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/*
* 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
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