/* * Copyright 2013 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 SF_RENDER_ENGINE_PROGRAM_H #define SF_RENDER_ENGINE_PROGRAM_H #include #include #include "Description.h" #include "ProgramCache.h" namespace android { class String8; /* * Abstracts a GLSL program comprising a vertex and fragment shader */ class Program { public: // known locations for position and texture coordinates enum { position=0, texCoords=1 }; Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment); ~Program(); /* whether this object is usable */ bool isValid() const; /* Binds this program to the GLES context */ void use(); /* Returns the location of the specified attribute */ GLuint getAttrib(const char* name) const; /* Returns the location of the specified uniform */ GLint getUniform(const char* name) const; /* set-up uniforms from the description */ void setUniforms(const Description& desc); private: GLuint buildShader(const char* source, GLenum type); String8& dumpShader(String8& result, GLenum type); // whether the initialization succeeded bool mInitialized; // Name of the OpenGL program and shaders GLuint mProgram; GLuint mVertexShader; GLuint mFragmentShader; /* location of the projection matrix uniform */ GLint mProjectionMatrixLoc; /* location of the color matrix uniform */ GLint mColorMatrixLoc; /* location of the texture matrix uniform */ GLint mTextureMatrixLoc; /* location of the sampler uniform */ GLint mSamplerLoc; /* location of the alpha plane uniform */ GLint mAlphaPlaneLoc; /* location of the color uniform */ GLint mColorLoc; GLint mSamplerMaskLoc; GLint mMaskAlphaThresholdLoc; }; } /* namespace android */ #endif /* SF_RENDER_ENGINE_PROGRAM_H */