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Romain Guy5cbbce52010-06-27 22:59:20 -07001/*
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#define LOG_TAG "OpenGLRenderer"
18
19#include "Program.h"
20
21namespace android {
22namespace uirenderer {
23
24///////////////////////////////////////////////////////////////////////////////
25// Shaders
26///////////////////////////////////////////////////////////////////////////////
27
28#define SHADER_SOURCE(name, source) const char* name = #source
29
30#include "shaders/drawColor.vert"
31#include "shaders/drawColor.frag"
32
33#include "shaders/drawTexture.vert"
34#include "shaders/drawTexture.frag"
35
36///////////////////////////////////////////////////////////////////////////////
37// Base program
38///////////////////////////////////////////////////////////////////////////////
39
40Program::Program(const char* vertex, const char* fragment) {
41 vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
42 fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
43
44 id = glCreateProgram();
45 glAttachShader(id, vertexShader);
46 glAttachShader(id, fragmentShader);
47 glLinkProgram(id);
48
49 GLint status;
50 glGetProgramiv(id, GL_LINK_STATUS, &status);
51 if (status != GL_TRUE) {
52 GLint infoLen = 0;
53 glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen);
54 if (infoLen > 1) {
55 char* log = (char*) malloc(sizeof(char) * infoLen);
56 glGetProgramInfoLog(id, infoLen, 0, log);
57 LOGE("Error while linking shaders: %s", log);
58 delete log;
59 }
60 glDeleteProgram(id);
61 }
62}
63
64Program::~Program() {
65 glDeleteShader(vertexShader);
66 glDeleteShader(fragmentShader);
67 glDeleteProgram(id);
68}
69
70void Program::use() {
71 glUseProgram(id);
72}
73
74int Program::addAttrib(const char* name) {
75 int slot = glGetAttribLocation(id, name);
76 attributes.add(name, slot);
77 return slot;
78}
79
80int Program::getAttrib(const char* name) {
81 return attributes.valueFor(name);
82}
83
84int Program::addUniform(const char* name) {
85 int slot = glGetUniformLocation(id, name);
86 uniforms.add(name, slot);
87 return slot;
88}
89
90int Program::getUniform(const char* name) {
91 return uniforms.valueFor(name);
92}
93
94GLuint Program::buildShader(const char* source, GLenum type) {
95 GLuint shader = glCreateShader(type);
96 glShaderSource(shader, 1, &source, 0);
97 glCompileShader(shader);
98
99 GLint status;
100 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
101 if (status != GL_TRUE) {
102 // Some drivers return wrong values for GL_INFO_LOG_LENGTH
103 // use a fixed size instead
104 GLchar log[512];
105 glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
106 LOGE("Error while compiling shader: %s", log);
107 glDeleteShader(shader);
108 }
109
110 return shader;
111}
112
113///////////////////////////////////////////////////////////////////////////////
114// Draw color
115///////////////////////////////////////////////////////////////////////////////
116
117DrawColorProgram::DrawColorProgram():
118 Program(gDrawColorVertexShader, gDrawColorFragmentShader) {
119 getAttribsAndUniforms();
120}
121
122DrawColorProgram::DrawColorProgram(const char* vertex, const char* fragment):
123 Program(vertex, fragment) {
124 getAttribsAndUniforms();
125}
126
127void DrawColorProgram::getAttribsAndUniforms() {
128 position = addAttrib("position");
Romain Guy16202fc2010-07-09 16:13:28 -0700129 color = addUniform("color");
Romain Guy5cbbce52010-06-27 22:59:20 -0700130 transform = addUniform("transform");
131}
132
Romain Guy0b9db912010-07-09 18:53:25 -0700133void DrawColorProgram::use(const float* projectionMatrix, const mat4& modelViewMatrix,
134 const mat4& transformMatrix) {
135 mat4 t(projectionMatrix);
136 t.multiply(transformMatrix);
137 t.multiply(modelViewMatrix);
138
Romain Guy5cbbce52010-06-27 22:59:20 -0700139 Program::use();
Romain Guy0b9db912010-07-09 18:53:25 -0700140 glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]);
Romain Guy5cbbce52010-06-27 22:59:20 -0700141}
142
143///////////////////////////////////////////////////////////////////////////////
144// Draw texture
145///////////////////////////////////////////////////////////////////////////////
146
147DrawTextureProgram::DrawTextureProgram():
148 DrawColorProgram(gDrawTextureVertexShader, gDrawTextureFragmentShader) {
149 texCoords = addAttrib("texCoords");
150 sampler = addUniform("sampler");
151}
152
153}; // namespace uirenderer
154}; // namespace android