889f8d1403
The generator supports features that are not yet implement in the renderer: color matrix, lighting, porterduff color blending and composite shaders. This change also adds support for repeated/mirrored non-power of 2 bitmap shaders. Change-Id: I903a11a070c0eb9cc8850a60ef305751e5b47234
135 lines
3.1 KiB
C++
135 lines
3.1 KiB
C++
/*
|
|
* 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.
|
|
*/
|
|
|
|
#ifndef ANDROID_UI_PROGRAM_H
|
|
#define ANDROID_UI_PROGRAM_H
|
|
|
|
#include <GLES2/gl2.h>
|
|
#include <GLES2/gl2ext.h>
|
|
|
|
#include <utils/KeyedVector.h>
|
|
|
|
#include "Matrix.h"
|
|
|
|
namespace android {
|
|
namespace uirenderer {
|
|
|
|
/**
|
|
* A program holds a vertex and a fragment shader. It offers several utility
|
|
* methods to query attributes and uniforms.
|
|
*/
|
|
class Program {
|
|
public:
|
|
/**
|
|
* Creates a new program with the specified vertex and fragment
|
|
* shaders sources.
|
|
*/
|
|
Program(const char* vertex, const char* fragment);
|
|
virtual ~Program();
|
|
|
|
/**
|
|
* Binds this program to the GL context.
|
|
*/
|
|
virtual void use();
|
|
|
|
/**
|
|
* Marks this program as unused. This will not unbind
|
|
* the program from the GL context.
|
|
*/
|
|
virtual void remove();
|
|
|
|
/**
|
|
* Returns the OpenGL name of the specified attribute.
|
|
*/
|
|
int getAttrib(const char* name);
|
|
|
|
/**
|
|
* Returns the OpenGL name of the specified uniform.
|
|
*/
|
|
int getUniform(const char* name);
|
|
|
|
/**
|
|
* Indicates whether this program is currently in use with
|
|
* the GL context.
|
|
*/
|
|
inline bool isInUse() const {
|
|
return mUse;
|
|
}
|
|
|
|
/**
|
|
* Binds the program with the specified projection, modelView and
|
|
* transform matrices.
|
|
*/
|
|
void set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
|
|
const mat4& transformMatrix);
|
|
|
|
/**
|
|
* Name of the position attribute.
|
|
*/
|
|
int position;
|
|
|
|
/**
|
|
* Name of the color uniform.
|
|
*/
|
|
int color;
|
|
|
|
/**
|
|
* Name of the transform uniform.
|
|
*/
|
|
int transform;
|
|
|
|
protected:
|
|
/**
|
|
* Adds an attribute with the specified name.
|
|
*
|
|
* @return The OpenGL name of the attribute.
|
|
*/
|
|
int addAttrib(const char* name);
|
|
|
|
/**
|
|
* Adds a uniform with the specified name.
|
|
*
|
|
* @return The OpenGL name of the uniform.
|
|
*/
|
|
int addUniform(const char* name);
|
|
|
|
private:
|
|
/**
|
|
* Compiles the specified shader of the specified type.
|
|
*
|
|
* @return The name of the compiled shader.
|
|
*/
|
|
GLuint buildShader(const char* source, GLenum type);
|
|
|
|
// Name of the OpenGL program
|
|
GLuint id;
|
|
|
|
// Name of the shaders
|
|
GLuint vertexShader;
|
|
GLuint fragmentShader;
|
|
|
|
// Keeps track of attributes and uniforms slots
|
|
KeyedVector<const char*, int> attributes;
|
|
KeyedVector<const char*, int> uniforms;
|
|
|
|
bool mUse;
|
|
}; // class Program
|
|
|
|
}; // namespace uirenderer
|
|
}; // namespace android
|
|
|
|
#endif // ANDROID_UI_PROGRAM_H
|