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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#ifndef INCLUDED_VCL_INC_OPENGL_PROGRAM_H
#define INCLUDED_VCL_INC_OPENGL_PROGRAM_H
#include <sal/config.h>
#include <list>
#include <vcl/dllapi.h>
#include <basegfx/point/b2dpoint.hxx>
#include <rtl/ustring.hxx>
#include <tools/color.hxx>
#include <opengl/texture.hxx>
#include <unordered_map>
enum class TextureShaderType
{
Normal = 0,
Blend,
Masked,
Diff,
MaskedColor
};
enum class DrawShaderType
{
Normal = 0,
Line
};
class VCL_PLUGIN_PUBLIC OpenGLProgram
{
private:
GLuint mnId;
std::unordered_map< OString, GLuint, OStringHash >
maUniformLocations;
sal_uInt32 mnEnabledAttribs;
GLuint mnPositionAttrib;
GLuint mnTexCoordAttrib;
GLuint mnAlphaCoordAttrib;
GLuint mnMaskCoordAttrib;
GLuint mnExtrusionVectorsAttrib;
GLuint mnVertexColorsAttrib;
std::list< OpenGLTexture > maTextures;
bool mbBlending;
float mfLastWidth;
float mfLastHeight;
float mfLastPixelOffset;
OpenGLProgram(const OpenGLProgram &) = delete;
public:
OpenGLProgram();
~OpenGLProgram();
GLuint Id() { return mnId; }
bool Load( const OUString& rVertexShader, const OUString& rFragmentShader,
const rtl::OString& preamble, const rtl::OString& rDigest );
bool Use();
void Reuse();
bool Clean();
void SetVertices( const GLvoid* pData );
void SetTextureCoord( const GLvoid* pData );
void SetAlphaCoord( const GLvoid* pData );
void SetMaskCoord(const GLvoid* pData);
void SetExtrusionVectors(const GLvoid* pData);
void SetVertexColors(std::vector<GLubyte>& rColorVector);
void SetUniform1f( const OString& rName, GLfloat v1 );
void SetUniform2f( const OString& rName, GLfloat v1, GLfloat v2 );
void SetUniform1fv( const OString& rName, GLsizei nCount, GLfloat const * aValues );
void SetUniform2fv( const OString& rName, GLsizei nCount, GLfloat const * aValues );
void SetUniform1i( const OString& rName, GLint v1 );
void SetColor( const OString& rName, const Color& rColor );
void SetColor( const OString& rName, SalColor nColor, sal_uInt8 nTransparency );
void SetColorf( const OString& rName, SalColor nColor, double fTransparency );
void SetColorWithIntensity( const OString& rName, const Color& rColor, long nFactor );
void SetTexture( const OString& rName, OpenGLTexture& rTexture );
void SetTransform( const OString& rName, const OpenGLTexture& rTexture,
const basegfx::B2DPoint& rNull, const basegfx::B2DPoint& rX,
const basegfx::B2DPoint& rY );
void SetIdentityTransform(const OString& rName);
void SetShaderType(TextureShaderType eTextureShaderType);
void SetShaderType(DrawShaderType eDrawShaderType);
void SetBlendMode( GLenum nSFactor, GLenum nDFactor );
void ApplyMatrix(float fWidth, float fHeight, float fPixelOffset = 0.0f);
bool DrawTexture( const OpenGLTexture& rTexture );
void DrawArrays(GLenum aMode, std::vector<GLfloat>& aVertices);
void DrawElements(GLenum aMode, GLuint nNumberOfVertices);
bool EnableVertexAttrib(GLuint& rAttrib, const OString& rName);
void SetVertexAttrib(GLuint& rAttrib, const OString& rName, GLint nSize,
GLenum eType, GLboolean bNormalized, GLsizei aStride,
const GLvoid* pPointer);
protected:
GLuint GetUniformLocation( const OString& rName );
};
#endif // INCLUDED_VCL_INC_OPENGL_PROGRAM_H
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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