/* ----------------------------------------------------------------------------- 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 __GLSLProgram_H__ #define __GLSLProgram_H__ #include "CmGLPrerequisites.h" #include "CmHighLevelGpuProgram.h" namespace CamelotFramework { /** Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL). @remarks GLSL has no target assembler or entry point specification like DirectX 9 HLSL. Vertex and Fragment shaders only have one entry point called "main". When a shader is compiled, microcode is generated but can not be accessed by the application. GLSL also does not provide assembler low level output after compiling. The GL Render system assumes that the Gpu program is a GL Gpu program so GLSLProgram will create a GLSLGpuProgram that is subclassed from GLGpuProgram for the low level implementation. The GLSLProgram class will create a shader object and compile the source but will not create a program object. It's up to GLSLGpuProgram class to request a program object to link the shader object to. @note GLSL supports multiple modular shader objects that can be attached to one program object to form a single shader. This is supported through the "attach" material script command. All the modules to be attached are listed on the same line as the attach command seperated by white space. */ class CM_RSGL_EXPORT GLSLProgram : public HighLevelGpuProgram { public: ~GLSLProgram(); const GLuint getGLHandle() const { return mGLHandle; } /** Sets the preprocessor defines use to compile the program. */ void setPreprocessorDefines(const String& defines) { mPreprocessorDefines = defines; } /** Sets the preprocessor defines use to compile the program. */ const String& getPreprocessorDefines(void) const { return mPreprocessorDefines; } /// Overridden from GpuProgram const String& getLanguage(void) const; /** Returns the operation type that this geometry program expects to receive as input */ virtual DrawOperationType getInputOperationType(void) const { return mInputOperationType; } /** Returns the operation type that this geometry program will emit */ virtual DrawOperationType getOutputOperationType(void) const { return mOutputOperationType; } /** Returns the maximum number of vertices that this geometry program can output in a single run */ virtual int getMaxOutputVertices(void) const { return mMaxOutputVertices; } /** Sets the operation type that this geometry program expects to receive */ virtual void setInputOperationType(DrawOperationType operationType) { mInputOperationType = operationType; } /** Set the operation type that this geometry program will emit */ virtual void setOutputOperationType(DrawOperationType operationType) { mOutputOperationType = operationType; } /** Set the maximum number of vertices that a single run of this geometry program can emit. */ virtual void setMaxOutputVertices(int maxOutputVertices) { mMaxOutputVertices = maxOutputVertices; } const VertexDeclaration& getInputAttributes() const { return *mVertexDeclaration; } protected: friend class GLSLProgramFactory; GLSLProgram(const String& source, const String& entryPoint, const String& language, GpuProgramType gptype, GpuProgramProfile profile, const Vector::type* includes, bool isAdjacencyInfoRequired = false); /** * @copydoc HighLevelGpuProgram::initialize_internal() */ void initialize_internal(); /** * @copydoc HighLevelGpuProgram::destroy_internal() */ void destroy_internal(); private: /// GL handle for shader object GLuint mGLHandle; /// flag indicating if shader object successfully compiled GLint mCompiled; /// The input operation type for this (geometry) program DrawOperationType mInputOperationType; /// The output operation type for this (geometry) program DrawOperationType mOutputOperationType; /// The maximum amount of vertices that this (geometry) program can output int mMaxOutputVertices; /// Preprocessor options String mPreprocessorDefines; VertexDeclarationPtr mVertexDeclaration; /************************************************************************/ /* SERIALIZATION */ /************************************************************************/ public: friend class GLSLProgramRTTI; static RTTITypeBase* getRTTIStatic(); virtual RTTITypeBase* getRTTI() const; }; } #endif // __GLSLProgram_H__