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 | #ifndef __GLSLProgram_H__
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26 | #define __GLSLProgram_H__
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27 |
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28 | #include "OgreGLPrerequisites.h"
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29 | #include "OgreHighLevelGpuProgram.h"
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30 |
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31 | namespace Ogre {
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32 | /** Specialisation of HighLevelGpuProgram to provide support for OpenGL
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33 | Shader Language (GLSL).
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34 | @remarks
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35 | GLSL has no target assembler or entry point specification like DirectX 9 HLSL.
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36 | Vertex and Fragment shaders only have one entry point called "main".
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37 | When a shader is compiled, microcode is generated but can not be accessed by
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38 | the application.
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39 | GLSL also does not provide assembler low level output after compiling. The GL Render
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40 | system assumes that the Gpu program is a GL Gpu program so GLSLProgram will create a
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41 | GLSLGpuProgram that is subclassed from GLGpuProgram for the low level implementation.
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42 | The GLSLProgram class will create a shader object and compile the source but will
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43 | not create a program object. It's up to GLSLGpuProgram class to request a program object
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44 | to link the shader object to.
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45 |
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46 | @note
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47 | GLSL supports multiple modular shader objects that can be attached to one program
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48 | object to form a single shader. This is supported through the "attach" material script
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49 | command. All the modules to be attached are listed on the same line as the attach command
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50 | seperated by white space.
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51 |
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52 | */
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53 | class GLSLProgram : public HighLevelGpuProgram
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54 | {
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55 | public:
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56 | /// Command object for attaching another GLSL Program
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57 | class CmdAttach : public ParamCommand
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58 | {
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59 | public:
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60 | String doGet(const void* target) const;
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61 | void doSet(void* target, const String& shaderNames);
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62 | };
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63 |
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64 | GLSLProgram(ResourceManager* creator,
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65 | const String& name, ResourceHandle handle,
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66 | const String& group, bool isManual, ManualResourceLoader* loader);
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67 | ~GLSLProgram();
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68 |
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69 | const GLhandleARB getGLHandle() const { return mGLHandle; }
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70 | void attachToProgramObject( const GLhandleARB programObject );
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71 | String getAttachedShaderNames() const { return mAttachedShaderNames; }
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72 |
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73 | /** Attach another GLSL Shader to this one. */
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74 | void attachChildShader(const String& name);
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75 | /// Overridden from GpuProgram
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76 | const String& getLanguage(void) const;
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77 |
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78 | protected:
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79 | static CmdAttach msCmdAttach;
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80 |
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81 | /** Internal load implementation, must be implemented by subclasses.
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82 | */
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83 | void loadFromSource(void);
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84 | /** Internal method for creating a dummy low-level program for this
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85 | high-level program. GLSL does not give access to the low level implementation of the
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86 | shader so this method creates an object sub-classed from GLGpuProgram just to be
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87 | compatible with GLRenderSystem.
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88 | */
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89 | void createLowLevelImpl(void);
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90 | /// Internal unload implementation, must be implemented by subclasses
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91 | void unloadHighLevelImpl(void);
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92 | /// Populate the passed parameters with name->index map, must be overridden
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93 | void populateParameterNames(GpuProgramParametersSharedPtr params);
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94 | /// compile source into shader object
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95 | bool compile( const bool checkErrors = true);
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96 |
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97 | private:
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98 | /// GL handle for shader object
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99 | GLhandleARB mGLHandle;
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100 | /// flag indicating if shader object successfully compiled
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101 | GLint mCompiled;
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102 | /// attached Shader names
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103 | String mAttachedShaderNames;
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104 | /// container of attached programs
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105 | typedef std::vector< GLSLProgram* > GLSLProgramContainer;
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106 | typedef GLSLProgramContainer::iterator GLSLProgramContainerIterator;
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107 | GLSLProgramContainer mAttachedGLSLPrograms;
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108 |
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109 | };
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110 | }
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111 |
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112 | #endif // __GLSLProgram_H__
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