/*Gluint * Copyright 2013 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include #include #include #include "Program.h" #include "ProgramCache.h" #include "Description.h" namespace android { Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment) : mInitialized(false) { GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER); GLuint fragmentId = buildShader(fragment, GL_FRAGMENT_SHADER); GLuint programId = glCreateProgram(); glAttachShader(programId, vertexId); glAttachShader(programId, fragmentId); glBindAttribLocation(programId, position, "position"); glBindAttribLocation(programId, texCoords, "texCoords"); glLinkProgram(programId); GLint status; glGetProgramiv(programId, GL_LINK_STATUS, &status); if (status != GL_TRUE) { ALOGE("Error while linking shaders:"); GLint infoLen = 0; glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { GLchar log[infoLen]; glGetProgramInfoLog(programId, infoLen, 0, &log[0]); ALOGE("%s", log); } glDetachShader(programId, vertexId); glDetachShader(programId, fragmentId); glDeleteShader(vertexId); glDeleteShader(fragmentId); glDeleteProgram(programId); } else { mProgram = programId; mVertexShader = vertexId; mFragmentShader = fragmentId; mInitialized = true; mColorMatrixLoc = glGetUniformLocation(programId, "colorMatrix"); mProjectionMatrixLoc = glGetUniformLocation(programId, "projection"); mTextureMatrixLoc = glGetUniformLocation(programId, "texture"); mSamplerLoc = glGetUniformLocation(programId, "sampler"); mColorLoc = glGetUniformLocation(programId, "color"); mAlphaPlaneLoc = glGetUniformLocation(programId, "alphaPlane"); // set-up the default values for our uniforms glUseProgram(programId); const GLfloat m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 }; glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, m); glEnableVertexAttribArray(0); } } Program::~Program() { } bool Program::isValid() const { return mInitialized; } void Program::use() { glUseProgram(mProgram); } GLuint Program::getAttrib(const char* name) const { // TODO: maybe use a local cache return glGetAttribLocation(mProgram, name); } GLint Program::getUniform(const char* name) const { // TODO: maybe use a local cache return glGetUniformLocation(mProgram, name); } GLuint Program::buildShader(const char* source, GLenum type) { GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &source, 0); glCompileShader(shader); GLint status; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { // Some drivers return wrong values for GL_INFO_LOG_LENGTH // use a fixed size instead GLchar log[512]; glGetShaderInfoLog(shader, sizeof(log), 0, log); ALOGE("Error while compiling shader: \n%s\n%s", source, log); glDeleteShader(shader); return 0; } return shader; } String8& Program::dumpShader(String8& result, GLenum /*type*/) { GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader; GLint l; glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l); char* src = new char[l]; glGetShaderSource(shader, l, NULL, src); result.append(src); delete [] src; return result; } void Program::setUniforms(const Description& desc) { // TODO: we should have a mechanism here to not always reset uniforms that // didn't change for this program. if (mSamplerLoc >= 0) { glUniform1i(mSamplerLoc, 0); glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTexture.getMatrix().asArray()); } if (mAlphaPlaneLoc >= 0) { glUniform1f(mAlphaPlaneLoc, desc.mPlaneAlpha); } if (mColorLoc >= 0) { glUniform4fv(mColorLoc, 1, desc.mColor); } if (mColorMatrixLoc >= 0) { glUniformMatrix4fv(mColorMatrixLoc, 1, GL_FALSE, desc.mColorMatrix.asArray()); } // these uniforms are always present glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix.asArray()); } } /* namespace android */