source: OGRE/trunk/ogrenew/RenderSystems/GL/src/GLSL/include/OgreGLSLLinkProgramManager.h @ 692

Revision 692, 3.6 KB checked in by mattausch, 19 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25#ifndef __GLSLLinkProgramManager_H__
26#define __GLSLLinkProgramManager_H__
27
28#include "OgreGLPrerequisites.h"
29#include "OgreSingleton.h"
30
31#include "OgreGLSLExtSupport.h"
32
33namespace Ogre {
34
35        /** Ogre assumes that there are seperate vertex and fragment programs to deal with but
36                GLSL has one program object that represents the active vertex and fragment shader objects
37                during a rendering state.  GLSL Vertex and fragment
38                shader objects are compiled seperately and then attached to a program object and then the
39                program object is linked.  Since Ogre can only handle one vertex program and one fragment
40                program being active in a pass, the GLSL Link Program Manager does the same.  The GLSL Link
41                program manager acts as a state machine and activates a program object based on the active
42                vertex and fragment program.  Previously created program objects are stored along with a unique
43                key in a hash_map for quick retrieval the next time the program object is required.
44
45        */
46
47        class GLSLLinkProgramManager : public Singleton<GLSLLinkProgramManager>
48        {
49
50        private:
51       
52                typedef HashMap<GLuint, GLSLLinkProgram*> LinkProgramMap;
53                typedef LinkProgramMap::iterator LinkProgramIterator;
54
55                /// container holding previously created program objects
56                LinkProgramMap LinkPrograms;
57
58                /// active objects defining the active rendering gpu state
59                GLSLGpuProgram* mActiveVertexGpuProgram;
60                GLSLGpuProgram* mActiveFragmentGpuProgram;
61                GLSLLinkProgram* mActiveLinkProgram;
62
63        public:
64
65                GLSLLinkProgramManager(void);
66
67                ~GLSLLinkProgramManager(void);
68
69                /**
70                        Get the program object that links the two active shader objects together
71                        if a program object was not already created and linked a new one is created and linked
72                */
73                GLSLLinkProgram* getActiveLinkProgram(void);
74
75                /** Set the active fragment shader for the next rendering state.
76                        The active program object will be cleared.
77                        Normally called from the GLSLGpuProgram::bindProgram and unbindProgram methods
78                */
79                void setActiveFragmentShader(GLSLGpuProgram* fragmentGpuProgram);
80                /** Set the active vertex shader for the next rendering state.
81                        The active program object will be cleared.
82                        Normally called from the GLSLGpuProgram::bindProgram and unbindProgram methods
83                */
84                void setActiveVertexShader(GLSLGpuProgram* vertexGpuProgram);
85
86                static GLSLLinkProgramManager& getSingleton(void);
87        static GLSLLinkProgramManager* getSingletonPtr(void);
88
89        };
90
91}
92
93#endif // __GLSLLinkProgramManager_H__
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