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1 /*
2  * Copyright (c) 2021 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #ifndef FRAMEWORKS_ANIMATION_SERVER_SERVER_INCLUDE_SHADER_H
17 #define FRAMEWORKS_ANIMATION_SERVER_SERVER_INCLUDE_SHADER_H
18 
19 #include <cstdint>
20 #include <unordered_map>
21 #include <string>
22 
23 #include <matrix.h>
24 
25 class Shader {
26 public:
27     Shader(const std::string& vertexSource, const std::string& fragmentSource);
28     ~Shader();
29 
30     bool Available();
31 
32     void Bind() const;
33     void Unbind() const;
34 
35     void SetUniform1i(const std::string& name, int32_t v);
36     void SetUniform1f(const std::string& name, float v);
37     void SetUniform4f(const std::string& name, float v0, float v1, float v2, float v3);
38     void SetUniformMat4f(const std::string& name, const Matrix<float>& matrix);
39 
40     int32_t GetAttribLocation(const std::string& name);
41 
42 private:
43     int32_t GetUniformLocation(const std::string& name);
44     uint32_t CompileShader(uint32_t type, const std::string& source);
45     uint32_t CreateShader(const std::string& vertexShader, const std::string& fragmentShader);
46 
47     uint32_t rendererID_ = 0;
48     std::unordered_map<std::string, int32_t> uniformLocationCache_;
49 };
50 
51 #endif // FRAMEWORKS_ANIMATION_SERVER_SERVER_INCLUDE_SHADER_H
52