| 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 __GLSLProgram_H__ | 
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| 30 | #define __GLSLProgram_H__ | 
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| 31 |  | 
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| 32 | #include "OgreGLPrerequisites.h" | 
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| 33 | #include "OgreHighLevelGpuProgram.h" | 
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| 34 |  | 
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| 35 | namespace Ogre { | 
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| 36 |     /** Specialisation of HighLevelGpuProgram to provide support for OpenGL  | 
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| 37 |         Shader Language (GLSL). | 
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| 38 |     @remarks | 
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| 39 |                 GLSL has no target assembler or entry point specification like DirectX 9 HLSL. | 
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| 40 |                 Vertex and Fragment shaders only have one entry point called "main".   | 
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| 41 |                 When a shader is compiled, microcode is generated but can not be accessed by | 
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| 42 |                 the application. | 
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| 43 |                 GLSL also does not provide assembler low level output after compiling.  The GL Render | 
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| 44 |                 system assumes that the Gpu program is a GL Gpu program so GLSLProgram will create a  | 
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| 45 |                 GLSLGpuProgram that is subclassed from GLGpuProgram for the low level implementation. | 
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| 46 |                 The GLSLProgram class will create a shader object and compile the source but will | 
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| 47 |                 not create a program object.  It's up to GLSLGpuProgram class to request a program object | 
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| 48 |                 to link the shader object to. | 
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| 49 |  | 
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| 50 |         @note | 
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| 51 |                 GLSL supports multiple modular shader objects that can be attached to one program | 
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| 52 |                 object to form a single shader.  This is supported through the "attach" material script | 
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| 53 |                 command.  All the modules to be attached are listed on the same line as the attach command | 
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| 54 |                 seperated by white space. | 
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| 55 |          | 
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| 56 |     */ | 
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| 57 |     class _OgrePrivate GLSLProgram : public HighLevelGpuProgram | 
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| 58 |     { | 
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| 59 |     public: | 
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| 60 |         /// Command object for attaching another GLSL Program  | 
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| 61 |         class CmdAttach : public ParamCommand | 
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| 62 |         { | 
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| 63 |         public: | 
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| 64 |             String doGet(const void* target) const; | 
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| 65 |             void doSet(void* target, const String& shaderNames); | 
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| 66 |         }; | 
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| 67 |  | 
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| 68 |         GLSLProgram(ResourceManager* creator,  | 
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| 69 |             const String& name, ResourceHandle handle, | 
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| 70 |             const String& group, bool isManual, ManualResourceLoader* loader); | 
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| 71 |                 ~GLSLProgram(); | 
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| 72 |  | 
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| 73 |                 const GLhandleARB getGLHandle() const { return mGLHandle; } | 
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| 74 |                 void attachToProgramObject( const GLhandleARB programObject ); | 
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| 75 |                 void detachFromProgramObject( const GLhandleARB programObject ); | 
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| 76 |                 String getAttachedShaderNames() const { return mAttachedShaderNames; } | 
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| 77 |  | 
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| 78 |         /** Attach another GLSL Shader to this one. */ | 
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| 79 |         void attachChildShader(const String& name); | 
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| 80 |  | 
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| 81 |                 /** Sets the preprocessor defines use to compile the program. */ | 
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| 82 |                 void setPreprocessorDefines(const String& defines) { mPreprocessorDefines = defines; } | 
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| 83 |                 /** Sets the preprocessor defines use to compile the program. */ | 
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| 84 |                 const String& getPreprocessorDefines(void) const { return mPreprocessorDefines; } | 
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| 85 |  | 
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| 86 |         /// Overridden from GpuProgram | 
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| 87 |         const String& getLanguage(void) const; | 
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| 88 |  | 
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| 89 |                 /// Command object for setting macro defines | 
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| 90 |                 class CmdPreprocessorDefines : public ParamCommand | 
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| 91 |                 { | 
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| 92 |                 public: | 
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| 93 |                         String doGet(const void* target) const; | 
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| 94 |                         void doSet(void* target, const String& val); | 
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| 95 |                 }; | 
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| 96 |         protected: | 
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| 97 |                 static CmdPreprocessorDefines msCmdPreprocessorDefines; | 
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| 98 |         static CmdAttach msCmdAttach; | 
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| 99 |  | 
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| 100 |         /** Internal load implementation, must be implemented by subclasses. | 
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| 101 |         */ | 
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| 102 |         void loadFromSource(void); | 
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| 103 |         /** Internal method for creating a dummy low-level program for this | 
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| 104 |         high-level program.     GLSL does not give access to the low level implementation of the | 
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| 105 |                 shader so this method creates an object sub-classed from GLGpuProgram just to be | 
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| 106 |                 compatible with GLRenderSystem. | 
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| 107 |                 */ | 
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| 108 |                 void createLowLevelImpl(void); | 
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| 109 |         /// Internal unload implementation, must be implemented by subclasses | 
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| 110 |         void unloadHighLevelImpl(void); | 
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| 111 |                 /// Overridden from HighLevelGpuProgram | 
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| 112 |                 void unloadImpl(void); | 
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| 113 |  | 
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| 114 |         /// Populate the passed parameters with name->index map | 
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| 115 |         void populateParameterNames(GpuProgramParametersSharedPtr params); | 
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| 116 |         /// Populate the passed parameters with name->index map, must be overridden | 
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| 117 |         void buildConstantDefinitions() const; | 
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| 118 |                 /// compile source into shader object | 
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| 119 |                 bool compile( const bool checkErrors = true); | 
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| 120 |  | 
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| 121 |         private: | 
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| 122 |                 /// GL handle for shader object | 
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| 123 |                 GLhandleARB mGLHandle; | 
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| 124 |                 /// flag indicating if shader object successfully compiled | 
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| 125 |                 GLint mCompiled; | 
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| 126 |                 /// attached Shader names | 
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| 127 |                 String mAttachedShaderNames; | 
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| 128 |                 /// Preprocessor options | 
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| 129 |                 String mPreprocessorDefines; | 
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| 130 |                 /// container of attached programs | 
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| 131 |                 typedef std::vector< GLSLProgram* > GLSLProgramContainer; | 
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| 132 |                 typedef GLSLProgramContainer::iterator GLSLProgramContainerIterator; | 
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| 133 |                 GLSLProgramContainer mAttachedGLSLPrograms; | 
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| 134 |  | 
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| 135 |     }; | 
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| 136 | } | 
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| 137 |  | 
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| 138 | #endif // __GLSLProgram_H__ | 
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