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 #ifndef ALGORITHM_PROGRAM_H
17 #define ALGORITHM_PROGRAM_H
18 
19 #include "base/render_base.h"
20 #include "core/render_resource_cache.h"
21 #include "graphic/render_context.h"
22 #include "graphic/render_general_program.h"
23 
24 namespace OHOS {
25 namespace Media {
26 namespace Effect {
27 class AlgorithmProgram {
28 public:
29     AlgorithmProgram(RenderContext *context, const std::string vertex, const std::string fragment);
30     ~AlgorithmProgram();
31     void UpdateShader(const std::string vertex, const std::string fragment);
32     void Bind();
33     void Unbind();
34     int GetAttributeLocation(const std::string attributeName);
35     int GetUniformLocation(const std::string uniformName);
36     void SetInt(const std::string name, int value);
37     void SetFloat(const std::string name, float value);
38     void SetMat4(const std::string name, const void* value);
39     void BindTexture(const std::string name, int unitId, int textureId, GLenum target = GL_TEXTURE_2D);
40     void UnBindTexture(int unitId, GLenum target = GL_TEXTURE_2D);
41     RenderGeneralProgram *GetShader();
42 private:
43     RenderGeneralProgram *shader_ = nullptr;
44     RenderContext *context_ = nullptr;
45     std::string vertexShaderCode_;
46     std::string fragmentShaderCode_;
47 };
48 } // namespace Effect
49 } // namespace Media
50 } // namespace OHOS
51 #endif