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- /*
- -----------------------------------------------------------------------------
- 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 CamelotEngine {
- /** 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 _OgreGLExport GLSLProgram : public HighLevelGpuProgram
- {
- public:
- GLSLProgram();
- ~GLSLProgram();
- const GLhandleARB getGLHandle() const { return mGLHandle; }
- void attachToProgramObject( const GLhandleARB programObject );
- void detachFromProgramObject( const GLhandleARB programObject );
- String getAttachedShaderNames() const { return mAttachedShaderNames; }
- /// Overridden
- bool getPassTransformStates(void) const;
- bool getPassSurfaceAndLightStates(void) const;
- /** Attach another GLSL Shader to this one. */
- void attachChildShader(const String& name);
- /** 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 RenderOperation::OperationType getInputOperationType(void) const
- { return mInputOperationType; }
- /** Returns the operation type that this geometry program will emit
- */
- virtual RenderOperation::OperationType 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(RenderOperation::OperationType operationType)
- { mInputOperationType = operationType; }
- /** Set the operation type that this geometry program will emit
- */
- virtual void setOutputOperationType(RenderOperation::OperationType 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; }
- protected:
- /** Internal load implementation, must be implemented by subclasses.
- */
- void loadFromSource(void);
- /** Internal method for creating a dummy low-level program for this
- high-level program. GLSL does not give access to the low level implementation of the
- shader so this method creates an object sub-classed from GLGpuProgram just to be
- compatible with GLRenderSystem.
- */
- void createLowLevelImpl(void);
- /// Internal unload implementation, must be implemented by subclasses
- void unloadHighLevelImpl(void);
- /// Overridden from HighLevelGpuProgram
- void unloadImpl(void);
- /// Populate the passed parameters with name->index map
- void populateParameterNames(GpuProgramParametersSharedPtr params);
- /// Populate the passed parameters with name->index map, must be overridden
- void buildConstantDefinitions() const;
- /// compile source into shader object
- bool compile( const bool checkErrors = true);
- private:
- /// GL handle for shader object
- GLhandleARB mGLHandle;
- /// flag indicating if shader object successfully compiled
- GLint mCompiled;
- /// The input operation type for this (geometry) program
- RenderOperation::OperationType mInputOperationType;
- /// The output operation type for this (geometry) program
- RenderOperation::OperationType mOutputOperationType;
- /// The maximum amount of vertices that this (geometry) program can output
- int mMaxOutputVertices;
- /// attached Shader names
- String mAttachedShaderNames;
- /// Preprocessor options
- String mPreprocessorDefines;
- /// container of attached programs
- typedef vector< GLSLProgram* >::type GLSLProgramContainer;
- typedef GLSLProgramContainer::iterator GLSLProgramContainerIterator;
- GLSLProgramContainer mAttachedGLSLPrograms;
- };
- }
- #endif // __GLSLProgram_H__
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