mediapipe/mediapipe/render/core/GLProgram.cpp
2022-07-27 11:49:47 +08:00

291 lines
11 KiB
C++
Executable File

/*
* GPUImage-x
*
* Copyright (C) 2017 Yijin Wang, Yiqian Wang
*
* 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.
*/
#include <algorithm>
#include "GLProgram.hpp"
#include "Context.hpp"
#include "GPUImageUtil.h"
namespace Opipe {
//std::vector<GLProgram*> GLProgram::_context->_programs;
GLProgram::GLProgram(Context *context) : _program(-1), _context(context) {
_context->_programs.push_back(this);
}
GLProgram::~GLProgram() {
if (nullptr != _context && _context->_programs.size() > 0) { //context 可能为空
std::vector<GLProgram *>::iterator itr = std::find(_context->_programs.begin(), _context->_programs.end(), this);
if (itr != _context->_programs.end()) {
_context->_programs.erase(itr);
}
bool bDeleteProgram = (_program != -1);
for (auto const &program : _context->_programs) {
if (bDeleteProgram) {
if (_program == program->getID()) {
bDeleteProgram = false;
break;
}
}
}
if (bDeleteProgram) {
glDeleteProgram(_program);
_program = -1;
}
} else {
glDeleteProgram(_program);
_program = -1;
}
}
GLProgram *GLProgram::createByShaderString(Context *context, const std::string &vertexShaderSource, const std::string &fragmentShaderSource) {
GLProgram *ret = new(std::nothrow) GLProgram(context);
if (ret) {
if (!ret->_initWithShaderString(vertexShaderSource, fragmentShaderSource)) {
delete ret;
ret = 0;
}
}
return ret;
}
GLuint loadShader(GLenum shaderType, const char *pSource) {
GLuint shader = 0;
shader = CHECK_GL(glCreateShader(shaderType));
if (shader) {
CHECK_GL(glShaderSource(shader, 1, &pSource, nullptr));
CHECK_GL(glCompileShader(shader));
GLint compiled = 0;
CHECK_GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled));
if (!compiled) {
GLint infoLen = 0;
CHECK_GL(glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen));
if (infoLen) {
char *buf = (char *) malloc((size_t) infoLen);
if (buf) {
CHECK_GL(glGetShaderInfoLog(shader, infoLen, nullptr, buf));
std::string shaderTypeStr("unknown");
if (shaderType == GL_FRAGMENT_SHADER) {
shaderTypeStr = std::string("GL_FRAGMENT_SHADER");
} else if (shaderType == GL_VERTEX_SHADER) {
shaderTypeStr = std::string("GL_VERTEX_SHADER");
}
Opipe::LogE("GPUImage-x", "LoadShader Could not compile shader type : %s \n because of %s", shaderTypeStr.c_str(), buf);
Opipe::Log("GPUImage-x", "\n%s\n", pSource);
free(buf);
}
CHECK_GL(glDeleteShader(shader));
shader = 0;
}
}
}
return shader;
}
bool GLProgram::_initWithShaderString(const std::string &vertexShaderSource, const std::string &fragmentShaderSource) {
if (_program != -1) {
CHECK_GL(glDeleteProgram(_program));
_program = -1;
}
CHECK_GL(_program = glCreateProgram());
GLuint vertShader = loadShader(GL_VERTEX_SHADER, vertexShaderSource.c_str());
GLuint fragShader = loadShader(GL_FRAGMENT_SHADER, fragmentShaderSource.c_str());
CHECK_GL(glAttachShader(_program, vertShader));
CHECK_GL(glAttachShader(_program, fragShader));
CHECK_GL(glLinkProgram(_program));
GLint linkStatus = GL_FALSE;
CHECK_GL(glGetProgramiv(_program, GL_LINK_STATUS, &linkStatus));
CHECK_GL(glDeleteShader(vertShader));
CHECK_GL(glDeleteShader(fragShader));
if (!linkStatus) {
GLint bufLength = 0;
CHECK_GL(glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &bufLength));
if (bufLength) {
char *buf = (char *) malloc((size_t) bufLength);
if (buf) {
CHECK_GL(glGetProgramInfoLog(_program, bufLength, NULL, buf));
Opipe::LogE("GPUImage-x", "compile gl program error %s", buf);
free(buf);
}
}
CHECK_GL(glDeleteProgram(_program));
_program = 0;
return false;
}
return true;
}
void GLProgram::use() {
CHECK_GL(glUseProgram(_program));
}
GLuint GLProgram::getAttribLocation(const std::string &attribute) {
return glGetAttribLocation(_program, attribute.c_str());
}
GLuint GLProgram::getUniformLocation(const std::string &uniformName) {
return glGetUniformLocation(_program, uniformName.c_str());
}
void GLProgram::setUniformValue(const std::string &uniformName, int value) {
getContext()->setActiveShaderProgram(this);
GLuint location = getUniformLocation(uniformName);
if (location != -1) {
setUniformValue(location, value);
}
}
void GLProgram::setUniformValue(const std::string &uniformName, int count, int *value, int valueSize/*=1*/) {
getContext()->setActiveShaderProgram(this);
GLuint location = getUniformLocation(uniformName);
if (location != -1) {
setUniformValue(location, count, value, valueSize);
}
}
void GLProgram::setUniformValue(const std::string &uniformName, float value) {
getContext()->setActiveShaderProgram(this);
GLuint location = getUniformLocation(uniformName);
if (location != -1) {
setUniformValue(location, value);
}
}
void GLProgram::setUniformValue(const std::string &uniformName, int count, float *value, int valueSize/*=1*/) {
getContext()->setActiveShaderProgram(this);
GLuint location = getUniformLocation(uniformName);
if (location != -1) {
setUniformValue(location, count, value, valueSize);
}
}
void GLProgram::setUniformValue(const std::string &uniformName, Opipe::Mat4 value) {
getContext()->setActiveShaderProgram(this);
GLuint location = getUniformLocation(uniformName);
if (location != -1) {
setUniformValue(location, value);
}
}
void GLProgram::setUniformValue(const std::string &uniformName, Vector2 value) {
getContext()->setActiveShaderProgram(this);
GLuint location = getUniformLocation(uniformName);
if (location != -1) {
setUniformValue(location, value);
}
}
void GLProgram::setUniformValue(const std::string &uniformName, Vector4 value) {
getContext()->setActiveShaderProgram(this);
GLuint location = getUniformLocation(uniformName);
if (location != -1) {
setUniformValue(location, value);
}
}
void GLProgram::setUniformValue(const std::string &uniformName, Matrix3 value) {
getContext()->setActiveShaderProgram(this);
GLuint location = getUniformLocation(uniformName);
if (location != -1) {
setUniformValue(location, value);
}
}
void GLProgram::setUniformValue(int uniformLocation, int value) {
getContext()->setActiveShaderProgram(this);
CHECK_GL(glUniform1i(uniformLocation, value));
}
void GLProgram::setUniformValue(int uniformLocation, int count, int *value, int valueSize /*=1*/) {
getContext()->setActiveShaderProgram(this);
if (valueSize == 1) {
CHECK_GL(glUniform1iv(uniformLocation, count, value));
} else if (valueSize == 2) {
CHECK_GL(glUniform2iv(uniformLocation, count, value));
} else if (valueSize == 3) {
CHECK_GL(glUniform3iv(uniformLocation, count, value));
} else if (valueSize == 4) {
CHECK_GL(glUniform4iv(uniformLocation, count, value));
}
}
void GLProgram::setUniformValue(int uniformLocation, float value) {
getContext()->setActiveShaderProgram(this);
CHECK_GL(glUniform1f(uniformLocation, value));
}
void GLProgram::setUniformValue(int uniformLocation, int count, float *value, int valueSize/*=1*/) {
getContext()->setActiveShaderProgram(this);
if (valueSize == 1) {
CHECK_GL(glUniform1fv(uniformLocation, count, value));
} else if (valueSize == 2) {
CHECK_GL(glUniform2fv(uniformLocation, count, value));
} else if (valueSize == 3) {
CHECK_GL(glUniform3fv(uniformLocation, count, value));
} else if (valueSize == 4) {
CHECK_GL(glUniform4fv(uniformLocation, count, value));
}
}
void GLProgram::setUniformValue(int uniformLocation, Opipe::Mat4 value) {
getContext()->setActiveShaderProgram(this);
CHECK_GL(glUniformMatrix4fv(uniformLocation, 1, GL_FALSE, (GLfloat *) &value));
}
void GLProgram::setUniformValue(int uniformLocation, Vector2 value) {
getContext()->setActiveShaderProgram(this);
CHECK_GL(glUniform2f(uniformLocation, value.x, value.y));
}
void GLProgram::setUniformValue(int uniformLocation, Vector4 value) {
getContext()->setActiveShaderProgram(this);
CHECK_GL(glUniform4f(uniformLocation, value.x, value.y, value.z, value.w));
}
void GLProgram::setUniformValue(int uniformLocation, Matrix3 value) {
getContext()->setActiveShaderProgram(this);
CHECK_GL(glUniformMatrix3fv(uniformLocation, 1, GL_FALSE, (GLfloat *) &value));
}
Context *GLProgram::getContext() {
if (_context) {
return _context;
}
return NULL;
}
}