/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __GLSLLinkProgramManager_H__ #define __GLSLLinkProgramManager_H__ #include "OgreGLPrerequisites.h" #include "OgreSingleton.h" #include "OgreGLSLExtSupport.h" #include "OgreGLSLLinkProgram.h" namespace Ogre { /** Ogre assumes that there are seperate vertex and fragment programs to deal with but GLSL has one program object that represents the active vertex and fragment shader objects during a rendering state. GLSL Vertex and fragment shader objects are compiled seperately and then attached to a program object and then the program object is linked. Since Ogre can only handle one vertex program and one fragment program being active in a pass, the GLSL Link Program Manager does the same. The GLSL Link program manager acts as a state machine and activates a program object based on the active vertex and fragment program. Previously created program objects are stored along with a unique key in a hash_map for quick retrieval the next time the program object is required. */ class _OgrePrivate GLSLLinkProgramManager : public Singleton { private: typedef HashMap LinkProgramMap; typedef LinkProgramMap::iterator LinkProgramIterator; /// container holding previously created program objects LinkProgramMap LinkPrograms; /// active objects defining the active rendering gpu state GLSLGpuProgram* mActiveVertexGpuProgram; GLSLGpuProgram* mActiveFragmentGpuProgram; GLSLLinkProgram* mActiveLinkProgram; typedef std::map StringToEnumMap; StringToEnumMap mTypeEnumMap; /// Use type to complete other information void completeDefInfo(GLenum gltype, GpuConstantDefinition& defToUpdate); /// Find where the data for a specific uniform should come from, populate bool completeParamSource(const String& paramName, const GpuConstantDefinitionMap* vertexConstantDefs, const GpuConstantDefinitionMap* fragmentConstantDefs, GLUniformReference& refToUpdate); public: GLSLLinkProgramManager(void); ~GLSLLinkProgramManager(void); /** Get the program object that links the two active shader objects together if a program object was not already created and linked a new one is created and linked */ GLSLLinkProgram* getActiveLinkProgram(void); /** Set the active fragment shader for the next rendering state. The active program object will be cleared. Normally called from the GLSLGpuProgram::bindProgram and unbindProgram methods */ void setActiveFragmentShader(GLSLGpuProgram* fragmentGpuProgram); /** Set the active vertex shader for the next rendering state. The active program object will be cleared. Normally called from the GLSLGpuProgram::bindProgram and unbindProgram methods */ void setActiveVertexShader(GLSLGpuProgram* vertexGpuProgram); /** Populate a list of uniforms based on a program object. @param programObject Handle to the program object to query @param vertexConstantDefs Definition of the constants extracted from the vertex program, used to match up physical buffer indexes with program uniforms. May be null if there is no vertex program. @param fragmentConstantDefs Definition of the constants extracted from the fragment program, used to match up physical buffer indexes with program uniforms. May be null if there is no fragment program. @param list The list to populate (will not be cleared before adding, clear it yourself before calling this if that's what you want). */ void extractUniforms(GLhandleARB programObject, const GpuConstantDefinitionMap* vertexConstantDefs, const GpuConstantDefinitionMap* fragmentConstantDefs, GLUniformReferenceList& list); /** Populate a list of uniforms based on GLSL source. @param src Reference to the source code @param list The defs to populate (will not be cleared before adding, clear it yourself before calling this if that's what you want). @param filename The file name this came from, for logging errors. */ void extractConstantDefs(const String& src, GpuNamedConstants& constantDefs, const String& filename); static GLSLLinkProgramManager& getSingleton(void); static GLSLLinkProgramManager* getSingletonPtr(void); }; } #endif // __GLSLLinkProgramManager_H__