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      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 #ifndef ANDROID_HWUI_PROGRAM_H
     18 #define ANDROID_HWUI_PROGRAM_H
     19 
     20 #include <GLES2/gl2.h>
     21 #include <GLES2/gl2ext.h>
     22 
     23 #include <utils/KeyedVector.h>
     24 
     25 #include "Matrix.h"
     26 
     27 namespace android {
     28 namespace uirenderer {
     29 
     30 /**
     31  * A program holds a vertex and a fragment shader. It offers several utility
     32  * methods to query attributes and uniforms.
     33  */
     34 class Program {
     35 public:
     36     /**
     37      * Creates a new program with the specified vertex and fragment
     38      * shaders sources.
     39      */
     40     Program(const char* vertex, const char* fragment);
     41     virtual ~Program();
     42 
     43     /**
     44      * Binds this program to the GL context.
     45      */
     46     virtual void use();
     47 
     48     /**
     49      * Marks this program as unused. This will not unbind
     50      * the program from the GL context.
     51      */
     52     virtual void remove();
     53 
     54     /**
     55      * Returns the OpenGL name of the specified attribute.
     56      */
     57     int getAttrib(const char* name);
     58 
     59     /**
     60      * Returns the OpenGL name of the specified uniform.
     61      */
     62     int getUniform(const char* name);
     63 
     64     /**
     65      * Indicates whether this program is currently in use with
     66      * the GL context.
     67      */
     68     inline bool isInUse() const {
     69         return mUse;
     70     }
     71 
     72     /**
     73      * Indicates whether this program was correctly compiled and linked.
     74      */
     75     inline bool isInitialized() const {
     76         return mInitialized;
     77     }
     78 
     79     /**
     80      * Binds the program with the specified projection, modelView and
     81      * transform matrices.
     82      */
     83     void set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
     84              const mat4& transformMatrix, bool offset = false);
     85 
     86     /**
     87      * Sets the color associated with this shader.
     88      */
     89     void setColor(const float r, const float g, const float b, const float a);
     90 
     91     /**
     92      * Name of the position attribute.
     93      */
     94     int position;
     95 
     96     /**
     97      * Name of the transform uniform.
     98      */
     99     int transform;
    100 
    101 protected:
    102     /**
    103      * Adds an attribute with the specified name.
    104      *
    105      * @return The OpenGL name of the attribute.
    106      */
    107     int addAttrib(const char* name);
    108 
    109     /**
    110      * Adds a uniform with the specified name.
    111      *
    112      * @return The OpenGL name of the uniform.
    113      */
    114     int addUniform(const char* name);
    115 
    116 private:
    117     /**
    118      * Compiles the specified shader of the specified type.
    119      *
    120      * @return The name of the compiled shader.
    121      */
    122     GLuint buildShader(const char* source, GLenum type);
    123 
    124     // Name of the OpenGL program
    125     GLuint id;
    126 
    127     // Name of the shaders
    128     GLuint vertexShader;
    129     GLuint fragmentShader;
    130 
    131     // Keeps track of attributes and uniforms slots
    132     KeyedVector<const char*, int> attributes;
    133     KeyedVector<const char*, int> uniforms;
    134 
    135     bool mUse;
    136     bool mInitialized;
    137 }; // class Program
    138 
    139 }; // namespace uirenderer
    140 }; // namespace android
    141 
    142 #endif // ANDROID_HWUI_PROGRAM_H
    143