1/*
2 * Copyright 2013 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 SF_RENDER_ENGINE_PROGRAM_H
18#define SF_RENDER_ENGINE_PROGRAM_H
19
20#include <stdint.h>
21
22#include <GLES2/gl2.h>
23
24#include "Description.h"
25#include "ProgramCache.h"
26
27namespace android {
28
29class String8;
30
31/*
32 * Abstracts a GLSL program comprising a vertex and fragment shader
33 */
34class Program {
35public:
36    // known locations for position and texture coordinates
37    enum { position=0, texCoords=1 };
38
39    Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
40    ~Program();
41
42    /* whether this object is usable */
43    bool isValid() const;
44
45    /* Binds this program to the GLES context */
46    void use();
47
48    /* Returns the location of the specified attribute */
49    GLuint getAttrib(const char* name) const;
50
51    /* Returns the location of the specified uniform */
52    GLint getUniform(const char* name) const;
53
54    /* set-up uniforms from the description */
55    void setUniforms(const Description& desc);
56
57
58private:
59    GLuint buildShader(const char* source, GLenum type);
60    String8& dumpShader(String8& result, GLenum type);
61
62    // whether the initialization succeeded
63    bool mInitialized;
64
65    // Name of the OpenGL program and shaders
66    GLuint mProgram;
67    GLuint mVertexShader;
68    GLuint mFragmentShader;
69
70    /* location of the projection matrix uniform */
71    GLint mProjectionMatrixLoc;
72
73    /* location of the color matrix uniform */
74    GLint mColorMatrixLoc;
75
76    /* location of the texture matrix uniform */
77    GLint mTextureMatrixLoc;
78
79    /* location of the sampler uniform */
80    GLint mSamplerLoc;
81
82    /* location of the alpha plane uniform */
83    GLint mAlphaPlaneLoc;
84
85    /* location of the color uniform */
86    GLint mColorLoc;
87};
88
89
90} /* namespace android */
91
92#endif /* SF_RENDER_ENGINE_PROGRAM_H */
93