193 lines
9.1 KiB
C++
193 lines
9.1 KiB
C++
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2020 - Raw Material Software Limited
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 6 End-User License
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Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
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End User License Agreement: www.juce.com/juce-6-licence
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Privacy Policy: www.juce.com/juce-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& c) noexcept : context (c)
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{
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}
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OpenGLShaderProgram::~OpenGLShaderProgram() noexcept
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{
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release();
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}
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GLuint OpenGLShaderProgram::getProgramID() const noexcept
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{
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if (programID == 0)
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{
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// This method should only be called when the current thread has an active OpenGL context.
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jassert (OpenGLHelpers::isContextActive());
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programID = context.extensions.glCreateProgram();
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}
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return programID;
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}
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void OpenGLShaderProgram::release() noexcept
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{
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if (programID != 0)
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{
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context.extensions.glDeleteProgram (programID);
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programID = 0;
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}
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}
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double OpenGLShaderProgram::getLanguageVersion()
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{
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return String::fromUTF8 ((const char*) glGetString (GL_SHADING_LANGUAGE_VERSION))
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.retainCharacters("1234567890.").getDoubleValue();
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}
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bool OpenGLShaderProgram::addShader (const String& code, GLenum type)
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{
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GLuint shaderID = context.extensions.glCreateShader (type);
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const GLchar* c = code.toRawUTF8();
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context.extensions.glShaderSource (shaderID, 1, &c, nullptr);
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context.extensions.glCompileShader (shaderID);
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GLint status = GL_FALSE;
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context.extensions.glGetShaderiv (shaderID, GL_COMPILE_STATUS, &status);
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if (status == (GLint) GL_FALSE)
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{
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std::vector<GLchar> infoLog (16384);
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GLsizei infoLogLength = 0;
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context.extensions.glGetShaderInfoLog (shaderID, (GLsizei) infoLog.size(), &infoLogLength, infoLog.data());
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errorLog = String (infoLog.data(), (size_t) infoLogLength);
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#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
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// Your GLSL code contained compile errors!
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// Hopefully this compile log should help to explain what went wrong.
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DBG (errorLog);
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jassertfalse;
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#endif
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return false;
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}
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context.extensions.glAttachShader (getProgramID(), shaderID);
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context.extensions.glDeleteShader (shaderID);
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JUCE_CHECK_OPENGL_ERROR
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return true;
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}
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bool OpenGLShaderProgram::addVertexShader (const String& code) { return addShader (code, GL_VERTEX_SHADER); }
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bool OpenGLShaderProgram::addFragmentShader (const String& code) { return addShader (code, GL_FRAGMENT_SHADER); }
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bool OpenGLShaderProgram::link() noexcept
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{
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// This method can only be used when the current thread has an active OpenGL context.
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jassert (OpenGLHelpers::isContextActive());
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GLuint progID = getProgramID();
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context.extensions.glLinkProgram (progID);
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GLint status = GL_FALSE;
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context.extensions.glGetProgramiv (progID, GL_LINK_STATUS, &status);
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if (status == (GLint) GL_FALSE)
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{
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std::vector<GLchar> infoLog (16384);
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GLsizei infoLogLength = 0;
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context.extensions.glGetProgramInfoLog (progID, (GLsizei) infoLog.size(), &infoLogLength, infoLog.data());
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errorLog = String (infoLog.data(), (size_t) infoLogLength);
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#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
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// Your GLSL code contained link errors!
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// Hopefully this compile log should help to explain what went wrong.
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DBG (errorLog);
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jassertfalse;
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#endif
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}
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JUCE_CHECK_OPENGL_ERROR
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return status != (GLint) GL_FALSE;
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}
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void OpenGLShaderProgram::use() const noexcept
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{
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// The shader program must have been successfully linked when this method is called!
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jassert (programID != 0);
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context.extensions.glUseProgram (programID);
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}
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GLint OpenGLShaderProgram::getUniformIDFromName (const char* uniformName) const noexcept
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{
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// The shader program must be active when this method is called!
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jassert (programID != 0);
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return (GLint) context.extensions.glGetUniformLocation (programID, uniformName);
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}
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void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1) noexcept { context.extensions.glUniform1f (getUniformIDFromName (name), n1); }
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void OpenGLShaderProgram::setUniform (const char* name, GLint n1) noexcept { context.extensions.glUniform1i (getUniformIDFromName (name), n1); }
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void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2) noexcept { context.extensions.glUniform2f (getUniformIDFromName (name), n1, n2); }
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void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3) noexcept { context.extensions.glUniform3f (getUniformIDFromName (name), n1, n2, n3); }
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void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3, GLfloat n4) noexcept { context.extensions.glUniform4f (getUniformIDFromName (name), n1, n2, n3, n4); }
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void OpenGLShaderProgram::setUniform (const char* name, GLint n1, GLint n2, GLint n3, GLint n4) noexcept { context.extensions.glUniform4i (getUniformIDFromName (name), n1, n2, n3, n4); }
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void OpenGLShaderProgram::setUniform (const char* name, const GLfloat* values, GLsizei numValues) noexcept { context.extensions.glUniform1fv (getUniformIDFromName (name), numValues, values); }
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void OpenGLShaderProgram::setUniformMat2 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix2fv (getUniformIDFromName (name), num, trns, v); }
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void OpenGLShaderProgram::setUniformMat3 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix3fv (getUniformIDFromName (name), num, trns, v); }
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void OpenGLShaderProgram::setUniformMat4 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix4fv (getUniformIDFromName (name), num, trns, v); }
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//==============================================================================
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OpenGLShaderProgram::Attribute::Attribute (const OpenGLShaderProgram& program, const char* name)
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: attributeID ((GLuint) program.context.extensions.glGetAttribLocation (program.getProgramID(), name))
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{
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#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
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jassert ((GLint) attributeID >= 0);
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#endif
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}
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//==============================================================================
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OpenGLShaderProgram::Uniform::Uniform (const OpenGLShaderProgram& program, const char* const name)
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: uniformID (program.context.extensions.glGetUniformLocation (program.getProgramID(), name)), context (program.context)
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{
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#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
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jassert (uniformID >= 0);
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#endif
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}
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void OpenGLShaderProgram::Uniform::set (GLfloat n1) const noexcept { context.extensions.glUniform1f (uniformID, n1); }
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void OpenGLShaderProgram::Uniform::set (GLint n1) const noexcept { context.extensions.glUniform1i (uniformID, n1); }
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void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2) const noexcept { context.extensions.glUniform2f (uniformID, n1, n2); }
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void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3) const noexcept { context.extensions.glUniform3f (uniformID, n1, n2, n3); }
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void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3, GLfloat n4) const noexcept { context.extensions.glUniform4f (uniformID, n1, n2, n3, n4); }
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void OpenGLShaderProgram::Uniform::set (GLint n1, GLint n2, GLint n3, GLint n4) const noexcept { context.extensions.glUniform4i (uniformID, n1, n2, n3, n4); }
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void OpenGLShaderProgram::Uniform::set (const GLfloat* values, GLsizei numValues) const noexcept { context.extensions.glUniform1fv (uniformID, numValues, values); }
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void OpenGLShaderProgram::Uniform::setMatrix2 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix2fv (uniformID, num, trns, v); }
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void OpenGLShaderProgram::Uniform::setMatrix3 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix3fv (uniformID, num, trns, v); }
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void OpenGLShaderProgram::Uniform::setMatrix4 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix4fv (uniformID, num, trns, v); }
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} // namespace juce
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