/* ----------------------------------------------------------------------------- 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. ----------------------------------------------------------------------------- */ #ifndef __GLSLGpuProgram_H__ #define __GLSLGpuProgram_H__ // Precompiler options #include "CmGLSLExtSupport.h" #include "CmGpuProgram.h" namespace CamelotFramework { /** GLSL low level compiled shader object - this class is used to get at the linked program object and provide an interface for GLRenderSystem calls. GLSL does not provide access to the low level code of the shader so this class is really just a dummy place holder. GLSL uses a program object to represent the active vertex and fragment programs used but Ogre materials maintain seperate instances of the active vertex and fragment programs which creates a small problem for GLSL integration. The GLSLGpuProgram class provides the interface between the GLSLLinkProgramManager , GLRenderSystem, and the active GLSLProgram instances. */ class CM_RSGL_EXPORT GLSLGpuProgram : public GpuProgram { public: ~GLSLGpuProgram(); /// get the GLSLProgram for the shader object GLSLProgram* getGLSLProgram(void) const { return mGLSLProgram; } void setGLSLProgram(GLSLProgram* program) { mGLSLProgram = program; } /// Get the assigned GL program id const UINT32 getProgramID(void) const { return mProgramID; } private: friend class GLGpuProgramManager; GLSLGpuProgram(const String& source, const String& entryPoint, const String& language, GpuProgramType gptype, GpuProgramProfile profile, const Vector::type* includes); /// GL Handle for the shader object GLSLProgram* mGLSLProgram; /// keep track of the number of vertex shaders created static UINT32 mVertexShaderCount; /// keep track of the number of fragment shaders created static UINT32 mFragmentShaderCount; /// keep track of the number of geometry shaders created static UINT32 mGeometryShaderCount; /// keep track of the number of hull shaders created static UINT32 mHullShaderCount; /// keep track of the number of domain shaders created static UINT32 mDomainShaderCount; UINT32 mProgramID; GLenum mProgramType; }; } #endif // __GLSLGpuProgram_H__