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path: root/src/guilib/GUIShader.cpp
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/*
 *      Copyright (C) 2005-2013 Team XBMC
 *      http://xbmc.org
 *
 *  This Program is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 2, or (at your option)
 *  any later version.
 *
 *  This Program 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 General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with XBMC; see the file COPYING.  If not, see
 *  <http://www.gnu.org/licenses/>.
 *
 */


#include "system.h"

#if HAS_GLES == 2

#include "GUIShader.h"
#include "MatrixGLES.h"
#include "utils/log.h"

using namespace Shaders;

CGUIShader::CGUIShader( const char *shader ) : CGLSLShaderProgram("guishader_vert.glsl", shader)
{
  // Initialise values
  m_hTex0   = 0;
  m_hTex1   = 0;
  m_hProj   = 0;
  m_hModel  = 0;
  m_hPos    = 0;
  m_hCol    = 0;
  m_hCord0  = 0;
  m_hCord1  = 0;
  m_hUniCol = 0;
  m_hCoord0Matrix = 0;

  m_proj   = NULL;
  m_model  = NULL;
}

void CGUIShader::OnCompiledAndLinked()
{
  // This is called after CompileAndLink()

  // Variables passed directly to the Fragment shader
  m_hTex0   = glGetUniformLocation(ProgramHandle(), "m_samp0");
  m_hTex1   = glGetUniformLocation(ProgramHandle(), "m_samp1");
  m_hUniCol   = glGetUniformLocation(ProgramHandle(), "m_unicol");

  // Variables passed directly to the Vertex shader
  m_hProj  = glGetUniformLocation(ProgramHandle(), "m_proj");
  m_hModel = glGetUniformLocation(ProgramHandle(), "m_model");
  m_hCoord0Matrix = glGetUniformLocation(ProgramHandle(), "m_coord0Matrix");

  // Vertex attributes
  m_hPos    = glGetAttribLocation(ProgramHandle(),  "m_attrpos");
  m_hCol    = glGetAttribLocation(ProgramHandle(),  "m_attrcol");
  m_hCord0  = glGetAttribLocation(ProgramHandle(),  "m_attrcord0");
  m_hCord1  = glGetAttribLocation(ProgramHandle(),  "m_attrcord1");

  // It's okay to do this only one time. Textures units never change.
  glUseProgram( ProgramHandle() );
  glUniform1i(m_hTex0, 0);
  glUniform1i(m_hTex1, 1);
  glUniform4f(m_hUniCol, 1.0, 1.0, 1.0, 1.0);

  const float identity[16] = {
    1.0f, 0.0f, 0.0f, 0.0f,
    0.0f, 1.0f, 0.0f, 0.0f,
    0.0f, 0.0f, 1.0f, 0.0f,
    0.0f, 0.0f, 0.0f, 1.0f
  };
  glUniformMatrix4fv(m_hCoord0Matrix,  1, GL_FALSE, identity);

  glUseProgram( 0 );
}

bool CGUIShader::OnEnabled()
{
  // This is called after glUseProgram()

  glUniformMatrix4fv(m_hProj,  1, GL_FALSE, g_matrices.GetMatrix(MM_PROJECTION));
  glUniformMatrix4fv(m_hModel, 1, GL_FALSE, g_matrices.GetMatrix(MM_MODELVIEW));

  return true;
}

void CGUIShader::Free()
{
  // Do Cleanup here
  CGLSLShaderProgram::Free();
}

#endif