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      1 /*
      2  * Copyright 2013 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 SF_RENDER_ENGINE_PROGRAM_H
     18 #define SF_RENDER_ENGINE_PROGRAM_H
     19 
     20 #include <stdint.h>
     21 
     22 #include <GLES2/gl2.h>
     23 
     24 #include "Description.h"
     25 #include "ProgramCache.h"
     26 
     27 namespace android {
     28 
     29 class String8;
     30 
     31 /*
     32  * Abstracts a GLSL program comprising a vertex and fragment shader
     33  */
     34 class Program {
     35 public:
     36     // known locations for position and texture coordinates
     37     enum { position=0, texCoords=1 };
     38 
     39     Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
     40     ~Program();
     41 
     42     /* whether this object is usable */
     43     bool isValid() const;
     44 
     45     /* Binds this program to the GLES context */
     46     void use();
     47 
     48     /* Returns the location of the specified attribute */
     49     GLuint getAttrib(const char* name) const;
     50 
     51     /* Returns the location of the specified uniform */
     52     GLint getUniform(const char* name) const;
     53 
     54     /* set-up uniforms from the description */
     55     void setUniforms(const Description& desc);
     56 
     57 
     58 private:
     59     GLuint buildShader(const char* source, GLenum type);
     60     String8& dumpShader(String8& result, GLenum type);
     61 
     62     // whether the initialization succeeded
     63     bool mInitialized;
     64 
     65     // Name of the OpenGL program and shaders
     66     GLuint mProgram;
     67     GLuint mVertexShader;
     68     GLuint mFragmentShader;
     69 
     70     /* location of the projection matrix uniform */
     71     GLint mProjectionMatrixLoc;
     72 
     73     /* location of the color matrix uniform */
     74     GLint mColorMatrixLoc;
     75 
     76     /* location of the texture matrix uniform */
     77     GLint mTextureMatrixLoc;
     78 
     79     /* location of the sampler uniform */
     80     GLint mSamplerLoc;
     81 
     82     /* location of the alpha plane uniform */
     83     GLint mAlphaPlaneLoc;
     84 
     85     /* location of the color uniform */
     86     GLint mColorLoc;
     87 };
     88 
     89 
     90 } /* namespace android */
     91 
     92 #endif /* SF_RENDER_ENGINE_PROGRAM_H */
     93