1 /*
2 * Copyright (C) 2024 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15
16 #include "algorithm_program.h"
17
18 #include "base/math/math_utils.h"
19 #include "graphic/gl_utils.h"
20
21 namespace OHOS {
22 namespace Media {
23 namespace Effect {
AlgorithmProgram(RenderContext * context,const std::string vertex,const std::string fragment)24 AlgorithmProgram::AlgorithmProgram(RenderContext *context, const std::string vertex, const std::string fragment)
25 {
26 context_ = context;
27 shader_ = new RenderGeneralProgram(context, vertex.c_str(), fragment.c_str());
28 shader_->Init();
29 vertexShaderCode_ = vertex;
30 fragmentShaderCode_ = fragment;
31 }
32
~AlgorithmProgram()33 AlgorithmProgram::~AlgorithmProgram()
34 {
35 if (shader_) {
36 shader_->Release();
37 delete shader_;
38 shader_ = nullptr;
39 }
40 }
41
UpdateShader(const std::string vertex,const std::string fragment)42 void AlgorithmProgram::UpdateShader(const std::string vertex, const std::string fragment)
43 {
44 if (strcmp(vertex.c_str(), vertexShaderCode_.c_str()) == 0 &&
45 strcmp(fragment.c_str(), fragmentShaderCode_.c_str()) == 0) {
46 return;
47 }
48 if (shader_) {
49 shader_->Release();
50 delete shader_;
51 shader_ = nullptr;
52 }
53 shader_ = new RenderGeneralProgram(context_, vertex.c_str(), fragment.c_str());
54 shader_->Init();
55 vertexShaderCode_ = vertex;
56 fragmentShaderCode_ = fragment;
57 }
58
Bind()59 void AlgorithmProgram::Bind()
60 {
61 shader_->Bind();
62 }
63
Unbind()64 void AlgorithmProgram::Unbind()
65 {
66 shader_->Unbind();
67 }
68
GetAttributeLocation(const std::string attributeName)69 int AlgorithmProgram::GetAttributeLocation(const std::string attributeName)
70 {
71 return shader_->GetAttributeLocation(attributeName.c_str());
72 }
73
GetUniformLocation(const std::string uniformName)74 int AlgorithmProgram::GetUniformLocation(const std::string uniformName)
75 {
76 return shader_->GetUniformLocation(uniformName.c_str());
77 }
78
SetInt(const std::string name,int value)79 void AlgorithmProgram::SetInt(const std::string name, int value)
80 {
81 shader_->SetUniform(name.c_str(), value);
82 }
83
SetFloat(const std::string name,float value)84 void AlgorithmProgram::SetFloat(const std::string name, float value)
85 {
86 shader_->SetUniform(name.c_str(), value);
87 }
88
SetMat4(const std::string name,const void * value)89 void AlgorithmProgram::SetMat4(const std::string name, const void *value)
90 {
91 shader_->SetUniform(name.c_str(), value);
92 }
93
BindTexture(const std::string name,int unitId,int textureId,GLenum target)94 void AlgorithmProgram::BindTexture(const std::string name, int unitId, int textureId, GLenum target)
95 {
96 glActiveTexture(GL_TEXTURE0 + unitId);
97 glBindTexture(target, textureId);
98 glUniform1i(GetUniformLocation(name), unitId);
99 GLUtils::CheckError(__FILE_NAME__, __LINE__);
100 }
101
UnBindTexture(int unitId,GLenum target)102 void AlgorithmProgram::UnBindTexture(int unitId, GLenum target)
103 {
104 glActiveTexture(GL_TEXTURE0 + unitId);
105 glBindTexture(target, GL_NONE);
106 }
107
GetShader()108 RenderGeneralProgram *AlgorithmProgram::GetShader()
109 {
110 return shader_;
111 }
112 } // namespace Effect
113 } // namespace Media
114 } // namespace OHOS