| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144 |
- /*
- -----------------------------------------------------------------------------
- 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 __GLSLLinkProgramManager_H__
- #define __GLSLLinkProgramManager_H__
- #include "CmGLPrerequisites.h"
- #include "OgreSingleton.h"
- #include "CmGLSLExtSupport.h"
- #include "CmGLSLLinkProgram.h"
- namespace CamelotEngine {
- /** Ogre assumes that there are seperate vertex and fragment programs to deal with but
- GLSL has one program object that represents the active vertex and fragment shader objects
- during a rendering state. GLSL Vertex and fragment
- shader objects are compiled seperately and then attached to a program object and then the
- program object is linked. Since Ogre can only handle one vertex program and one fragment
- program being active in a pass, the GLSL Link Program Manager does the same. The GLSL Link
- program manager acts as a state machine and activates a program object based on the active
- vertex and fragment program. Previously created program objects are stored along with a unique
- key in a hash_map for quick retrieval the next time the program object is required.
- */
- class _OgreGLExport GLSLLinkProgramManager : public Singleton<GLSLLinkProgramManager>
- {
- private:
-
- typedef map<UINT64, GLSLLinkProgram*>::type LinkProgramMap;
- typedef LinkProgramMap::iterator LinkProgramIterator;
- /// container holding previously created program objects
- LinkProgramMap mLinkPrograms;
- /// active objects defining the active rendering gpu state
- GLSLGpuProgram* mActiveVertexGpuProgram;
- GLSLGpuProgram* mActiveGeometryGpuProgram;
- GLSLGpuProgram* mActiveFragmentGpuProgram;
- GLSLLinkProgram* mActiveLinkProgram;
- typedef map<String, GLenum>::type StringToEnumMap;
- StringToEnumMap mTypeEnumMap;
- /// Use type to complete other information
- void completeDefInfo(GLenum gltype, GpuConstantDefinition& defToUpdate);
- /// Find where the data for a specific uniform should come from, populate
- bool completeParamSource(const String& paramName,
- const GpuConstantDefinitionMap* vertexConstantDefs,
- const GpuConstantDefinitionMap* geometryConstantDefs,
- const GpuConstantDefinitionMap* fragmentConstantDefs,
- GLUniformReference& refToUpdate);
- public:
- GLSLLinkProgramManager(void);
- ~GLSLLinkProgramManager(void);
- /**
- Get the program object that links the two active shader objects together
- if a program object was not already created and linked a new one is created and linked
- */
- GLSLLinkProgram* getActiveLinkProgram(void);
- /** Set the active fragment shader for the next rendering state.
- The active program object will be cleared.
- Normally called from the GLSLGpuProgram::bindProgram and unbindProgram methods
- */
- void setActiveFragmentShader(GLSLGpuProgram* fragmentGpuProgram);
- /** Set the active geometry shader for the next rendering state.
- The active program object will be cleared.
- Normally called from the GLSLGpuProgram::bindProgram and unbindProgram methods
- */
- void setActiveGeometryShader(GLSLGpuProgram* geometryGpuProgram);
- /** Set the active vertex shader for the next rendering state.
- The active program object will be cleared.
- Normally called from the GLSLGpuProgram::bindProgram and unbindProgram methods
- */
- void setActiveVertexShader(GLSLGpuProgram* vertexGpuProgram);
- /** Populate a list of uniforms based on a program object.
- @param programObject Handle to the program object to query
- @param vertexConstantDefs Definition of the constants extracted from the
- vertex program, used to match up physical buffer indexes with program
- uniforms. May be null if there is no vertex program.
- @param geometryConstantDefs Definition of the constants extracted from the
- geometry program, used to match up physical buffer indexes with program
- uniforms. May be null if there is no geometry program.
- @param fragmentConstantDefs Definition of the constants extracted from the
- fragment program, used to match up physical buffer indexes with program
- uniforms. May be null if there is no fragment program.
- @param list The list to populate (will not be cleared before adding, clear
- it yourself before calling this if that's what you want).
- */
- void extractUniforms(GLhandleARB programObject,
- const GpuConstantDefinitionMap* vertexConstantDefs,
- const GpuConstantDefinitionMap* geometryConstantDefs,
- const GpuConstantDefinitionMap* fragmentConstantDefs,
- GLUniformReferenceList& list);
- /** Populate a list of uniforms based on GLSL source.
- @param src Reference to the source code
- @param list The defs to populate (will not be cleared before adding, clear
- it yourself before calling this if that's what you want).
- @param filename The file name this came from, for logging errors.
- */
- void extractConstantDefs(const String& src, GpuNamedConstants& constantDefs,
- const String& filename);
- static GLSLLinkProgramManager& getSingleton(void);
- static GLSLLinkProgramManager* getSingletonPtr(void);
- };
- }
- #endif // __GLSLLinkProgramManager_H__
|