| /* |
| * 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 <stdint.h> |
| |
| #include <GLES2/gl2.h> |
| |
| #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 texture matrix uniform */ |
| GLint mTextureMatrixLoc; |
| |
| /* location of the sampler uniform */ |
| GLint mSamplerLoc; |
| |
| /* location of the color uniform */ |
| GLint mColorLoc; |
| |
| /* location of display luminance uniform */ |
| GLint mDisplayMaxLuminanceLoc; |
| |
| /* location of transform matrix */ |
| GLint mInputTransformMatrixLoc; |
| GLint mOutputTransformMatrixLoc; |
| }; |
| |
| } /* namespace android */ |
| |
| #endif /* SF_RENDER_ENGINE_PROGRAM_H */ |