/* * Copyright (C) 2010 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. */ #define LOG_TAG "OpenGLRenderer" #include "Program.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Shaders /////////////////////////////////////////////////////////////////////////////// #define SHADER_SOURCE(name, source) const char* name = #source #include "shaders/drawColor.vert" #include "shaders/drawColor.frag" #include "shaders/drawTexture.vert" #include "shaders/drawTexture.frag" #include "shaders/drawText.frag" #include "shaders/drawLinearGradient.vert" #include "shaders/drawLinearGradient.frag" /////////////////////////////////////////////////////////////////////////////// // Base program /////////////////////////////////////////////////////////////////////////////// Program::Program(const char* vertex, const char* fragment) { vertexShader = buildShader(vertex, GL_VERTEX_SHADER); fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); id = glCreateProgram(); glAttachShader(id, vertexShader); glAttachShader(id, fragmentShader); glLinkProgram(id); GLint status; glGetProgramiv(id, GL_LINK_STATUS, &status); if (status != GL_TRUE) { GLint infoLen = 0; glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { char* log = (char*) malloc(sizeof(char) * infoLen); glGetProgramInfoLog(id, infoLen, 0, log); LOGE("Error while linking shaders: %s", log); delete log; } glDeleteProgram(id); } mUse = false; } Program::~Program() { glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteProgram(id); } void Program::use() { glUseProgram(id); mUse = true; } void Program::remove() { mUse = false; } int Program::addAttrib(const char* name) { int slot = glGetAttribLocation(id, name); attributes.add(name, slot); return slot; } int Program::getAttrib(const char* name) { return attributes.valueFor(name); } int Program::addUniform(const char* name) { int slot = glGetUniformLocation(id, name); uniforms.add(name, slot); return slot; } int Program::getUniform(const char* name) { return uniforms.valueFor(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[0]); LOGE("Error while compiling shader: %s", log); glDeleteShader(shader); } return shader; } /////////////////////////////////////////////////////////////////////////////// // Draw color /////////////////////////////////////////////////////////////////////////////// DrawColorProgram::DrawColorProgram(): Program(gDrawColorVertexShader, gDrawColorFragmentShader) { getAttribsAndUniforms(); } DrawColorProgram::DrawColorProgram(const char* vertex, const char* fragment): Program(vertex, fragment) { getAttribsAndUniforms(); } void DrawColorProgram::getAttribsAndUniforms() { position = addAttrib("position"); color = addUniform("color"); transform = addUniform("transform"); } void DrawColorProgram::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, const mat4& transformMatrix) { mat4 t(projectionMatrix); t.multiply(transformMatrix); t.multiply(modelViewMatrix); glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]); } void DrawColorProgram::use() { Program::use(); glEnableVertexAttribArray(position); } void DrawColorProgram::remove() { Program::remove(); glDisableVertexAttribArray(position); } /////////////////////////////////////////////////////////////////////////////// // Draw texture /////////////////////////////////////////////////////////////////////////////// DrawTextureProgram::DrawTextureProgram(): DrawColorProgram(gDrawTextureVertexShader, gDrawTextureFragmentShader) { texCoords = addAttrib("texCoords"); sampler = addUniform("sampler"); } DrawTextureProgram::DrawTextureProgram(const char* vertex, const char* fragment): DrawColorProgram(vertex, fragment) { texCoords = addAttrib("texCoords"); sampler = addUniform("sampler"); } void DrawTextureProgram::use() { DrawColorProgram::use(); glActiveTexture(GL_TEXTURE0); glUniform1i(sampler, 0); glEnableVertexAttribArray(texCoords); } void DrawTextureProgram::remove() { DrawColorProgram::remove(); glDisableVertexAttribArray(texCoords); } /////////////////////////////////////////////////////////////////////////////// // Draw text /////////////////////////////////////////////////////////////////////////////// DrawTextProgram::DrawTextProgram(): DrawTextureProgram(gDrawTextureVertexShader, gDrawTextFragmentShader) { } /////////////////////////////////////////////////////////////////////////////// // Draw linear gradient /////////////////////////////////////////////////////////////////////////////// DrawLinearGradientProgram::DrawLinearGradientProgram(): DrawColorProgram(gDrawLinearGradientVertexShader, gDrawLinearGradientFragmentShader) { gradient = addUniform("gradient"); gradientLength = addUniform("gradientLength"); sampler = addUniform("sampler"); start = addUniform("start"); screenSpace = addUniform("screenSpace"); } void DrawLinearGradientProgram::use() { DrawColorProgram::use(); glActiveTexture(GL_TEXTURE0); glUniform1i(sampler, 0); } void DrawLinearGradientProgram::remove() { DrawColorProgram::remove(); } }; // namespace uirenderer }; // namespace android