1 /* 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 21 namespace android { 22 namespace uirenderer { 23 24 /////////////////////////////////////////////////////////////////////////////// 25 // Base program 26 /////////////////////////////////////////////////////////////////////////////// 27 28 Program::Program(const char* vertex, const char* fragment) { 29 mInitialized = false; 30 31 vertexShader = buildShader(vertex, GL_VERTEX_SHADER); 32 if (vertexShader) { 33 34 fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); 35 if (fragmentShader) { 36 37 id = glCreateProgram(); 38 glAttachShader(id, vertexShader); 39 glAttachShader(id, fragmentShader); 40 glLinkProgram(id); 41 42 GLint status; 43 glGetProgramiv(id, GL_LINK_STATUS, &status); 44 if (status != GL_TRUE) { 45 LOGE("Error while linking shaders:"); 46 GLint infoLen = 0; 47 glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen); 48 if (infoLen > 1) { 49 GLchar log[infoLen]; 50 glGetProgramInfoLog(id, infoLen, 0, &log[0]); 51 LOGE("%s", log); 52 } 53 glDeleteShader(vertexShader); 54 glDeleteShader(fragmentShader); 55 glDeleteProgram(id); 56 } else { 57 mInitialized = true; 58 } 59 } 60 } 61 62 mUse = false; 63 64 if (mInitialized) { 65 position = addAttrib("position"); 66 transform = addUniform("transform"); 67 } 68 } 69 70 Program::~Program() { 71 if (mInitialized) { 72 glDeleteShader(vertexShader); 73 glDeleteShader(fragmentShader); 74 glDeleteProgram(id); 75 } 76 } 77 78 int Program::addAttrib(const char* name) { 79 int slot = glGetAttribLocation(id, name); 80 attributes.add(name, slot); 81 return slot; 82 } 83 84 int Program::getAttrib(const char* name) { 85 ssize_t index = attributes.indexOfKey(name); 86 if (index >= 0) { 87 return attributes.valueAt(index); 88 } 89 return addAttrib(name); 90 } 91 92 int Program::addUniform(const char* name) { 93 int slot = glGetUniformLocation(id, name); 94 uniforms.add(name, slot); 95 return slot; 96 } 97 98 int Program::getUniform(const char* name) { 99 ssize_t index = uniforms.indexOfKey(name); 100 if (index >= 0) { 101 return uniforms.valueAt(index); 102 } 103 return addUniform(name); 104 } 105 106 GLuint Program::buildShader(const char* source, GLenum type) { 107 GLuint shader = glCreateShader(type); 108 glShaderSource(shader, 1, &source, 0); 109 glCompileShader(shader); 110 111 GLint status; 112 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 113 if (status != GL_TRUE) { 114 // Some drivers return wrong values for GL_INFO_LOG_LENGTH 115 // use a fixed size instead 116 GLchar log[512]; 117 glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]); 118 LOGE("Error while compiling shader: %s", log); 119 glDeleteShader(shader); 120 return 0; 121 } 122 123 return shader; 124 } 125 126 void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, 127 const mat4& transformMatrix, bool offset) { 128 mat4 t(projectionMatrix); 129 if (offset) { 130 // offset screenspace xy by an amount that compensates for typical precision issues 131 // in GPU hardware that tends to paint hor/vert lines in pixels shifted up and to the left. 132 // This offset value is based on an assumption that some hardware may use as little 133 // as 12.4 precision, so we offset by slightly more than 1/16. 134 t.translate(.375, .375, 0); 135 } 136 t.multiply(transformMatrix); 137 t.multiply(modelViewMatrix); 138 139 glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]); 140 } 141 142 void Program::setColor(const float r, const float g, const float b, const float a) { 143 glUniform4f(getUniform("color"), r, g, b, a); 144 } 145 146 void Program::use() { 147 glUseProgram(id); 148 mUse = true; 149 150 glEnableVertexAttribArray(position); 151 } 152 153 void Program::remove() { 154 mUse = false; 155 156 glDisableVertexAttribArray(position); 157 } 158 159 }; // namespace uirenderer 160 }; // namespace android 161