/* * Copyright 2013 The Android Open Source Project * * 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. */ #ifndef SHADER_H_ #define SHADER_H_ #include #include #include #include #include #include #include #include "JNIHelper.h" namespace ndk_helper { namespace shader { /****************************************************************** * Shader compiler helper * namespace: ndkHelper::shader * */ /****************************************************************** * CompileShader() with vector * * arguments: * out: shader, shader variable * in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER) * in: data, source vector * return: true if a shader compilation succeeded, false if it failed * */ bool CompileShader( GLuint *shader, const GLenum type, std::vector& data ); /****************************************************************** * CompileShader() with buffer * * arguments: * out: shader, shader variable * in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER) * in: source, source buffer * in: iSize, buffer size * return: true if a shader compilation succeeded, false if it failed * */ bool CompileShader( GLuint *shader, const GLenum type, const GLchar *source, const int32_t iSize ); /****************************************************************** * CompileShader() with filename * * arguments: * out: shader, shader variable * in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER) * in: strFilename, filename * return: true if a shader compilation succeeded, false if it failed * */ bool CompileShader( GLuint *shader, const GLenum type, const char *strFileName ); /****************************************************************** * CompileShader() with std::map helps patching on a shader on the fly. * * arguments: * out: shader, shader variable * in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER) * in: mapParameters * For a example, * map : %KEY% -> %VALUE% replaces all %KEY% entries in the given shader code to %VALUE" * return: true if a shader compilation succeeded, false if it failed * */ bool CompileShader( GLuint *shader, const GLenum type, const char *str_file_name, const std::map& map_parameters ); /****************************************************************** * LinkProgram() * * arguments: * in: program, program * return: true if a shader linkage succeeded, false if it failed * */ bool LinkProgram( const GLuint prog ); /****************************************************************** * validateProgram() * * arguments: * in: program, program * return: true if a shader validation succeeded, false if it failed * */ bool ValidateProgram( const GLuint prog ); } //namespace shader } //namespace ndkHelper #endif /* SHADER_H_ */