OGRE  1.10.10
Object-Oriented Graphics Rendering Engine
Ogre::GLSLESProgramPipeline Class Reference

Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL ES) for OpenGL ES 2.0. More...

#include <OgreGLSLESProgramPipeline.h>

+ Inheritance diagram for Ogre::GLSLESProgramPipeline:

Public Member Functions

 GLSLESProgramPipeline (GLSLESProgram *vertexProgram, GLSLESProgram *fragmentProgram)
 Constructor should only be used by GLSLESProgramPipelineManager. More...
 
virtual ~GLSLESProgramPipeline ()
 
void activate (void)
 Makes a program pipeline object active by making sure it is linked and then putting it in use. More...
 
void bindFixedAttributes (GLuint program)
 
GLSLESProgramgetFragmentProgram (void) const
 
GLSLESProgramgetVertexProgram (void) const
 
bool isUsingShader (GLSLShaderCommon *shader) const
 
virtual void updatePassIterationUniforms (GpuProgramParametersSharedPtr params)
 Updates program pipeline object uniforms using data from pass iteration GpuProgramParameters. More...
 
virtual void updateUniformBlocks (GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType)
 Updates program object uniform blocks using data from GpuProgramParameters. More...
 
virtual void updateUniforms (GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType)
 Updates program pipeline object uniforms using data from GpuProgramParameters. More...
 

Detailed Description

Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL ES) for OpenGL ES 2.0.

Remarks
GLSL ES has no target assembler or entry point specification like DirectX 9 HLSL. Vertex and Fragment shaders only have one entry point called "main". When a shader is compiled, microcode is generated but can not be accessed by the application. GLSL ES also does not provide assembler low level output after compiling. The GL ES Render system assumes that the Gpu program is a GL Gpu program so GLSLESProgramPipeline will create a GLSLESGpuProgram that is subclassed from GLES2GpuProgram for the low level implementation. The GLES2Program class will create a shader and program object and compile the source but will not create a pipeline object. It's up to GLES2GpuProgram class to request a program pipeline object to link the program object to.
Note
GLSL ES supports multiple modular shader objects that can be attached to one program object to form a single shader. This is supported through the "attach" material script command. All the modules to be attached are listed on the same line as the attach command separated by white space.

Constructor & Destructor Documentation

◆ GLSLESProgramPipeline()

Ogre::GLSLESProgramPipeline::GLSLESProgramPipeline ( GLSLESProgram vertexProgram,
GLSLESProgram fragmentProgram 
)

Constructor should only be used by GLSLESProgramPipelineManager.

◆ ~GLSLESProgramPipeline()

virtual Ogre::GLSLESProgramPipeline::~GLSLESProgramPipeline ( )
virtual

Member Function Documentation

◆ updateUniforms()

virtual void Ogre::GLSLESProgramPipeline::updateUniforms ( GpuProgramParametersSharedPtr  params,
uint16  mask,
GpuProgramType  fromProgType 
)
virtual

Updates program pipeline object uniforms using data from GpuProgramParameters.

normally called by GLSLESGpuProgram::bindParameters() just before rendering occurs.

◆ updateUniformBlocks()

virtual void Ogre::GLSLESProgramPipeline::updateUniformBlocks ( GpuProgramParametersSharedPtr  params,
uint16  mask,
GpuProgramType  fromProgType 
)
virtual

Updates program object uniform blocks using data from GpuProgramParameters.

normally called by GLSLGpuProgram::bindParameters() just before rendering occurs.

◆ updatePassIterationUniforms()

virtual void Ogre::GLSLESProgramPipeline::updatePassIterationUniforms ( GpuProgramParametersSharedPtr  params)
virtual

Updates program pipeline object uniforms using data from pass iteration GpuProgramParameters.

normally called by GLSLESGpuProgram::bindMultiPassParameters() just before multi pass rendering occurs.

◆ activate()

void Ogre::GLSLESProgramPipeline::activate ( void  )

Makes a program pipeline object active by making sure it is linked and then putting it in use.

◆ bindFixedAttributes()

void Ogre::GLSLESProgramCommon::bindFixedAttributes ( GLuint  program)
inherited

◆ getVertexProgram()

GLSLESProgram* Ogre::GLSLESProgramCommon::getVertexProgram ( void  ) const
inlineinherited

◆ getFragmentProgram()

GLSLESProgram* Ogre::GLSLESProgramCommon::getFragmentProgram ( void  ) const
inlineinherited

◆ isUsingShader()

bool Ogre::GLSLESProgramCommon::isUsingShader ( GLSLShaderCommon *  shader) const
inlineinherited

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