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 | #include "OgreGLSLExtSupport.h"
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27 | #include "OgreGpuProgram.h"
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28 | #include "OgreGLSLLinkProgram.h"
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29 |
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30 | namespace Ogre {
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31 |
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32 | //-----------------------------------------------------------------------
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33 |
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34 | GLSLLinkProgram::GLSLLinkProgram(void) : mLinked(false),
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35 | mUniformRefsBuilt(false)
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36 | {
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37 | checkForGLSLError( "GLSLLinkProgram::GLSLLinkProgram", "Error prior to Creating GLSL Program Object", 0 );
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38 | mGLHandle = glCreateProgramObjectARB_ptr();
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39 | checkForGLSLError( "GLSLLinkProgram::GLSLLinkProgram", "Error Creating GLSL Program Object", 0 );
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40 |
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41 | }
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42 |
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43 | //-----------------------------------------------------------------------
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44 | GLSLLinkProgram::~GLSLLinkProgram(void)
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45 | {
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46 | glDeleteObjectARB_ptr(mGLHandle);
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47 |
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48 | }
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49 |
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50 | //-----------------------------------------------------------------------
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51 | void GLSLLinkProgram::activate(void)
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52 | {
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53 | if (!mLinked)
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54 | {
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55 | glLinkProgramARB_ptr( mGLHandle );
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56 | glGetObjectParameterivARB_ptr( mGLHandle, GL_OBJECT_LINK_STATUS_ARB, &mLinked );
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57 | // force logging and raise exception if not linked
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58 | checkForGLSLError( "GLSLLinkProgram::Activate",
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59 | "Error linking GLSL Program Object", mGLHandle, !mLinked, !mLinked );
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60 | if(mLinked)
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61 | {
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62 | logObjectInfo( String("GLSL link result : "), mGLHandle );
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63 | buildUniformReferences();
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64 | }
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65 |
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66 | }
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67 |
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68 | if (mLinked)
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69 | {
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70 | glUseProgramObjectARB_ptr( mGLHandle );
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71 | }
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72 | }
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73 |
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74 | //-----------------------------------------------------------------------
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75 | void GLSLLinkProgram::buildUniformReferences(void)
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76 | {
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77 | if (!mUniformRefsBuilt)
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78 | {
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79 | // scan through the active uniforms and add them to the reference list
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80 | GLint uniformCount;
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81 | GLint size;
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82 | //GLenum type;
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83 | #define BUFFERSIZE 100
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84 | char uniformName[BUFFERSIZE];
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85 | //GLint location;
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86 | UniformReference newUniformReference;
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87 |
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88 | // get the number of active uniforms
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89 | glGetObjectParameterivARB_ptr(mGLHandle, GL_OBJECT_ACTIVE_UNIFORMS_ARB,
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90 | &uniformCount);
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91 |
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92 | // Loop over each of the active uniforms, and add them to the reference container
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93 | // only do this for user defined uniforms, ignore built in gl state uniforms
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94 | for (int index = 0; index < uniformCount; index++)
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95 | {
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96 | glGetActiveUniformARB_ptr(mGLHandle, index, BUFFERSIZE, NULL, &size, &newUniformReference.mType, uniformName);
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97 | // don't add built in uniforms
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98 | newUniformReference.mLocation = glGetUniformLocationARB_ptr(mGLHandle, uniformName);
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99 | if (newUniformReference.mLocation >= 0)
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100 | {
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101 | // user defined uniform found, add it to the reference list
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102 | newUniformReference.mName = String( uniformName );
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103 | // decode uniform size and type
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104 | switch (newUniformReference.mType)
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105 | {
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106 | case GL_FLOAT:
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107 | newUniformReference.isReal = true;
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108 | newUniformReference.mElementCount = 1;
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109 | break;
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110 |
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111 | case GL_FLOAT_VEC2_ARB:
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112 | newUniformReference.isReal = true;
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113 | newUniformReference.mElementCount = 2;
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114 | break;
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115 |
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116 | case GL_FLOAT_VEC3_ARB:
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117 | newUniformReference.isReal = true;
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118 | newUniformReference.mElementCount = 3;
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119 | break;
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120 |
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121 | case GL_FLOAT_VEC4_ARB:
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122 | newUniformReference.isReal = true;
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123 | newUniformReference.mElementCount = 4;
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124 | break;
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125 |
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126 | case GL_INT:
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127 | case GL_SAMPLER_1D_ARB:
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128 | case GL_SAMPLER_2D_ARB:
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129 | case GL_SAMPLER_3D_ARB:
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130 | case GL_SAMPLER_CUBE_ARB:
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131 | newUniformReference.isReal = false;
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132 | newUniformReference.mElementCount = 1;
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133 | break;
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134 |
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135 | case GL_INT_VEC2_ARB:
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136 | newUniformReference.isReal = false;
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137 | newUniformReference.mElementCount = 2;
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138 | break;
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139 |
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140 | case GL_INT_VEC3_ARB:
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141 | newUniformReference.isReal = false;
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142 | newUniformReference.mElementCount = 3;
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143 | break;
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144 |
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145 | case GL_INT_VEC4_ARB:
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146 | newUniformReference.isReal = false;
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147 | newUniformReference.mElementCount = 4;
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148 | break;
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149 | }// end switch
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150 |
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151 | mUniformReferences.push_back(newUniformReference);
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152 |
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153 | } // end if
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154 | } // end for
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155 |
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156 | mUniformRefsBuilt = true;
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157 | }
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158 | }
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159 |
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160 | //-----------------------------------------------------------------------
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161 | void GLSLLinkProgram::updateUniforms(GpuProgramParametersSharedPtr params)
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162 | {
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163 | // iterate through uniform reference list and update uniform values
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164 | UniformReferenceIterator currentUniform = mUniformReferences.begin();
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165 | UniformReferenceIterator endUniform = mUniformReferences.end();
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166 |
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167 | GpuProgramParameters::RealConstantEntry* currentRealConstant;
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168 | GpuProgramParameters::IntConstantEntry* currentIntConstant;
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169 |
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170 | while (currentUniform != endUniform)
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171 | {
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172 | // get the index in the parameter real list
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173 |
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174 | if (currentUniform->isReal)
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175 | {
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176 | currentRealConstant = params->getNamedRealConstantEntry( currentUniform->mName );
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177 | if (currentRealConstant != NULL)
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178 | {
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179 | if (currentRealConstant->isSet)
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180 | {
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181 | switch (currentUniform->mElementCount)
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182 | {
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183 | case 1:
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184 | glUniform1fvARB_ptr( currentUniform->mLocation, 1, currentRealConstant->val );
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185 | break;
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186 |
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187 | case 2:
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188 | glUniform2fvARB_ptr( currentUniform->mLocation, 1, currentRealConstant->val );
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189 | break;
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190 |
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191 | case 3:
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192 | glUniform3fvARB_ptr( currentUniform->mLocation, 1, currentRealConstant->val );
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193 | break;
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194 |
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195 | case 4:
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196 | glUniform4fvARB_ptr( currentUniform->mLocation, 1, currentRealConstant->val );
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197 | break;
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198 |
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199 | } // end switch
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200 | }
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201 | }
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202 | }
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203 | else
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204 | {
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205 | currentIntConstant = params->getNamedIntConstantEntry( currentUniform->mName );
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206 | if (currentIntConstant != NULL)
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207 | {
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208 | if (currentIntConstant->isSet)
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209 | {
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210 | switch (currentUniform->mElementCount)
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211 | {
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212 | case 1:
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213 | glUniform1ivARB_ptr( currentUniform->mLocation, 1, (const GLint*)currentIntConstant->val );
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214 | break;
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215 |
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216 | case 2:
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217 | glUniform2ivARB_ptr( currentUniform->mLocation, 1, (const GLint*)currentIntConstant->val );
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218 | break;
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219 |
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220 | case 3:
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221 | glUniform3ivARB_ptr( currentUniform->mLocation, 1, (const GLint*)currentIntConstant->val );
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222 | break;
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223 |
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224 | case 4:
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225 | glUniform4ivARB_ptr( currentUniform->mLocation, 1, (const GLint*)currentIntConstant->val );
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226 | break;
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227 | } // end switch
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228 | }
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229 | }
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230 |
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231 | }
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232 |
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233 |
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234 | // get the next uniform
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235 | ++currentUniform;
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236 |
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237 | } // end while
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238 | }
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239 |
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240 |
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241 | } // namespace Ogre
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