OGRE-Next
2.3
Object-Oriented Graphics Rendering Engine
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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>
Public Member Functions | |
GLSLMonolithicProgramManager (const GL3PlusSupport &support) | |
~GLSLMonolithicProgramManager () | |
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 *hullConstantDefs, const GpuConstantDefinitionMap *domainConstantDefs, const GpuConstantDefinitionMap *geometryConstantDefs, const GpuConstantDefinitionMap *fragmentConstantDefs, const GpuConstantDefinitionMap *computeConstantDefs, GLUniformReferenceList &uniformList) |
Populate a list of uniforms based on an OpenGL program object. More... | |
GLSLMonolithicProgram * | getActiveMonolithicProgram () |
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 | setActiveComputeShader (GLSLShader *computeGpuProgram) |
Set the active compute shader for the next rendering state. More... | |
void | setActiveDomainShader (GLSLShader *domainGpuProgram) |
Set the active domain(evaluation) shader for the next rendering state. More... | |
void | setActiveFragmentShader (GLSLShader *fragmentGpuProgram) |
Set the active fragment shader for the next rendering state. More... | |
void | setActiveGeometryShader (GLSLShader *geometryGpuProgram) |
Set the active geometry shader for the next rendering state. More... | |
void | setActiveHullShader (GLSLShader *hullGpuProgram) |
Set the active hull(control) shader for the next rendering state. More... | |
void | setActiveVertexShader (GLSLShader *vertexGpuProgram) |
Set the active vertex shader for the next rendering state. More... | |
Static Public Member Functions | |
static GLSLMonolithicProgramManager & | getSingleton () |
static GLSLMonolithicProgramManager * | getSingletonPtr () |
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 | ( | ) |
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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). |
GLSLMonolithicProgram* Ogre::GLSLMonolithicProgramManager::getActiveMonolithicProgram | ( | ) |
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 |
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