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) 2000-2006 Torus Knot Software Ltd |
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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 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __GLSLLinkProgramManager_H__ |
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30 | #define __GLSLLinkProgramManager_H__ |
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31 | |
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32 | #include "OgreGLPrerequisites.h" |
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33 | #include "OgreSingleton.h" |
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34 | |
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35 | #include "OgreGLSLExtSupport.h" |
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36 | #include "OgreGLSLLinkProgram.h" |
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37 | |
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38 | namespace Ogre { |
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39 | |
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40 | /** Ogre assumes that there are seperate vertex and fragment programs to deal with but |
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41 | GLSL has one program object that represents the active vertex and fragment shader objects |
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42 | during a rendering state. GLSL Vertex and fragment |
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43 | shader objects are compiled seperately and then attached to a program object and then the |
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44 | program object is linked. Since Ogre can only handle one vertex program and one fragment |
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45 | program being active in a pass, the GLSL Link Program Manager does the same. The GLSL Link |
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46 | program manager acts as a state machine and activates a program object based on the active |
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47 | vertex and fragment program. Previously created program objects are stored along with a unique |
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48 | key in a hash_map for quick retrieval the next time the program object is required. |
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49 | |
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50 | */ |
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51 | |
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52 | class _OgrePrivate GLSLLinkProgramManager : public Singleton<GLSLLinkProgramManager> |
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53 | { |
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54 | |
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55 | private: |
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56 | |
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57 | typedef HashMap<GLuint, GLSLLinkProgram*> LinkProgramMap; |
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58 | typedef LinkProgramMap::iterator LinkProgramIterator; |
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59 | |
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60 | /// container holding previously created program objects |
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61 | LinkProgramMap LinkPrograms; |
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62 | |
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63 | /// active objects defining the active rendering gpu state |
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64 | GLSLGpuProgram* mActiveVertexGpuProgram; |
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65 | GLSLGpuProgram* mActiveFragmentGpuProgram; |
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66 | GLSLLinkProgram* mActiveLinkProgram; |
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67 | |
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68 | typedef std::map<String, GLenum> StringToEnumMap; |
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69 | StringToEnumMap mTypeEnumMap; |
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70 | |
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71 | /// Use type to complete other information |
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72 | void completeDefInfo(GLenum gltype, GpuConstantDefinition& defToUpdate); |
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73 | /// Find where the data for a specific uniform should come from, populate |
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74 | bool completeParamSource(const String& paramName, |
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75 | const GpuConstantDefinitionMap* vertexConstantDefs, |
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76 | const GpuConstantDefinitionMap* fragmentConstantDefs, |
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77 | GLUniformReference& refToUpdate); |
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78 | |
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79 | public: |
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80 | |
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81 | GLSLLinkProgramManager(void); |
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82 | |
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83 | ~GLSLLinkProgramManager(void); |
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84 | |
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85 | /** |
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86 | Get the program object that links the two active shader objects together |
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87 | if a program object was not already created and linked a new one is created and linked |
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88 | */ |
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89 | GLSLLinkProgram* getActiveLinkProgram(void); |
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90 | |
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91 | /** Set the active fragment shader for the next rendering state. |
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92 | The active program object will be cleared. |
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93 | Normally called from the GLSLGpuProgram::bindProgram and unbindProgram methods |
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94 | */ |
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95 | void setActiveFragmentShader(GLSLGpuProgram* fragmentGpuProgram); |
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96 | /** Set the active vertex shader for the next rendering state. |
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97 | The active program object will be cleared. |
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98 | Normally called from the GLSLGpuProgram::bindProgram and unbindProgram methods |
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99 | */ |
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100 | void setActiveVertexShader(GLSLGpuProgram* vertexGpuProgram); |
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101 | |
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102 | /** Populate a list of uniforms based on a program object. |
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103 | @param programObject Handle to the program object to query |
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104 | @param vertexConstantDefs Definition of the constants extracted from the |
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105 | vertex program, used to match up physical buffer indexes with program |
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106 | uniforms. May be null if there is no vertex program. |
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107 | @param fragmentConstantDefs Definition of the constants extracted from the |
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108 | fragment program, used to match up physical buffer indexes with program |
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109 | uniforms. May be null if there is no fragment program. |
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110 | @param list The list to populate (will not be cleared before adding, clear |
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111 | it yourself before calling this if that's what you want). |
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112 | */ |
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113 | void extractUniforms(GLhandleARB programObject, |
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114 | const GpuConstantDefinitionMap* vertexConstantDefs, |
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115 | const GpuConstantDefinitionMap* fragmentConstantDefs, |
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116 | GLUniformReferenceList& list); |
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117 | /** Populate a list of uniforms based on GLSL source. |
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118 | @param src Reference to the source code |
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119 | @param list The defs to populate (will not be cleared before adding, clear |
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120 | it yourself before calling this if that's what you want). |
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121 | @param filename The file name this came from, for logging errors. |
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122 | */ |
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123 | void extractConstantDefs(const String& src, GpuNamedConstants& constantDefs, |
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124 | const String& filename); |
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125 | |
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126 | static GLSLLinkProgramManager& getSingleton(void); |
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127 | static GLSLLinkProgramManager* getSingletonPtr(void); |
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128 | |
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129 | }; |
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130 | |
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131 | } |
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132 | |
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133 | #endif // __GLSLLinkProgramManager_H__ |
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