mutter/clutter/cogl/gles/cogl-program.c

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2008-06-02 10:58:57 +00:00
/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2008 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#ifdef HAVE_COGL_GLES2
#include "cogl-shader.h"
#include "cogl-program.h"
static void _cogl_program_free (CoglProgram *program);
COGL_HANDLE_DEFINE (Program, program, program_handles);
static void
_cogl_program_free (CoglProgram *program)
{
/* Frees program resources but its handle is not
released! Do that separately before this! */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
glDeleteProgram (program->gl_handle);
}
CoglHandle
cogl_create_program (void)
{
CoglProgram *program;
_COGL_GET_CONTEXT (ctx, 0);
program = g_slice_new (CoglProgram);
program->ref_count = 1;
program->gl_handle = glCreateProgram ();
program->attached_vertex_shader = FALSE;
program->attached_fragment_shader = FALSE;
program->attached_fixed_vertex_shader = FALSE;
program->attached_fixed_fragment_shader = FALSE;
COGL_HANDLE_DEBUG_NEW (program, program);
return _cogl_program_handle_new (program);
}
void
cogl_program_attach_shader (CoglHandle program_handle,
CoglHandle shader_handle)
{
CoglProgram *program;
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle))
return;
program = _cogl_program_pointer_from_handle (program_handle);
shader = _cogl_shader_pointer_from_handle (shader_handle);
if (shader->type == GL_VERTEX_SHADER)
{
if (program->attached_fixed_vertex_shader)
{
glDetachShader (program->gl_handle, ctx->gles2.vertex_shader);
program->attached_fixed_vertex_shader = FALSE;
}
program->attached_vertex_shader = TRUE;
}
else if (shader->type == GL_FRAGMENT_SHADER)
{
if (program->attached_fixed_fragment_shader)
{
glDetachShader (program->gl_handle, ctx->gles2.fragment_shader);
program->attached_fixed_fragment_shader = FALSE;
}
program->attached_fragment_shader = TRUE;
}
glAttachShader (program->gl_handle, shader->gl_handle);
}
void
cogl_program_link (CoglHandle handle)
{
CoglProgram *program;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_program (handle))
return;
program = _cogl_program_pointer_from_handle (handle);
if (!program->attached_vertex_shader
&& !program->attached_fixed_vertex_shader)
{
glAttachShader (program->gl_handle, ctx->gles2.vertex_shader);
program->attached_fixed_vertex_shader = TRUE;
}
if (!program->attached_fragment_shader
&& !program->attached_fixed_fragment_shader)
{
glAttachShader (program->gl_handle, ctx->gles2.fragment_shader);
program->attached_fixed_fragment_shader = TRUE;
}
/* Set the attributes so that the wrapper functions will still work */
cogl_gles2_wrapper_bind_attributes (program->gl_handle);
glLinkProgram (program->gl_handle);
/* Retrieve the uniforms */
cogl_gles2_wrapper_get_uniforms (program->gl_handle,
&program->uniforms);
}
void
cogl_program_use (CoglHandle handle)
{
CoglProgram *program;
GLuint gl_handle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (handle != COGL_INVALID_HANDLE && !cogl_is_program (handle))
return;
if (handle == COGL_INVALID_HANDLE)
{
/* Go back to the fixed-functionality emulator program */
gl_handle = ctx->gles2.program;
ctx->gles2.uniforms = &ctx->gles2.fixed_uniforms;
}
else
{
program = _cogl_program_pointer_from_handle (handle);
gl_handle = program->gl_handle;
/* Use the uniforms in the program */
ctx->gles2.uniforms = &program->uniforms;
}
glUseProgram (gl_handle);
/* Update all of the matrix attributes */
cogl_gles2_wrapper_update_matrix (&ctx->gles2, GL_MODELVIEW);
cogl_gles2_wrapper_update_matrix (&ctx->gles2, GL_PROJECTION);
cogl_gles2_wrapper_update_matrix (&ctx->gles2, GL_TEXTURE);
}
COGLint
cogl_program_get_uniform_location (CoglHandle handle,
const gchar *uniform_name)
{
CoglProgram *program;
_COGL_GET_CONTEXT (ctx, 0);
if (!cogl_is_program (handle))
return 0;
program = _cogl_program_pointer_from_handle (handle);
return glGetUniformLocation (program->gl_handle, uniform_name);
}
void
cogl_program_uniform_1f (COGLint uniform_no,
gfloat value)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
glUniform1f (uniform_no, value);
}
#else /* HAVE_COGL_GLES2 */
/* No support on regular OpenGL 1.1 */
CoglHandle
cogl_create_program (void)
{
return COGL_INVALID_HANDLE;
}
gboolean
cogl_is_program (CoglHandle handle)
{
return FALSE;
}
CoglHandle
cogl_program_ref (CoglHandle handle)
{
return COGL_INVALID_HANDLE;
}
void
cogl_program_unref (CoglHandle handle)
{
}
void
cogl_program_attach_shader (CoglHandle program_handle,
CoglHandle shader_handle)
{
}
void
cogl_program_link (CoglHandle program_handle)
{
}
void
cogl_program_use (CoglHandle program_handle)
{
}
COGLint
cogl_program_get_uniform_location (CoglHandle program_handle,
const gchar *uniform_name)
{
return 0;
}
void
cogl_program_uniform_1f (COGLint uniform_no,
gfloat value)
{
}
#endif /* HAVE_COGL_GLES2 */