OGRE
2.2.4
Object-Oriented Graphics Rendering Engine
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Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program object that represents the active vertex and fragment shader objects during a rendering state. More...
#include <OgreGLSLESLinkProgramManager.h>
Public Member Functions | |
GLSLESLinkProgramManager (void) | |
~GLSLESLinkProgramManager (void) | |
void | extractUniformsFromGLSL (const String &src, GpuNamedConstants &constantDefs, const String &filename) |
Populate a list of uniforms based on GLSL source and store them in GpuNamedConstants. More... | |
void | extractUniformsFromProgram (GLuint programObject, const GpuConstantDefinitionMap *vertexConstantDefs, const GpuConstantDefinitionMap *fragmentConstantDefs, GLUniformReferenceList &uniformList, GLUniformBufferList &uniformBufferList) |
Populate a list of uniforms based on an OpenGL program object. More... | |
GLSLESLinkProgram * | 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 | optimiseShaderSource (GLSLESShader *gpuProgram) |
void | setActiveFragmentShader (GLSLESShader *fragmentShader) |
Set the active fragment shader for the next rendering state. More... | |
void | setActiveVertexShader (GLSLESShader *vertexShader) |
Set the active vertex shader for the next rendering state. More... | |
Static Public Member Functions | |
static GLSLESLinkProgramManager & | getSingleton (void) |
static GLSLESLinkProgramManager * | getSingletonPtr (void) |
Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES 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 ES Link Program Manager does the same. The GLSL ES 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::GLSLESLinkProgramManager::GLSLESLinkProgramManager | ( | void | ) |
Ogre::GLSLESLinkProgramManager::~GLSLESLinkProgramManager | ( | void | ) |
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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. |
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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). |
GLSLESLinkProgram* Ogre::GLSLESLinkProgramManager::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.
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static |
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static |
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inherited |
void Ogre::GLSLESLinkProgramManager::setActiveFragmentShader | ( | GLSLESShader * | fragmentShader | ) |
Set the active fragment shader for the next rendering state.
The active program object will be cleared. Normally called from the GLSLESShader::bindProgram and unbindProgram methods
void Ogre::GLSLESLinkProgramManager::setActiveVertexShader | ( | GLSLESShader * | vertexShader | ) |
Set the active vertex shader for the next rendering state.
The active program object will be cleared. Normally called from the GLSLESShader::bindProgram and unbindProgram methods