c) noexcept : context (c)
  16. {
  17. }
  18. OpenGLShaderProgram::~OpenGLShaderProgram() noexcept
  19. {
  20. release();
  21. }
  22. GLuint OpenGLShaderProgram::getProgramID() const noexcept
  23. {
  24. if (programID == 0)
  25. {
  26. // This method should only be called when the current thread has an active OpenGL context.
  27. jassert (OpenGLHelpers::isContextActive());
  28. programID = context.extensions.glCreateProgram();
  29. }
  30. return programID;
  31. }
  32. void OpenGLShaderProgram::release() noexcept
  33. {
  34. if (programID != 0)
  35. {
  36. context.extensions.glDeleteProgram (programID);
  37. programID = 0;
  38. }
  39. }
  40. double OpenGLShaderProgram::getLanguageVersion()
  41. {
  42. return String::fromUTF8 ((const char*) glGetString (GL_SHADING_LANGUAGE_VERSION))
  43. .retainCharacters("1234567890.").getDoubleValue();
  44. }
  45. bool OpenGLShaderProgram::addShader (const String& code, GLenum type)
  46. {
  47. GLuint shaderID = context.extensions.glCreateShader (type);
  48. const GLchar* c = code.toRawUTF8();
  49. context.extensions.glShaderSource (shaderID, 1, &c, nullptr);
  50. context.extensions.glCompileShader (shaderID);
  51. GLint status = GL_FALSE;
  52. context.extensions.glGetShaderiv (shaderID, GL_COMPILE_STATUS, &status);
  53. if (status == GL_FALSE)
  54. {
  55. GLchar infoLog [16384];
  56. GLsizei infoLogLength = 0;
  57. context.extensions.glGetShaderInfoLog (shaderID, sizeof (infoLog), &infoLogLength, infoLog);
  58. errorLog = String (infoLog, (size_t) infoLogLength);
  59. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  60. // Your GLSL code contained compile errors!
  61. // Hopefully this compile log should help to explain what went wrong.
  62. DBG (errorLog);
  63. jassertfalse;
  64. #endif
  65. return false;
  66. }
  67. context.extensions.glAttachShader (getProgramID(), shaderID);
  68. context.extensions.glDeleteShader (shaderID);
  69. JUCE_CHECK_OPENGL_ERROR
  70. return true;
  71. }
  72. bool OpenGLShaderProgram::addVertexShader (const String& code) { return addShader (code, GL_VERTEX_SHADER); }
  73. bool OpenGLShaderProgram::addFragmentShader (const String& code) { return addShader (code, GL_FRAGMENT_SHADER); }
  74. bool OpenGLShaderProgram::link() noexcept
  75. {
  76. // This method can only be used when the current thread has an active OpenGL context.
  77. jassert (OpenGLHelpers::isContextActive());
  78. GLuint progID = getProgramID();
  79. context.extensions.glLinkProgram (progID);
  80. GLint status = GL_FALSE;
  81. context.extensions.glGetProgramiv (progID, GL_LINK_STATUS, &status);
  82. if (status == GL_FALSE)
  83. {
  84. GLchar infoLog [16384];
  85. GLsizei infoLogLength = 0;
  86. context.extensions.glGetProgramInfoLog (progID, sizeof (infoLog), &infoLogLength, infoLog);
  87. errorLog = String (infoLog, (size_t) infoLogLength);
  88. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  89. // Your GLSL code contained link errors!
  90. // Hopefully this compile log should help to explain what went wrong.
  91. DBG (errorLog);
  92. jassertfalse;
  93. #endif
  94. }
  95. JUCE_CHECK_OPENGL_ERROR
  96. return status != GL_FALSE;
  97. }
  98. void OpenGLShaderProgram::use() const noexcept
  99. {
  100. // The shader program must have been successfully linked when this method is called!
  101. jassert (programID != 0);
  102. context.extensions.glUseProgram (programID);
  103. }
  104. GLint OpenGLShaderProgram::getUniformIDFromName (const char* uniformName) const noexcept
  105. {
  106. // The shader program must be active when this method is called!
  107. jassert (programID != 0);
  108. return (GLint) context.extensions.glGetUniformLocation (programID, uniformName);
  109. }
  110. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1) noexcept { context.extensions.glUniform1f (getUniformIDFromName (name), n1); }
  111. void OpenGLShaderProgram::setUniform (const char* name, GLint n1) noexcept { context.extensions.glUniform1i (getUniformIDFromName (name), n1); }
  112. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2) noexcept { context.extensions.glUniform2f (getUniformIDFromName (name), n1, n2); }
  113. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3) noexcept { context.extensions.glUniform3f (getUniformIDFromName (name), n1, n2, n3); }
  114. void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3, GLfloat n4) noexcept { context.extensions.glUniform4f (getUniformIDFromName (name), n1, n2, n3, n4); }
  115. void OpenGLShaderProgram::setUniform (const char* name, GLint n1, GLint n2, GLint n3, GLint n4) noexcept { context.extensions.glUniform4i (getUniformIDFromName (name), n1, n2, n3, n4); }
  116. void OpenGLShaderProgram::setUniform (const char* name, const GLfloat* values, GLsizei numValues) noexcept { context.extensions.glUniform1fv (getUniformIDFromName (name), numValues, values); }
  117. void OpenGLShaderProgram::setUniformMat2 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix2fv (getUniformIDFromName (name), num, trns, v); }
  118. void OpenGLShaderProgram::setUniformMat3 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix3fv (getUniformIDFromName (name), num, trns, v); }
  119. void OpenGLShaderProgram::setUniformMat4 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix4fv (getUniformIDFromName (name), num, trns, v); }
  120. //==============================================================================
  121. OpenGLShaderProgram::Attribute::Attribute (const OpenGLShaderProgram& program, const char* name)
  122. : attributeID ((GLuint) program.context.extensions.glGetAttribLocation (program.getProgramID(), name))
  123. {
  124. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  125. jassert ((GLint) attributeID >= 0);
  126. #endif
  127. }
  128. //==============================================================================
  129. OpenGLShaderProgram::Uniform::Uniform (const OpenGLShaderProgram& program, const char* const name)
  130. : uniformID (program.context.extensions.glGetUniformLocation (program.getProgramID(), name)), context (program.context)
  131. {
  132. #if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
  133. jassert (uniformID >= 0);
  134. #endif
  135. }
  136. void OpenGLShaderProgram::Uniform::set (GLfloat n1) const noexcept { context.extensions.glUniform1f (uniformID, n1); }
  137. void OpenGLShaderProgram::Uniform::set (GLint n1) const noexcept { context.extensions.glUniform1i (uniformID, n1); }
  138. void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2) const noexcept { context.extensions.glUniform2f (uniformID, n1, n2); }
  139. void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3) const noexcept { context.extensions.glUniform3f (uniformID, n1, n2, n3); }
  140. void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3, GLfloat n4) const noexcept { context.extensions.glUniform4f (uniformID, n1, n2, n3, n4); }
  141. void OpenGLShaderProgram::Uniform::set (GLint n1, GLint n2, GLint n3, GLint n4) const noexcept { context.extensions.glUniform4i (uniformID, n1, n2, n3, n4); }
  142. void OpenGLShaderProgram::Uniform::set (const GLfloat* values, GLsizei numValues) const noexcept { context.extensions.glUniform1fv (uniformID, numValues, values); }
  143. void OpenGLShaderProgram::Uniform::setMatrix2 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix2fv (uniformID, num, trns, v); }
  144. void OpenGLShaderProgram::Uniform::setMatrix3 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix3fv (uniformID, num, trns, v); }
  145. void OpenGLShaderProgram::Uniform::setMatrix4 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix4fv (uniformID, num, trns, v); }
  146. } // namespace juce