fix macOS build (following Projucer changes made in Windows, which removed /Applications/JUCE/modules from its headers). move JUCE headers under source control, so that Windows and macOS can both build against same version of JUCE. remove AUv3 target (I think it's an iOS thing, so it will never work with this macOS fluidsynth dylib).
This commit is contained in:
193
modules/juce_opengl/opengl/juce_OpenGLShaderProgram.cpp
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193
modules/juce_opengl/opengl/juce_OpenGLShaderProgram.cpp
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2017 - ROLI Ltd.
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 5 End-User License
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Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
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27th April 2017).
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End User License Agreement: www.juce.com/juce-5-licence
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Privacy Policy: www.juce.com/juce-5-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& c) noexcept : context (c)
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{
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}
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OpenGLShaderProgram::~OpenGLShaderProgram() noexcept
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{
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release();
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}
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GLuint OpenGLShaderProgram::getProgramID() const noexcept
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{
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if (programID == 0)
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{
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// This method should only be called when the current thread has an active OpenGL context.
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jassert (OpenGLHelpers::isContextActive());
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programID = context.extensions.glCreateProgram();
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}
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return programID;
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}
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void OpenGLShaderProgram::release() noexcept
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{
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if (programID != 0)
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{
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context.extensions.glDeleteProgram (programID);
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programID = 0;
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}
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}
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double OpenGLShaderProgram::getLanguageVersion()
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{
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return String::fromUTF8 ((const char*) glGetString (GL_SHADING_LANGUAGE_VERSION))
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.retainCharacters("1234567890.").getDoubleValue();
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}
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bool OpenGLShaderProgram::addShader (const String& code, GLenum type)
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{
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GLuint shaderID = context.extensions.glCreateShader (type);
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const GLchar* c = code.toRawUTF8();
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context.extensions.glShaderSource (shaderID, 1, &c, nullptr);
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context.extensions.glCompileShader (shaderID);
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GLint status = GL_FALSE;
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context.extensions.glGetShaderiv (shaderID, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE)
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{
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GLchar infoLog [16384];
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GLsizei infoLogLength = 0;
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context.extensions.glGetShaderInfoLog (shaderID, sizeof (infoLog), &infoLogLength, infoLog);
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errorLog = String (infoLog, (size_t) infoLogLength);
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#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
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// Your GLSL code contained compile errors!
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// Hopefully this compile log should help to explain what went wrong.
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DBG (errorLog);
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jassertfalse;
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#endif
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return false;
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}
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context.extensions.glAttachShader (getProgramID(), shaderID);
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context.extensions.glDeleteShader (shaderID);
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JUCE_CHECK_OPENGL_ERROR
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return true;
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}
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bool OpenGLShaderProgram::addVertexShader (const String& code) { return addShader (code, GL_VERTEX_SHADER); }
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bool OpenGLShaderProgram::addFragmentShader (const String& code) { return addShader (code, GL_FRAGMENT_SHADER); }
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bool OpenGLShaderProgram::link() noexcept
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{
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// This method can only be used when the current thread has an active OpenGL context.
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jassert (OpenGLHelpers::isContextActive());
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GLuint progID = getProgramID();
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context.extensions.glLinkProgram (progID);
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GLint status = GL_FALSE;
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context.extensions.glGetProgramiv (progID, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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{
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GLchar infoLog [16384];
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GLsizei infoLogLength = 0;
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context.extensions.glGetProgramInfoLog (progID, sizeof (infoLog), &infoLogLength, infoLog);
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errorLog = String (infoLog, (size_t) infoLogLength);
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#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
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// Your GLSL code contained link errors!
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// Hopefully this compile log should help to explain what went wrong.
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DBG (errorLog);
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jassertfalse;
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#endif
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}
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JUCE_CHECK_OPENGL_ERROR
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return status != GL_FALSE;
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}
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void OpenGLShaderProgram::use() const noexcept
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{
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// The shader program must have been successfully linked when this method is called!
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jassert (programID != 0);
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context.extensions.glUseProgram (programID);
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}
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GLint OpenGLShaderProgram::getUniformIDFromName (const char* uniformName) const noexcept
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{
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// The shader program must be active when this method is called!
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jassert (programID != 0);
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return (GLint) context.extensions.glGetUniformLocation (programID, uniformName);
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}
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void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1) noexcept { context.extensions.glUniform1f (getUniformIDFromName (name), n1); }
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void OpenGLShaderProgram::setUniform (const char* name, GLint n1) noexcept { context.extensions.glUniform1i (getUniformIDFromName (name), n1); }
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void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2) noexcept { context.extensions.glUniform2f (getUniformIDFromName (name), n1, n2); }
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void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3) noexcept { context.extensions.glUniform3f (getUniformIDFromName (name), n1, n2, n3); }
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void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3, float n4) noexcept { context.extensions.glUniform4f (getUniformIDFromName (name), n1, n2, n3, n4); }
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void OpenGLShaderProgram::setUniform (const char* name, GLint n1, GLint n2, GLint n3, GLint n4) noexcept { context.extensions.glUniform4i (getUniformIDFromName (name), n1, n2, n3, n4); }
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void OpenGLShaderProgram::setUniform (const char* name, const GLfloat* values, GLsizei numValues) noexcept { context.extensions.glUniform1fv (getUniformIDFromName (name), numValues, values); }
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void OpenGLShaderProgram::setUniformMat2 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix2fv (getUniformIDFromName (name), num, trns, v); }
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void OpenGLShaderProgram::setUniformMat3 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix3fv (getUniformIDFromName (name), num, trns, v); }
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void OpenGLShaderProgram::setUniformMat4 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix4fv (getUniformIDFromName (name), num, trns, v); }
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//==============================================================================
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OpenGLShaderProgram::Attribute::Attribute (const OpenGLShaderProgram& program, const char* name)
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: attributeID ((GLuint) program.context.extensions.glGetAttribLocation (program.getProgramID(), name))
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{
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#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
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jassert ((GLint) attributeID >= 0);
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#endif
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}
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//==============================================================================
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OpenGLShaderProgram::Uniform::Uniform (const OpenGLShaderProgram& program, const char* const name)
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: uniformID (program.context.extensions.glGetUniformLocation (program.getProgramID(), name)), context (program.context)
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{
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#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
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jassert (uniformID >= 0);
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#endif
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}
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void OpenGLShaderProgram::Uniform::set (GLfloat n1) const noexcept { context.extensions.glUniform1f (uniformID, n1); }
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void OpenGLShaderProgram::Uniform::set (GLint n1) const noexcept { context.extensions.glUniform1i (uniformID, n1); }
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void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2) const noexcept { context.extensions.glUniform2f (uniformID, n1, n2); }
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void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3) const noexcept { context.extensions.glUniform3f (uniformID, n1, n2, n3); }
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void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3, float n4) const noexcept { context.extensions.glUniform4f (uniformID, n1, n2, n3, n4); }
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void OpenGLShaderProgram::Uniform::set (GLint n1, GLint n2, GLint n3, GLint n4) const noexcept { context.extensions.glUniform4i (uniformID, n1, n2, n3, n4); }
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void OpenGLShaderProgram::Uniform::set (const GLfloat* values, GLsizei numValues) const noexcept { context.extensions.glUniform1fv (uniformID, numValues, values); }
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void OpenGLShaderProgram::Uniform::setMatrix2 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix2fv (uniformID, num, trns, v); }
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void OpenGLShaderProgram::Uniform::setMatrix3 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix3fv (uniformID, num, trns, v); }
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void OpenGLShaderProgram::Uniform::setMatrix4 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix4fv (uniformID, num, trns, v); }
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} // namespace juce
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