/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2011 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #include "CmException.h" #include "CmGLSLExtSupport.h" #include "CmGLSLGpuProgram.h" #include "CmGLSLLinkProgramManager.h" #include "CmGLSLLinkProgram.h" #include "CmGLSLProgram.h" namespace CamelotEngine { GLuint GLSLGpuProgram::mVertexShaderCount = 0; GLuint GLSLGpuProgram::mFragmentShaderCount = 0; GLuint GLSLGpuProgram::mGeometryShaderCount = 0; //----------------------------------------------------------------------------- GLSLGpuProgram::GLSLGpuProgram(GLSLProgram* parent) : GLGpuProgram(), mGLSLProgram(parent) { mType = parent->getType(); mSyntaxCode = "glsl"; if (parent->getType() == GPT_VERTEX_PROGRAM) { mProgramID = ++mVertexShaderCount; } else if (parent->getType() == GPT_FRAGMENT_PROGRAM) { mProgramID = ++mFragmentShaderCount; } else { mProgramID = ++mGeometryShaderCount; } } //----------------------------------------------------------------------- GLSLGpuProgram::~GLSLGpuProgram() { // have to call this here reather than in Resource destructor // since calling virtual methods in base destructors causes crash unload(); } //----------------------------------------------------------------------------- void GLSLGpuProgram::loadImpl(void) { // nothing to load } //----------------------------------------------------------------------------- void GLSLGpuProgram::unloadImpl(void) { // nothing to unload } //----------------------------------------------------------------------------- void GLSLGpuProgram::loadFromSource(void) { // nothing to load } //----------------------------------------------------------------------------- void GLSLGpuProgram::bindProgram(void) { // tell the Link Program Manager what shader is to become active switch (mType) { case GPT_VERTEX_PROGRAM: GLSLLinkProgramManager::getSingleton().setActiveVertexShader( this ); break; case GPT_FRAGMENT_PROGRAM: GLSLLinkProgramManager::getSingleton().setActiveFragmentShader( this ); break; case GPT_GEOMETRY_PROGRAM: GLSLLinkProgramManager::getSingleton().setActiveGeometryShader( this ); break; } } //----------------------------------------------------------------------------- void GLSLGpuProgram::unbindProgram(void) { // tell the Link Program Manager what shader is to become inactive if (mType == GPT_VERTEX_PROGRAM) { GLSLLinkProgramManager::getSingleton().setActiveVertexShader( NULL ); } else if (mType == GPT_GEOMETRY_PROGRAM) { GLSLLinkProgramManager::getSingleton().setActiveGeometryShader( NULL ); } else // its a fragment shader { GLSLLinkProgramManager::getSingleton().setActiveFragmentShader( NULL ); } } //----------------------------------------------------------------------------- void GLSLGpuProgram::bindProgramParameters(GpuProgramParametersSharedPtr params, UINT16 mask) { // activate the link program object GLSLLinkProgram* linkProgram = GLSLLinkProgramManager::getSingleton().getActiveLinkProgram(); // pass on parameters from params to program object uniforms linkProgram->updateUniforms(params, mask, mType); } //----------------------------------------------------------------------------- void GLSLGpuProgram::bindProgramPassIterationParameters(GpuProgramParametersSharedPtr params) { // activate the link program object GLSLLinkProgram* linkProgram = GLSLLinkProgramManager::getSingleton().getActiveLinkProgram(); // pass on parameters from params to program object uniforms linkProgram->updatePassIterationUniforms( params ); } //----------------------------------------------------------------------------- GLuint GLSLGpuProgram::getAttributeIndex(VertexElementSemantic semantic, UINT32 index) { // get link program - only call this in the context of bound program GLSLLinkProgram* linkProgram = GLSLLinkProgramManager::getSingleton().getActiveLinkProgram(); if (linkProgram->isAttributeValid(semantic, index)) { return linkProgram->getAttributeIndex(semantic, index); } else { // fall back to default implementation, allow default bindings return GLGpuProgram::getAttributeIndex(semantic, index); } } //----------------------------------------------------------------------------- bool GLSLGpuProgram::isAttributeValid(VertexElementSemantic semantic, UINT32 index) { // get link program - only call this in the context of bound program GLSLLinkProgram* linkProgram = GLSLLinkProgramManager::getSingleton().getActiveLinkProgram(); if (linkProgram->isAttributeValid(semantic, index)) { return true; } else { // fall back to default implementation, allow default bindings return GLGpuProgram::isAttributeValid(semantic, index); } } }