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) 2015 - ROLI Ltd.
  5. Permission is granted to use this software under the terms of either:
  6. a) the GPL v2 (or any later version)
  7. b) the Affero GPL v3
  8. Details of these licenses can be found at: www.gnu.org/licenses
  9. JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
  10. WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
  11. A PARTICULAR PURPOSE. See the GNU General Public License for more details.
  12. ------------------------------------------------------------------------------
  13. To release a closed-source product which uses JUCE, commercial licenses are
  14. available: visit www.juce.com for more information.
  15. ==============================================================================
  16. */
  17. OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& c) noexcept : context (c)
  18. {
  19. }
  20. OpenGLShaderProgram::~OpenGLShaderProgram() noexcept
  21. {
  22. release();
  23. }
  24. GLuint OpenGLShaderProgram::getProgramID() const noexcept
  25. {
  26. // This method can only be used when the current thread has an active OpenGL context.
  27. jassert (OpenGLHelpers::isContextActive());
  28. if (programID == 0)
  29. programID = context.extensions.glCreateProgram();
  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, float 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, float 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); }