1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 |
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26 | #ifndef __GLSLGpuProgram_H__
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27 | #define __GLSLGpuProgram_H__
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28 |
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29 | // Precompiler options
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30 | #include "OgreGLSLExtSupport.h"
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31 | #include "OgreGLGpuProgram.h"
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32 |
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33 |
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34 | namespace Ogre {
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35 |
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36 | /** GLSL low level compiled shader object - this class is used to get at the linked program object
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37 | and provide an interface for GLRenderSystem calls. GLSL does not provide access to the
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38 | low level code of the shader so this class is really just a dummy place holder.
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39 | GLSL uses a program object to represent the active vertex and fragment programs used
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40 | but Ogre materials maintain seperate instances of the active vertex and fragment programs
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41 | which creates a small problem for GLSL integration. The GLSLGpuProgram class provides the
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42 | interface between the GLSLLinkProgramManager , GLRenderSystem, and the active GLSLProgram
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43 | instances.
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44 | */
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45 | class GLSLGpuProgram : public GLGpuProgram
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46 | {
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47 | private:
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48 | /// GL Handle for the shader object
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49 | GLSLProgram* mGLSLProgram;
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50 |
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51 | /// keep track of the number of vertex shaders created
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52 | static GLuint mVertexShaderCount;
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53 | /// keep track of the number of fragment shaders created
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54 | static GLuint mFragmentShaderCount;
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55 |
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56 | public:
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57 | GLSLGpuProgram(GLSLProgram* parent);
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58 | ~GLSLGpuProgram();
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59 |
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60 | /// @copydoc Resource::unload
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61 | void unload(void);
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62 |
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63 | /// Execute the binding functions for this program
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64 | void bindProgram(void);
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65 | /// Execute the unbinding functions for this program
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66 | void unbindProgram(void);
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67 | /// Execute the param binding functions for this program
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68 | void bindProgramParameters(GpuProgramParametersSharedPtr params);
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69 | /// Execute the pass iteration param binding functions for this program
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70 | void bindProgramPassIterationParameters(GpuProgramParametersSharedPtr params);
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71 |
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72 | /// Get the assigned GL program id
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73 | const GLuint getProgramID(void) const
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74 | { return mProgramID; }
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75 |
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76 | /// overides parent method and does nothing since there is nothing to load
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77 | void load(void);
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78 |
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79 | /// get the GLSLProgram for the shader object
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80 | GLSLProgram* getGLSLProgram(void) const { return mGLSLProgram; }
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81 |
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82 | protected:
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83 | /// Overridden from GpuProgram
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84 | void loadFromSource(void);
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85 |
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86 |
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87 | };
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88 |
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89 |
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90 | }
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91 |
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92 |
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93 | #endif // __GLSLGpuProgram_H__
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