|  | OGRE 2.1
    Object-Oriented Graphics Rendering Engine | 
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 <OgreGLSLMonolithicProgramManager.h>
 Inheritance diagram for Ogre::GLSLMonolithicProgramManager:
 Inheritance diagram for Ogre::GLSLMonolithicProgramManager:| Static Public Member Functions | |
| static GLSLMonolithicProgramManager & | getSingleton (void) | 
| static GLSLMonolithicProgramManager * | 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::GLSLMonolithicProgramManager::GLSLMonolithicProgramManager | ( | const GL3PlusSupport & | support | ) | 
| Ogre::GLSLMonolithicProgramManager::~GLSLMonolithicProgramManager | ( | void | ) | 
| 
 | inherited | 
Populate a list of uniforms based on GLSL source and store them in GpuNamedConstants.
 
| 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. | 
| 
 | inherited | 
Populate a list of uniforms based on an OpenGL program object.
| programObject | Handle to the program object to query. | 
| vertexConstantDefs | Definition of the uniforms extracted from the vertex program, used to match up physical buffer indexes with program uniforms. May be null if there is no vertex program. | 
| fragmentConstantDefs | Definition of the uniforms 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). | 
| GLSLMonolithicProgram * Ogre::GLSLMonolithicProgramManager::getActiveMonolithicProgram | ( | 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.
| 
 | static | 
| 
 | static | 
| void Ogre::GLSLMonolithicProgramManager::setActiveComputeShader | ( | GLSLShader * | computeGpuProgram | ) | 
Set the active compute shader for the next rendering state.
The active program object will be cleared. Normally called from the GLSLShader::bindProgram and unbindProgram methods
| void Ogre::GLSLMonolithicProgramManager::setActiveDomainShader | ( | GLSLShader * | domainGpuProgram | ) | 
Set the active domain(evaluation) shader for the next rendering state.
The active program object will be cleared. Normally called from the GLSLShader::bindProgram and unbindProgram methods
| void Ogre::GLSLMonolithicProgramManager::setActiveFragmentShader | ( | GLSLShader * | fragmentGpuProgram | ) | 
Set the active fragment shader for the next rendering state.
The active program object will be cleared. Normally called from the GLSLShader::bindProgram and unbindProgram methods
| void Ogre::GLSLMonolithicProgramManager::setActiveGeometryShader | ( | GLSLShader * | geometryGpuProgram | ) | 
Set the active geometry shader for the next rendering state.
The active program object will be cleared. Normally called from the GLSLShader::bindProgram and unbindProgram methods
| void Ogre::GLSLMonolithicProgramManager::setActiveHullShader | ( | GLSLShader * | hullGpuProgram | ) | 
Set the active hull(control) shader for the next rendering state.
The active program object will be cleared. Normally called from the GLSLShader::bindProgram and unbindProgram methods
| void Ogre::GLSLMonolithicProgramManager::setActiveVertexShader | ( | GLSLShader * | vertexGpuProgram | ) | 
Set the active vertex shader for the next rendering state.
The active program object will be cleared. Normally called from the GLSLShader::bindProgram and unbindProgram methods