/* * Copyright (C) 2016 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 SHADERTOY_SHADER_H #define SHADERTOY_SHADER_H #include <GLES3/gl31.h> #include <fstream> #include <sstream> struct InputTextures { GLuint id; GLint uniform_location; int width; int height; }; class ShadertoyShader { public: ShadertoyShader(); ~ShadertoyShader(); void CreateShaderFromString(const std::string& shader_string); void PrepareForDraw(int width, int height, float global_time, int frame, float time_delta); private: void CreateShader(const std::string fragment_string); void GetUniformLocations(); GLint uiResolution_; GLint uiGlobalTime_; GLint uiFrame_; GLint uiTimeDelta_; GLint uiChannel0_; GLint unViewport_; GLint unCorners_; GLuint shader_program_; struct InputTextures input_textures_[4]; }; #endif // SHADERTOY_SHADER_H