/* ----------------------------------------------------------------------------- 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 __GLSLGpuProgram_H__ #define __GLSLGpuProgram_H__ // Precompiler options #include "OgreGLSLExtSupport.h" #include "OgreGLGpuProgram.h" namespace Ogre { /** GLSL low level compiled shader object - this class is used to get at the linked program object and provide an interface for GLRenderSystem calls. GLSL does not provide access to the low level code of the shader so this class is really just a dummy place holder. GLSL uses a program object to represent the active vertex and fragment programs used but Ogre materials maintain seperate instances of the active vertex and fragment programs which creates a small problem for GLSL integration. The GLSLGpuProgram class provides the interface between the GLSLLinkProgramManager , GLRenderSystem, and the active GLSLProgram instances. */ class _OgrePrivate GLSLGpuProgram : public GLGpuProgram { private: /// GL Handle for the shader object GLSLProgram* mGLSLProgram; /// keep track of the number of vertex shaders created static GLuint mVertexShaderCount; /// keep track of the number of fragment shaders created static GLuint mFragmentShaderCount; public: GLSLGpuProgram(GLSLProgram* parent); ~GLSLGpuProgram(); /// Execute the binding functions for this program void bindProgram(void); /// Execute the unbinding functions for this program void unbindProgram(void); /// Execute the param binding functions for this program void bindProgramParameters(GpuProgramParametersSharedPtr params); /// Execute the pass iteration param binding functions for this program void bindProgramPassIterationParameters(GpuProgramParametersSharedPtr params); /// Get the assigned GL program id const GLuint getProgramID(void) const { return mProgramID; } /// get the GLSLProgram for the shader object GLSLProgram* getGLSLProgram(void) const { return mGLSLProgram; } /// @copydoc GLGpuProgram::getAttributeIndex GLuint getAttributeIndex(VertexElementSemantic semantic); /// @copydoc GLGpuProgram::isAttributeValid bool isAttributeValid(VertexElementSemantic semantic); protected: /// Overridden from GpuProgram void loadFromSource(void); /// @copydoc Resource::unloadImpl void unloadImpl(void); /// @copydoc Resource::loadImpl void loadImpl(void); }; } #endif // __GLSLGpuProgram_H__