/* ----------------------------------------------------------------------------- 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 __GLSLLinkProgram_H__ #define __GLSLLinkProgram_H__ #include "OgreGLPrerequisites.h" #include "OgreGpuProgram.h" #include "OgreHardwareVertexBuffer.h" namespace Ogre { /// structure used to keep track of named uniforms in the linked program object struct GLUniformReference { /// GL location handle GLint mLocation; /// Which type of program params will this value come from? GpuProgramType mSourceProgType; /// The constant definition it relates to const GpuConstantDefinition* mConstantDef; }; typedef std::vector GLUniformReferenceList; typedef GLUniformReferenceList::iterator GLUniformReferenceIterator; /** C++ encapsulation of GLSL Program Object */ class _OgrePrivate GLSLLinkProgram { private: /// container of uniform references that are active in the program object GLUniformReferenceList mGLUniformReferences; /// Linked vertex program GLSLGpuProgram* mVertexProgram; /// Linked fragment program GLSLGpuProgram* mFragmentProgram; /// flag to indicate that uniform references have already been built bool mUniformRefsBuilt; /// GL handle for the program object GLhandleARB mGLHandle; /// flag indicating that the program object has been successfully linked GLint mLinked; // Custom attribute bindings /// 'tangent' attribute GLuint mTangentAttrib; /// 'binormal' attribute GLuint mBinormalAttrib; /// 'blendIndices' attribute GLuint mBlendIndicesAttrib; /// 'blendWeights' attribute GLuint mBlendWeightsAttrib; /// flag indicating skeletal animation is being performed bool mSkeletalAnimation; /// build uniform references from active named uniforms void buildGLUniformReferences(void); /// extract attributes void extractAttributes(void); public: /// constructor should only be used by GLSLLinkProgramManager GLSLLinkProgram(GLSLGpuProgram* vertexProgram, GLSLGpuProgram* fragmentProgram); ~GLSLLinkProgram(void); /** Makes a program object active by making sure it is linked and then putting it in use. */ void activate(void); /** updates program object uniforms using data from GpuProgramParamters. normally called by GLSLGpuProgram::bindParameters() just before rendering occurs. */ void updateUniforms(GpuProgramParametersSharedPtr params, GpuProgramType fromProgType); /** updates program object uniforms using data from pass iteration GpuProgramParamters. normally called by GLSLGpuProgram::bindMultiPassParameters() just before multi pass rendering occurs. */ void updatePassIterationUniforms(GpuProgramParametersSharedPtr params); /// get the GL Handle for the program object GLhandleARB getGLHandle(void) const { return mGLHandle; } /** Sets whether the linked program includes the required instructions to perform skeletal animation. @remarks If this is set to true, OGRE will not blend the geometry according to skeletal animation, it will expect the vertex program to do it. */ void setSkeletalAnimationIncluded(bool included) { mSkeletalAnimation = included; } /** Returns whether the linked program includes the required instructions to perform skeletal animation. @remarks If this returns true, OGRE will not blend the geometry according to skeletal animation, it will expect the vertex program to do it. */ bool isSkeletalAnimationIncluded(void) const { return mSkeletalAnimation; } /// Get the index of a non-standard attribute bound in the linked code GLuint getAttributeIndex(VertexElementSemantic semantic); /// Is a non-standard attribute bound in the linked code? bool isAttributeValid(VertexElementSemantic semantic); }; } #endif // __GLSLLinkProgram_H__