• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright (C) 2010 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #ifndef ANDROID_HWUI_PROGRAM_H
18 #define ANDROID_HWUI_PROGRAM_H
19 
20 #include <GLES2/gl2.h>
21 #include <GLES2/gl2ext.h>
22 
23 #include <utils/KeyedVector.h>
24 
25 #include "Matrix.h"
26 
27 namespace android {
28 namespace uirenderer {
29 
30 /**
31  * A program holds a vertex and a fragment shader. It offers several utility
32  * methods to query attributes and uniforms.
33  */
34 class Program {
35 public:
36     /**
37      * Creates a new program with the specified vertex and fragment
38      * shaders sources.
39      */
40     Program(const char* vertex, const char* fragment);
41     virtual ~Program();
42 
43     /**
44      * Binds this program to the GL context.
45      */
46     virtual void use();
47 
48     /**
49      * Marks this program as unused. This will not unbind
50      * the program from the GL context.
51      */
52     virtual void remove();
53 
54     /**
55      * Returns the OpenGL name of the specified attribute.
56      */
57     int getAttrib(const char* name);
58 
59     /**
60      * Returns the OpenGL name of the specified uniform.
61      */
62     int getUniform(const char* name);
63 
64     /**
65      * Indicates whether this program is currently in use with
66      * the GL context.
67      */
isInUse()68     inline bool isInUse() const {
69         return mUse;
70     }
71 
72     /**
73      * Indicates whether this program was correctly compiled and linked.
74      */
isInitialized()75     inline bool isInitialized() const {
76         return mInitialized;
77     }
78 
79     /**
80      * Binds the program with the specified projection, modelView and
81      * transform matrices.
82      */
83     void set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
84              const mat4& transformMatrix, bool offset = false);
85 
86     /**
87      * Sets the color associated with this shader.
88      */
89     void setColor(const float r, const float g, const float b, const float a);
90 
91     /**
92      * Name of the position attribute.
93      */
94     int position;
95 
96     /**
97      * Name of the transform uniform.
98      */
99     int transform;
100 
101 protected:
102     /**
103      * Adds an attribute with the specified name.
104      *
105      * @return The OpenGL name of the attribute.
106      */
107     int addAttrib(const char* name);
108 
109     /**
110      * Adds a uniform with the specified name.
111      *
112      * @return The OpenGL name of the uniform.
113      */
114     int addUniform(const char* name);
115 
116 private:
117     /**
118      * Compiles the specified shader of the specified type.
119      *
120      * @return The name of the compiled shader.
121      */
122     GLuint buildShader(const char* source, GLenum type);
123 
124     // Name of the OpenGL program
125     GLuint id;
126 
127     // Name of the shaders
128     GLuint vertexShader;
129     GLuint fragmentShader;
130 
131     // Keeps track of attributes and uniforms slots
132     KeyedVector<const char*, int> attributes;
133     KeyedVector<const char*, int> uniforms;
134 
135     bool mUse;
136     bool mInitialized;
137 }; // class Program
138 
139 }; // namespace uirenderer
140 }; // namespace android
141 
142 #endif // ANDROID_HWUI_PROGRAM_H
143