| 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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