/* * Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved. * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include "tvgGlProgram.h" /************************************************************************/ /* Internal Class Implementation */ /************************************************************************/ uint32_t GlProgram::mCurrentProgram = 0; /************************************************************************/ /* External Class Implementation */ /************************************************************************/ unique_ptr GlProgram::gen(std::shared_ptr shader) { return make_unique(shader); } GlProgram::GlProgram(std::shared_ptr shader) { linkProgram(shader); } GlProgram::~GlProgram() { if (mCurrentProgram == mProgramObj) { unload(); } glDeleteProgram(mProgramObj); } void GlProgram::load() { if (mCurrentProgram == mProgramObj) { return; } mCurrentProgram = mProgramObj; GL_CHECK(glUseProgram(mProgramObj)); } void GlProgram::unload() { mCurrentProgram = 0; } int32_t GlProgram::getAttributeLocation(const char* name) { GL_CHECK(int32_t location = glGetAttribLocation(mCurrentProgram, name)); return location; } int32_t GlProgram::getUniformLocation(const char* name) { GL_CHECK(int32_t location = glGetUniformLocation(mProgramObj, name)); return location; } int32_t GlProgram::getUniformBlockIndex(const char* name) { GL_CHECK(int32_t index = glGetUniformBlockIndex(mProgramObj, name)); return index; } uint32_t GlProgram::getProgramId() { return mProgramObj; } void GlProgram::setUniform1Value(int32_t location, int count, const int* values) { GL_CHECK(glUniform1iv(location, count, values)); } void GlProgram::setUniform2Value(int32_t location, int count, const int* values) { GL_CHECK(glUniform2iv(location, count, values)); } void GlProgram::setUniform3Value(int32_t location, int count, const int* values) { GL_CHECK(glUniform3iv(location, count, values)); } void GlProgram::setUniform4Value(int32_t location, int count, const int* values) { GL_CHECK(glUniform4iv(location, count, values)); } void GlProgram::setUniform1Value(int32_t location, int count, const float* values) { GL_CHECK(glUniform1fv(location, count, values)); } void GlProgram::setUniform2Value(int32_t location, int count, const float* values) { GL_CHECK(glUniform2fv(location, count, values)); } void GlProgram::setUniform3Value(int32_t location, int count, const float* values) { GL_CHECK(glUniform3fv(location, count, values)); } void GlProgram::setUniform4Value(int32_t location, int count, const float* values) { GL_CHECK(glUniform4fv(location, count, values)); } void GlProgram::setUniform4x4Value(int32_t location, int count, const float* values) { GL_CHECK(glUniformMatrix4fv(location, count, GL_FALSE, &values[0])); } void GlProgram::linkProgram(std::shared_ptr shader) { GLint linked; // Create the program object uint32_t progObj = glCreateProgram(); assert(progObj); glAttachShader(progObj, shader->getVertexShader()); glAttachShader(progObj, shader->getFragmentShader()); // Link the program glLinkProgram(progObj); // Check the link status glGetProgramiv(progObj, GL_LINK_STATUS, &linked); if (!linked) { GLint infoLen = 0; glGetProgramiv(progObj, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 0) { auto infoLog = static_cast(malloc(sizeof(char) * infoLen)); glGetProgramInfoLog(progObj, infoLen, NULL, infoLog); TVGERR("GL_ENGINE", "Error linking shader: %s", infoLog); free(infoLog); } glDeleteProgram(progObj); progObj = 0; assert(0); } mProgramObj = progObj; }