OGRE 2.1
Object-Oriented Graphics Rendering Engine
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Ogre assumes that there are separate programs to deal with but GLSL has one program object that represents the active shader objects during a rendering state. More...
#include <OgreGLSLProgramManager.h>
Public Member Functions | |
GLSLProgramManager (const GL3PlusSupport &support) | |
void | extractUniformsFromGLSL (const String &src, GpuNamedConstants &constantDefs, const String &filename) |
Populate a list of uniforms based on GLSL source and store them in GpuNamedConstants. | |
void | extractUniformsFromProgram (GLuint programObject, const GpuConstantDefinitionMap *vertexConstantDefs, const GpuConstantDefinitionMap *hullConstantDefs, const GpuConstantDefinitionMap *domainConstantDefs, const GpuConstantDefinitionMap *geometryConstantDefs, const GpuConstantDefinitionMap *fragmentConstantDefs, const GpuConstantDefinitionMap *computeConstantDefs, GLUniformReferenceList &uniformList, GLAtomicCounterReferenceList &counterList, GLUniformBufferList &uniformBufferList, SharedParamsBufferMap &sharedParamsBufferMap, GLCounterBufferList &counterBufferList) |
Populate a list of uniforms based on an OpenGL program object. | |
Ogre assumes that there are separate programs to deal with but GLSL has one program object that represents the active shader objects during a rendering state.
GLSL 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 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 programs. 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::GLSLProgramManager::GLSLProgramManager | ( | const GL3PlusSupport & | support | ) |
void Ogre::GLSLProgramManager::extractUniformsFromGLSL | ( | const String & | src, |
GpuNamedConstants & | constantDefs, | ||
const String & | filename | ||
) |
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. |
void Ogre::GLSLProgramManager::extractUniformsFromProgram | ( | GLuint | programObject, |
const GpuConstantDefinitionMap * | vertexConstantDefs, | ||
const GpuConstantDefinitionMap * | hullConstantDefs, | ||
const GpuConstantDefinitionMap * | domainConstantDefs, | ||
const GpuConstantDefinitionMap * | geometryConstantDefs, | ||
const GpuConstantDefinitionMap * | fragmentConstantDefs, | ||
const GpuConstantDefinitionMap * | computeConstantDefs, | ||
GLUniformReferenceList & | uniformList, | ||
GLAtomicCounterReferenceList & | counterList, | ||
GLUniformBufferList & | uniformBufferList, | ||
SharedParamsBufferMap & | sharedParamsBufferMap, | ||
GLCounterBufferList & | counterBufferList | ||
) |
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). |