5cbbce5357
This change also refactors the code base a bit by moving classes out of OpenGLRenderer into separate headers/implementations. This makes the code more manageable. This change also adds documentation for implementation methods. The undocumented methods are simply Skia's Canvas methods. Change-Id: I54c68b443580a0129251dddc1a7ac95813d5289e
155 lines
4.6 KiB
C++
155 lines
4.6 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "OpenGLRenderer"
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#include "Program.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Shaders
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///////////////////////////////////////////////////////////////////////////////
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#define SHADER_SOURCE(name, source) const char* name = #source
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#include "shaders/drawColor.vert"
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#include "shaders/drawColor.frag"
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#include "shaders/drawTexture.vert"
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#include "shaders/drawTexture.frag"
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///////////////////////////////////////////////////////////////////////////////
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// Base program
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///////////////////////////////////////////////////////////////////////////////
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Program::Program(const char* vertex, const char* fragment) {
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vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
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id = glCreateProgram();
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glAttachShader(id, vertexShader);
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glAttachShader(id, fragmentShader);
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glLinkProgram(id);
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GLint status;
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glGetProgramiv(id, GL_LINK_STATUS, &status);
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if (status != GL_TRUE) {
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GLint infoLen = 0;
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glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1) {
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char* log = (char*) malloc(sizeof(char) * infoLen);
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glGetProgramInfoLog(id, infoLen, 0, log);
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LOGE("Error while linking shaders: %s", log);
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delete log;
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}
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glDeleteProgram(id);
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}
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}
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Program::~Program() {
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glDeleteProgram(id);
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}
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void Program::use() {
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glUseProgram(id);
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}
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int Program::addAttrib(const char* name) {
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int slot = glGetAttribLocation(id, name);
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attributes.add(name, slot);
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return slot;
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}
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int Program::getAttrib(const char* name) {
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return attributes.valueFor(name);
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}
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int Program::addUniform(const char* name) {
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int slot = glGetUniformLocation(id, name);
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uniforms.add(name, slot);
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return slot;
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}
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int Program::getUniform(const char* name) {
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return uniforms.valueFor(name);
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}
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GLuint Program::buildShader(const char* source, GLenum type) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, 0);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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// Some drivers return wrong values for GL_INFO_LOG_LENGTH
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// use a fixed size instead
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GLchar log[512];
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glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
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LOGE("Error while compiling shader: %s", log);
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glDeleteShader(shader);
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}
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return shader;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Draw color
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///////////////////////////////////////////////////////////////////////////////
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DrawColorProgram::DrawColorProgram():
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Program(gDrawColorVertexShader, gDrawColorFragmentShader) {
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getAttribsAndUniforms();
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}
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DrawColorProgram::DrawColorProgram(const char* vertex, const char* fragment):
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Program(vertex, fragment) {
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getAttribsAndUniforms();
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}
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void DrawColorProgram::getAttribsAndUniforms() {
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position = addAttrib("position");
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color = addAttrib("color");
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projection = addUniform("projection");
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modelView = addUniform("modelView");
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transform = addUniform("transform");
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}
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void DrawColorProgram::use(const GLfloat* projectionMatrix, const GLfloat* modelViewMatrix,
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const GLfloat* transformMatrix) {
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Program::use();
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glUniformMatrix4fv(projection, 1, GL_FALSE, projectionMatrix);
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glUniformMatrix4fv(modelView, 1, GL_FALSE, modelViewMatrix);
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glUniformMatrix4fv(transform, 1, GL_FALSE, transformMatrix);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Draw texture
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///////////////////////////////////////////////////////////////////////////////
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DrawTextureProgram::DrawTextureProgram():
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DrawColorProgram(gDrawTextureVertexShader, gDrawTextureFragmentShader) {
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texCoords = addAttrib("texCoords");
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sampler = addUniform("sampler");
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}
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}; // namespace uirenderer
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}; // namespace android
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