mirror of
https://github.com/thorvg/thorvg.git
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178 lines
4.7 KiB
C++
178 lines
4.7 KiB
C++
/*
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* Copyright (c) 2020-2021 Samsung Electronics Co., Ltd. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "tvgGlProgram.h"
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/************************************************************************/
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/* Internal Class Implementation */
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/************************************************************************/
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uint32_t GlProgram::mCurrentProgram = 0;
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/************************************************************************/
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/* External Class Implementation */
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/************************************************************************/
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unique_ptr<GlProgram> GlProgram::gen(std::shared_ptr<GlShader> shader)
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{
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return make_unique<GlProgram>(shader);
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}
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GlProgram::GlProgram(std::shared_ptr<GlShader> shader)
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{
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linkProgram(shader);
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}
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GlProgram::~GlProgram()
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{
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if (mCurrentProgram == mProgramObj)
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{
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unload();
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}
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glDeleteProgram(mProgramObj);
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}
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void GlProgram::load()
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{
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if (mCurrentProgram == mProgramObj)
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{
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return;
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}
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mCurrentProgram = mProgramObj;
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GL_CHECK(glUseProgram(mProgramObj));
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}
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void GlProgram::unload()
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{
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mCurrentProgram = 0;
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}
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int32_t GlProgram::getAttributeLocation(const char* name)
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{
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GL_CHECK(int32_t location = glGetAttribLocation(mCurrentProgram, name));
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return location;
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}
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int32_t GlProgram::getUniformLocation(const char* name)
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{
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GL_CHECK(int32_t location = glGetUniformLocation(mCurrentProgram, name));
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return location;
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}
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void GlProgram::setUniform1Value(int32_t location, int count, const int* values)
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{
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GL_CHECK(glUniform1iv(location, count, values));
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}
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void GlProgram::setUniform2Value(int32_t location, int count, const int* values)
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{
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GL_CHECK(glUniform2iv(location, count, values));
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}
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void GlProgram::setUniform3Value(int32_t location, int count, const int* values)
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{
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GL_CHECK(glUniform3iv(location, count, values));
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}
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void GlProgram::setUniform4Value(int32_t location, int count, const int* values)
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{
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GL_CHECK(glUniform4iv(location, count, values));
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}
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void GlProgram::setUniform1Value(int32_t location, int count, const float* values)
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{
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GL_CHECK(glUniform1fv(location, count, values));
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}
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void GlProgram::setUniform2Value(int32_t location, int count, const float* values)
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{
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GL_CHECK(glUniform2fv(location, count, values));
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}
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void GlProgram::setUniform3Value(int32_t location, int count, const float* values)
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{
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GL_CHECK(glUniform3fv(location, count, values));
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}
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void GlProgram::setUniform4Value(int32_t location, int count, const float* values)
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{
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GL_CHECK(glUniform4fv(location, count, values));
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}
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void GlProgram::setUniform4x4Value(int32_t location, int count, const float* values)
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{
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GL_CHECK(glUniformMatrix4fv(location, count, GL_FALSE, &values[0]));
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}
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void GlProgram::linkProgram(std::shared_ptr<GlShader> shader)
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{
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GLint linked;
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// Create the program object
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uint32_t progObj = glCreateProgram();
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assert(progObj);
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glAttachShader(progObj, shader->getVertexShader());
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glAttachShader(progObj, shader->getFragmentShader());
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// Link the program
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glLinkProgram(progObj);
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// Check the link status
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glGetProgramiv(progObj, GL_LINK_STATUS, &linked);
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if (!linked)
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{
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GLint infoLen = 0;
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glGetProgramiv(progObj, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 0)
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{
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auto infoLog = static_cast<char*>(malloc(sizeof(char) * infoLen));
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glGetProgramInfoLog(progObj, infoLen, NULL, infoLog);
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TVGERR("GL_ENGINE", "Error linking shader: %s", infoLog);
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free(infoLog);
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}
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glDeleteProgram(progObj);
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progObj = 0;
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assert(0);
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}
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mProgramObj = progObj;
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}
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