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- #pragma once
- #include "BsGLPrerequisites.h"
- #include "BsVertexDeclaration.h"
- #include "BsDebug.h"
- #include "BsException.h"
- #include "BsGpuParamDesc.h"
- namespace BansheeEngine
- {
- /**
- * @brief Holds a GLSL program input attribute used in vertex programs.
- */
- struct GLSLAttribute
- {
- /**
- * @brief Constructs a new attribute from a name and a semantic that represents
- * in which way is the attribute used.
- */
- GLSLAttribute(const String& name, VertexElementSemantic semantic)
- :mName(name), mSemantic(semantic)
- { }
- /**
- * @brief Return true if attribute name matches the specified name
- * and returns optional semantic index if it exists. Start of the
- * two compared strings must match, and the remaining non-matching
- * bit will be assumed to be the semantic index. Returns -1 if no
- * match is made.
- */
- INT32 matchesName(const String& name);
- /**
- * @brief Returns the semantic of this attribute.
- */
- VertexElementSemantic getSemantic() const { return mSemantic; }
- private:
- String mName;
- VertexElementSemantic mSemantic;
- };
- /**
- * @brief Helper class that is able to parse a GLSL GPU program and retrieve
- * used uniforms and input attributes.
- */
- class GLSLParamParser
- {
- public:
- /**
- * @brief Parses a compiled OpenGL program and outputs a parameter description
- * that contains information about used uniforms.
- *
- * @param glProgram OpenGL handle to the GPU program.
- * @param returnParamDesc Output structure containing the parsed data.
- */
- void buildUniformDescriptions(GLuint glProgram, GpuParamDesc& returnParamDesc);
- /**
- * @brief Parses a compiled OpenGL program and outputs vertex element list that
- * describes input attributes to the program. Only valid for vertex programs.
- *
- * @param glProgram OpenGL handle to the GPU program.
- */
- List<VertexElement> buildVertexDeclaration(GLuint glProgram);
- private:
- /**
- * @brief Populates information for uniform with the specified index into the
- * provided structure.
- *
- * @param desc Output structure containing the parsed data.
- * @param paramName Name of the uniform.
- * @param programHandle Internal OpenGL handle to the GPU program.
- * @param uniformIndex Unique uniform index to retrieve data from. Obtained from OpenGL parsing methods.
- */
- void determineParamInfo(GpuParamDataDesc& desc, const String& paramName, GLuint programHandle, GLuint uniformIndex);
- /**
- * Attempts to find out a vertex element semantic based on input parameter name.
- * GLSL has no concept of semantics, so we require all shaders to use specific names for attributes
- * so that we know what they are used for.
- *
- * Valid names and semantics:
- * bs_position - VES_POSITION
- * bs_normal - VES_NORMAL
- * bs_tangent - VES_TANGENT
- * bs_bitangent - VES_BITANGENT
- * bs_texcoord - VES_TEXCOORD
- * bs_color - VES_COLOR
- * bs_blendweights - VES_BLEND_WEIGHTS
- * bs_blendindices - VES_BLEND_INDICES
- *
- * You may append a number to the end of the name to specify semantic index.
- *
- * @return True if it succeeds, false if it fails.
- */
- bool attribNameToElementSemantic(const String& name, VertexElementSemantic& semantic, UINT16& index);
- /**
- * @brief Converts an OpenGL type to vertex element type.
- */
- VertexElementType glTypeToAttributeType(GLenum glType);
- };
- }
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