OGRE  1.10.4
Object-Oriented Graphics Rendering Engine
Ogre::GLSL::GLSLLinkProgramManager Class Reference

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>

+ Inheritance diagram for Ogre::GLSL::GLSLLinkProgramManager:

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...
 
GLSLLinkProgramgetActiveLinkProgram (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 GLSLLinkProgramManagergetSingleton (void)
 
static GLSLLinkProgramManagergetSingletonPtr (void)
 

Detailed Description

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.

Constructor & Destructor Documentation

◆ GLSLLinkProgramManager()

Ogre::GLSL::GLSLLinkProgramManager::GLSLLinkProgramManager ( void  )

◆ ~GLSLLinkProgramManager()

Ogre::GLSL::GLSLLinkProgramManager::~GLSLLinkProgramManager ( void  )

Member Function Documentation

◆ getActiveLinkProgram()

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.

◆ setActiveFragmentShader()

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

◆ setActiveGeometryShader()

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

◆ setActiveVertexShader()

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

◆ extractUniforms()

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.

Parameters
programObjectHandle to the program object to query
vertexConstantDefsDefinition 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.
geometryConstantDefsDefinition 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.
fragmentConstantDefsDefinition 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.
listThe list to populate (will not be cleared before adding, clear it yourself before calling this if that's what you want).

◆ extractConstantDefs()

void Ogre::GLSL::GLSLLinkProgramManager::extractConstantDefs ( const String src,
GpuNamedConstants constantDefs,
const String filename 
)

Populate a list of uniforms based on GLSL source.

Parameters
srcReference to the source code
constantDefsThe defs to populate (will not be cleared before adding, clear it yourself before calling this if that's what you want).
filenameThe file name this came from, for logging errors.

◆ getSingleton()

static GLSLLinkProgramManager& Ogre::GLSL::GLSLLinkProgramManager::getSingleton ( void  )
static

◆ getSingletonPtr()

static GLSLLinkProgramManager* Ogre::GLSL::GLSLLinkProgramManager::getSingletonPtr ( void  )
static

The documentation for this class was generated from the following file: