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| 1 | +package net.mullvad.mullvadvpn.lib.map.internal |
| 2 | + |
| 3 | +import android.opengl.GLES20 |
| 4 | +import android.opengl.Matrix |
| 5 | +import android.util.Log |
| 6 | +import androidx.compose.ui.graphics.Color |
| 7 | +import java.nio.Buffer |
| 8 | +import java.nio.ByteBuffer |
| 9 | +import java.nio.FloatBuffer |
| 10 | + |
| 11 | +internal fun initShaderProgram(vsSource: String, fsSource: String): Int { |
| 12 | + val vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vsSource) |
| 13 | + require(vertexShader != -1) { "Failed to load vertexShader, result: -1" } |
| 14 | + |
| 15 | + val fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fsSource) |
| 16 | + require(fragmentShader != -1) { "fragmentShader == -1" } |
| 17 | + |
| 18 | + val program = GLES20.glCreateProgram() |
| 19 | + check(program != 0) { "Could not create program" } |
| 20 | + |
| 21 | + // Add the vertex shader to program |
| 22 | + GLES20.glAttachShader(program, vertexShader) |
| 23 | + |
| 24 | + // Add the fragment shader to program |
| 25 | + GLES20.glAttachShader(program, fragmentShader) |
| 26 | + |
| 27 | + // Creates OpenGL ES program executables |
| 28 | + GLES20.glLinkProgram(program) |
| 29 | + |
| 30 | + val linked = IntArray(1) |
| 31 | + GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linked, 0) |
| 32 | + if (linked[0] == GLES20.GL_FALSE) { |
| 33 | + val infoLog = GLES20.glGetProgramInfoLog(program) |
| 34 | + Log.e("GLHelper", "Could not link program: $infoLog") |
| 35 | + GLES20.glDeleteProgram(program) |
| 36 | + error("Could not link program with vsSource: $vsSource and fsSource: $fsSource") |
| 37 | + } |
| 38 | + |
| 39 | + return program |
| 40 | +} |
| 41 | + |
| 42 | +private fun loadShader(type: Int, shaderCode: String): Int { |
| 43 | + // Create a vertex shader type (GLES20.GL_VERTEX_SHADER) |
| 44 | + // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER) |
| 45 | + val shader = GLES20.glCreateShader(type) |
| 46 | + |
| 47 | + require(shader != 0) { "Unable to create shader" } |
| 48 | + |
| 49 | + // Add the source code to the shader and compile it |
| 50 | + GLES20.glShaderSource(shader, shaderCode) |
| 51 | + GLES20.glCompileShader(shader) |
| 52 | + |
| 53 | + val compiled = IntArray(1) |
| 54 | + GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0) |
| 55 | + if (compiled[0] == GLES20.GL_FALSE) { |
| 56 | + val infoLog = GLES20.glGetShaderInfoLog(shader) |
| 57 | + Log.e("GLHelper", "Could not compile shader $type:$infoLog") |
| 58 | + GLES20.glDeleteShader(shader) |
| 59 | + |
| 60 | + error("Could not compile shader with shaderCode: $shaderCode") |
| 61 | + } |
| 62 | + |
| 63 | + return shader |
| 64 | +} |
| 65 | + |
| 66 | +internal fun initArrayBuffer(buffer: ByteBuffer) = initArrayBuffer(buffer, Byte.SIZE_BYTES) |
| 67 | + |
| 68 | +internal fun initArrayBuffer(buffer: FloatBuffer) = initArrayBuffer(buffer, Float.SIZE_BYTES) |
| 69 | + |
| 70 | +private fun initArrayBuffer(dataBuffer: Buffer, unitSizeInBytes: Int = 1): Int { |
| 71 | + val buffer = IntArray(1) |
| 72 | + GLES20.glGenBuffers(1, buffer, 0) |
| 73 | + |
| 74 | + GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffer[0]) |
| 75 | + GLES20.glBufferData( |
| 76 | + GLES20.GL_ARRAY_BUFFER, |
| 77 | + dataBuffer.capacity() * unitSizeInBytes, |
| 78 | + dataBuffer, |
| 79 | + GLES20.GL_STATIC_DRAW |
| 80 | + ) |
| 81 | + return buffer[0] |
| 82 | +} |
| 83 | + |
| 84 | +internal fun initIndexBuffer(dataBuffer: Buffer): IndexBufferWithLength { |
| 85 | + val buffer = IntArray(1) |
| 86 | + GLES20.glGenBuffers(1, buffer, 0) |
| 87 | + |
| 88 | + GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, buffer[0]) |
| 89 | + GLES20.glBufferData( |
| 90 | + GLES20.GL_ELEMENT_ARRAY_BUFFER, |
| 91 | + dataBuffer.capacity(), |
| 92 | + dataBuffer, |
| 93 | + GLES20.GL_STATIC_DRAW |
| 94 | + ) |
| 95 | + return IndexBufferWithLength( |
| 96 | + indexBuffer = buffer[0], |
| 97 | + length = dataBuffer.capacity() / Float.SIZE_BYTES |
| 98 | + ) |
| 99 | +} |
| 100 | + |
| 101 | +internal class IndexBufferWithLength(val indexBuffer: Int, val length: Int) |
| 102 | + |
| 103 | +internal fun newIdentityMatrix(): FloatArray = |
| 104 | + FloatArray(MATRIX_SIZE).apply { Matrix.setIdentityM(this, 0) } |
| 105 | + |
| 106 | +internal fun Color.toFloatArray(): FloatArray { |
| 107 | + return floatArrayOf(red, green, blue, alpha) |
| 108 | +} |
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