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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 __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<HGpuProgInclude>::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__
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