123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596 |
- /*
- * Copyright 2013 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.
- */
- #ifndef SF_RENDER_ENGINE_PROGRAM_H
- #define SF_RENDER_ENGINE_PROGRAM_H
- #include <stdint.h>
- #include <GLES2/gl2.h>
- #include "Description.h"
- #include "ProgramCache.h"
- namespace android {
- class String8;
- /*
- * Abstracts a GLSL program comprising a vertex and fragment shader
- */
- class Program {
- public:
- // known locations for position and texture coordinates
- enum { position=0, texCoords=1 };
- Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
- ~Program();
- /* whether this object is usable */
- bool isValid() const;
- /* Binds this program to the GLES context */
- void use();
- /* Returns the location of the specified attribute */
- GLuint getAttrib(const char* name) const;
- /* Returns the location of the specified uniform */
- GLint getUniform(const char* name) const;
- /* set-up uniforms from the description */
- void setUniforms(const Description& desc);
- private:
- GLuint buildShader(const char* source, GLenum type);
- String8& dumpShader(String8& result, GLenum type);
- // whether the initialization succeeded
- bool mInitialized;
- // Name of the OpenGL program and shaders
- GLuint mProgram;
- GLuint mVertexShader;
- GLuint mFragmentShader;
- /* location of the projection matrix uniform */
- GLint mProjectionMatrixLoc;
- /* location of the color matrix uniform */
- GLint mColorMatrixLoc;
- /* location of the texture matrix uniform */
- GLint mTextureMatrixLoc;
- /* location of the sampler uniform */
- GLint mSamplerLoc;
- /* location of the alpha plane uniform */
- GLint mAlphaPlaneLoc;
- /* location of the color uniform */
- GLint mColorLoc;
- GLint mSamplerMaskLoc;
- GLint mMaskAlphaThresholdLoc;
- };
- } /* namespace android */
- #endif /* SF_RENDER_ENGINE_PROGRAM_H */
|