Program.h revision 3e263fac8c9c0e0fb242186b514a7af8efb40961
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#ifndef ANDROID_HWUI_PROGRAM_H 18#define ANDROID_HWUI_PROGRAM_H 19 20#include <GLES2/gl2.h> 21#include <GLES2/gl2ext.h> 22 23#include <utils/KeyedVector.h> 24 25#include "Matrix.h" 26 27namespace android { 28namespace uirenderer { 29 30/** 31 * A program holds a vertex and a fragment shader. It offers several utility 32 * methods to query attributes and uniforms. 33 */ 34class Program { 35public: 36 enum ShaderBindings { 37 kBindingPosition, 38 kBindingTexCoords 39 }; 40 41 /** 42 * Creates a new program with the specified vertex and fragment 43 * shaders sources. 44 */ 45 Program(const char* vertex, const char* fragment); 46 virtual ~Program(); 47 48 /** 49 * Binds this program to the GL context. 50 */ 51 virtual void use(); 52 53 /** 54 * Marks this program as unused. This will not unbind 55 * the program from the GL context. 56 */ 57 virtual void remove(); 58 59 /** 60 * Returns the OpenGL name of the specified attribute. 61 */ 62 int getAttrib(const char* name); 63 64 /** 65 * Returns the OpenGL name of the specified uniform. 66 */ 67 int getUniform(const char* name); 68 69 /** 70 * Indicates whether this program is currently in use with 71 * the GL context. 72 */ 73 inline bool isInUse() const { 74 return mUse; 75 } 76 77 /** 78 * Indicates whether this program was correctly compiled and linked. 79 */ 80 inline bool isInitialized() const { 81 return mInitialized; 82 } 83 84 /** 85 * Binds the program with the specified projection, modelView and 86 * transform matrices. 87 */ 88 void set(const mat4& projectionMatrix, const mat4& modelViewMatrix, 89 const mat4& transformMatrix, bool offset = false); 90 91 /** 92 * Sets the color associated with this shader. 93 */ 94 void setColor(const float r, const float g, const float b, const float a); 95 96 /** 97 * Name of the position attribute. 98 */ 99 int position; 100 101 /** 102 * Name of the transform uniform. 103 */ 104 int transform; 105 106protected: 107 /** 108 * Adds an attribute with the specified name. 109 * 110 * @return The OpenGL name of the attribute. 111 */ 112 int addAttrib(const char* name); 113 114 /** 115 * Binds the specified attribute name to the specified slot. 116 */ 117 int bindAttrib(const char* name, ShaderBindings bindingSlot); 118 119 /** 120 * Adds a uniform with the specified name. 121 * 122 * @return The OpenGL name of the uniform. 123 */ 124 int addUniform(const char* name); 125 126private: 127 /** 128 * Compiles the specified shader of the specified type. 129 * 130 * @return The name of the compiled shader. 131 */ 132 GLuint buildShader(const char* source, GLenum type); 133 134 // Name of the OpenGL program and shaders 135 GLuint mProgramId; 136 GLuint mVertexShader; 137 GLuint mFragmentShader; 138 139 // Keeps track of attributes and uniforms slots 140 KeyedVector<const char*, int> mAttributes; 141 KeyedVector<const char*, int> mUniforms; 142 143 bool mUse; 144 bool mInitialized; 145 146 bool mHasColorUniform; 147 int mColorUniform; 148}; // class Program 149 150}; // namespace uirenderer 151}; // namespace android 152 153#endif // ANDROID_HWUI_PROGRAM_H 154