/* ----------------------------------------------------------------------------- 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. ----------------------------------------------------------------------------- */ #include "OgreGLSLExtSupport.h" #include "OgreGLSLGpuProgram.h" #include "OgreGLSLLinkProgramManager.h" #include "OgreGLSLLinkProgram.h" #include "OgreGLSLProgram.h" namespace Ogre { GLuint GLSLGpuProgram::mVertexShaderCount = 0; GLuint GLSLGpuProgram::mFragmentShaderCount = 0; //----------------------------------------------------------------------------- GLSLGpuProgram::GLSLGpuProgram(GLSLProgram* parent) : GLGpuProgram(parent->getCreator(), parent->getName(), parent->getHandle(), parent->getGroup(), false, 0), mGLSLProgram(parent) { mType = parent->getType(); mSyntaxCode = "glsl"; if (parent->getType() == GPT_VERTEX_PROGRAM) { mProgramID = ++mVertexShaderCount; } else { mProgramID = ++mFragmentShaderCount; } // transfer skeletal animation status from parent mSkeletalAnimation = mGLSLProgram->isSkeletalAnimationIncluded(); // there is nothing to load mLoadFromFile = false; } //----------------------------------------------------------------------- GLSLGpuProgram::~GLSLGpuProgram() { // have to call this here reather than in Resource destructor // since calling virtual methods in base destructors causes crash unload(); } //----------------------------------------------------------------------------- void GLSLGpuProgram::loadImpl(void) { // nothing to load } //----------------------------------------------------------------------------- void GLSLGpuProgram::unloadImpl(void) { // nothing to unload } //----------------------------------------------------------------------------- void GLSLGpuProgram::loadFromSource(void) { // nothing to load } //----------------------------------------------------------------------------- void GLSLGpuProgram::bindProgram(void) { // tell the Link Program Manager what shader is to become active if (mType == GPT_VERTEX_PROGRAM) { GLSLLinkProgramManager::getSingleton().setActiveVertexShader( this ); } else // its a fragment shader { GLSLLinkProgramManager::getSingleton().setActiveFragmentShader( this ); } } //----------------------------------------------------------------------------- void GLSLGpuProgram::unbindProgram(void) { // tell the Link Program Manager what shader is to become inactive if (mType == GPT_VERTEX_PROGRAM) { GLSLLinkProgramManager::getSingleton().setActiveVertexShader( NULL ); } else // its a fragment shader { GLSLLinkProgramManager::getSingleton().setActiveFragmentShader( NULL ); } } //----------------------------------------------------------------------------- void GLSLGpuProgram::bindProgramParameters(GpuProgramParametersSharedPtr params) { // activate the link program object GLSLLinkProgram* linkProgram = GLSLLinkProgramManager::getSingleton().getActiveLinkProgram(); // pass on parameters from params to program object uniforms linkProgram->updateUniforms(params, mType); } //----------------------------------------------------------------------------- void GLSLGpuProgram::bindProgramPassIterationParameters(GpuProgramParametersSharedPtr params) { // activate the link program object GLSLLinkProgram* linkProgram = GLSLLinkProgramManager::getSingleton().getActiveLinkProgram(); // pass on parameters from params to program object uniforms linkProgram->updatePassIterationUniforms( params ); } //----------------------------------------------------------------------------- GLuint GLSLGpuProgram::getAttributeIndex(VertexElementSemantic semantic) { // get link program - only call this in the context of bound program GLSLLinkProgram* linkProgram = GLSLLinkProgramManager::getSingleton().getActiveLinkProgram(); if (linkProgram->isAttributeValid(semantic)) { return linkProgram->getAttributeIndex(semantic); } else { // fall back to default implementation, allow default bindings return GLGpuProgram::getAttributeIndex(semantic); } } //----------------------------------------------------------------------------- bool GLSLGpuProgram::isAttributeValid(VertexElementSemantic semantic) { // get link program - only call this in the context of bound program GLSLLinkProgram* linkProgram = GLSLLinkProgramManager::getSingleton().getActiveLinkProgram(); if (linkProgram->isAttributeValid(semantic)) { return true; } else { // fall back to default implementation, allow default bindings return GLGpuProgram::isAttributeValid(semantic); } } }