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OGRE
1.10.4
Object-Oriented Graphics Rendering Engine
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Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL has one program object that represents the active vertex and fragment shader objects during a rendering state. More...
#include <OgreGLSLLinkProgramManager.h>
Public Member Functions | |
GLSLLinkProgramManager (void) | |
~GLSLLinkProgramManager (void) | |
void | extractConstantDefs (const String &src, GpuNamedConstants &constantDefs, const String &filename) |
Populate a list of uniforms based on GLSL source. More... | |
void | extractUniforms (GLhandleARB programObject, const GpuConstantDefinitionMap *vertexConstantDefs, const GpuConstantDefinitionMap *geometryConstantDefs, const GpuConstantDefinitionMap *fragmentConstantDefs, GLUniformReferenceList &list) |
Populate a list of uniforms based on a program object. More... | |
GLSLLinkProgram * | getActiveLinkProgram (void) |
Get the program object that links the two active shader objects together if a program object was not already created and linked a new one is created and linked. More... | |
void | setActiveFragmentShader (GLSLProgram *fragmentGpuProgram) |
Set the active fragment shader for the next rendering state. More... | |
void | setActiveGeometryShader (GLSLProgram *geometryGpuProgram) |
Set the active geometry shader for the next rendering state. More... | |
void | setActiveVertexShader (GLSLProgram *vertexGpuProgram) |
Set the active vertex shader for the next rendering state. More... | |
Static Public Member Functions | |
static GLSLLinkProgramManager & | getSingleton (void) |
static GLSLLinkProgramManager * | getSingletonPtr (void) |
Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL has one program object that represents the active vertex and fragment shader objects during a rendering state.
GLSL Vertex and fragment shader objects are compiled separately and then attached to a program object and then the program object is linked. Since Ogre can only handle one vertex program and one fragment program being active in a pass, the GLSL Link Program Manager does the same. The GLSL Link program manager acts as a state machine and activates a program object based on the active vertex and fragment program. Previously created program objects are stored along with a unique key in a hash_map for quick retrieval the next time the program object is required.
Ogre::GLSL::GLSLLinkProgramManager::GLSLLinkProgramManager | ( | void | ) |
Ogre::GLSL::GLSLLinkProgramManager::~GLSLLinkProgramManager | ( | void | ) |
GLSLLinkProgram* Ogre::GLSL::GLSLLinkProgramManager::getActiveLinkProgram | ( | void | ) |
Get the program object that links the two active shader objects together if a program object was not already created and linked a new one is created and linked.
void Ogre::GLSL::GLSLLinkProgramManager::setActiveFragmentShader | ( | GLSLProgram * | fragmentGpuProgram | ) |
Set the active fragment shader for the next rendering state.
The active program object will be cleared. Normally called from the GLSLGpuProgram::bindProgram and unbindProgram methods
void Ogre::GLSL::GLSLLinkProgramManager::setActiveGeometryShader | ( | GLSLProgram * | geometryGpuProgram | ) |
Set the active geometry shader for the next rendering state.
The active program object will be cleared. Normally called from the GLSLGpuProgram::bindProgram and unbindProgram methods
void Ogre::GLSL::GLSLLinkProgramManager::setActiveVertexShader | ( | GLSLProgram * | vertexGpuProgram | ) |
Set the active vertex shader for the next rendering state.
The active program object will be cleared. Normally called from the GLSLGpuProgram::bindProgram and unbindProgram methods
void Ogre::GLSL::GLSLLinkProgramManager::extractUniforms | ( | GLhandleARB | programObject, |
const GpuConstantDefinitionMap * | vertexConstantDefs, | ||
const GpuConstantDefinitionMap * | geometryConstantDefs, | ||
const GpuConstantDefinitionMap * | fragmentConstantDefs, | ||
GLUniformReferenceList & | list | ||
) |
Populate a list of uniforms based on a program object.
programObject | Handle to the program object to query |
vertexConstantDefs | Definition of the constants extracted from the vertex program, used to match up physical buffer indexes with program uniforms. May be null if there is no vertex program. |
geometryConstantDefs | Definition of the constants extracted from the geometry program, used to match up physical buffer indexes with program uniforms. May be null if there is no geometry program. |
fragmentConstantDefs | Definition of the constants extracted from the fragment program, used to match up physical buffer indexes with program uniforms. May be null if there is no fragment program. |
list | The list to populate (will not be cleared before adding, clear it yourself before calling this if that's what you want). |
void Ogre::GLSL::GLSLLinkProgramManager::extractConstantDefs | ( | const String & | src, |
GpuNamedConstants & | constantDefs, | ||
const String & | filename | ||
) |
Populate a list of uniforms based on GLSL source.
src | Reference to the source code |
constantDefs | The defs to populate (will not be cleared before adding, clear it yourself before calling this if that's what you want). |
filename | The file name this came from, for logging errors. |
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