/* * 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 { /////////////////////////////////////////////////////////////////////////////// // Base program /////////////////////////////////////////////////////////////////////////////// Program::Program(const char* vertex, const char* fragment) { mInitialized = false; vertexShader = buildShader(vertex, GL_VERTEX_SHADER); if (vertexShader) { fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); if (fragmentShader) { id = glCreateProgram(); glAttachShader(id, vertexShader); glAttachShader(id, fragmentShader); glLinkProgram(id); GLint status; glGetProgramiv(id, GL_LINK_STATUS, &status); if (status != GL_TRUE) { LOGE("Error while linking shaders:"); GLint infoLen = 0; glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { GLchar log[infoLen]; glGetProgramInfoLog(id, infoLen, 0, &log[0]); LOGE("%s", log); } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteProgram(id); } else { mInitialized = true; } } } mUse = false; if (mInitialized) { position = addAttrib("position"); transform = addUniform("transform"); } } Program::~Program() { if (mInitialized) { glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteProgram(id); } } int Program::addAttrib(const char* name) { int slot = glGetAttribLocation(id, name); attributes.add(name, slot); return slot; } int Program::getAttrib(const char* name) { ssize_t index = attributes.indexOfKey(name); if (index >= 0) { return attributes.valueAt(index); } return addAttrib(name); } int Program::addUniform(const char* name) { int slot = glGetUniformLocation(id, name); uniforms.add(name, slot); return slot; } int Program::getUniform(const char* name) { ssize_t index = uniforms.indexOfKey(name); if (index >= 0) { return uniforms.valueAt(index); } return addUniform(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 0; } return shader; } void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, const mat4& transformMatrix, bool offset) { mat4 t(projectionMatrix); if (offset) { // offset screenspace xy by an amount that compensates for typical precision issues // in GPU hardware that tends to paint hor/vert lines in pixels shifted up and to the left. // This offset value is based on an assumption that some hardware may use as little // as 12.4 precision, so we offset by slightly more than 1/16. t.translate(.375, .375, 0); } t.multiply(transformMatrix); t.multiply(modelViewMatrix); glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]); } void Program::setColor(const float r, const float g, const float b, const float a) { glUniform4f(getUniform("color"), r, g, b, a); } void Program::use() { glUseProgram(id); mUse = true; glEnableVertexAttribArray(position); } void Program::remove() { mUse = false; glDisableVertexAttribArray(position); } }; // namespace uirenderer }; // namespace android