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							- /*
 -   ==============================================================================
 - 
 -    This file is part of the JUCE library.
 -    Copyright (c) 2022 - Raw Material Software Limited
 - 
 -    JUCE is an open source library subject to commercial or open-source
 -    licensing.
 - 
 -    By using JUCE, you agree to the terms of both the JUCE 7 End-User License
 -    Agreement and JUCE Privacy Policy.
 - 
 -    End User License Agreement: www.juce.com/juce-7-licence
 -    Privacy Policy: www.juce.com/juce-privacy-policy
 - 
 -    Or: You may also use this code under the terms of the GPL v3 (see
 -    www.gnu.org/licenses).
 - 
 -    JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
 -    EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
 -    DISCLAIMED.
 - 
 -   ==============================================================================
 - */
 - 
 - namespace juce
 - {
 - 
 - OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& c) noexcept  : context (c)
 - {
 - }
 - 
 - OpenGLShaderProgram::~OpenGLShaderProgram() noexcept
 - {
 -     release();
 - }
 - 
 - GLuint OpenGLShaderProgram::getProgramID() const noexcept
 - {
 -     if (programID == 0)
 -     {
 -         // This method should only be called when the current thread has an active OpenGL context.
 -         jassert (OpenGLHelpers::isContextActive());
 - 
 -         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 == (GLint) GL_FALSE)
 -     {
 -         std::vector<GLchar> infoLog (16384);
 -         GLsizei infoLogLength = 0;
 -         context.extensions.glGetShaderInfoLog (shaderID, (GLsizei) infoLog.size(), &infoLogLength, infoLog.data());
 -         errorLog = String (infoLog.data(), (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 == (GLint) GL_FALSE)
 -     {
 -         std::vector<GLchar> infoLog (16384);
 -         GLsizei infoLogLength = 0;
 -         context.extensions.glGetProgramInfoLog (progID, (GLsizei) infoLog.size(), &infoLogLength, infoLog.data());
 -         errorLog = String (infoLog.data(), (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 != (GLint) 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, GLfloat 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, GLfloat 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); }
 - 
 - } // namespace juce
 
 
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