OGRE-Next  3.0.0
Object-Oriented Graphics Rendering Engine
Ogre::GLSLMonolithicProgramManager Class Reference

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:

Public Member Functions

 GLSLMonolithicProgramManager (const GL3PlusSupport &support)
 
 ~GLSLMonolithicProgramManager ()
 
GLSLMonolithicProgramgetActiveMonolithicProgram ()
 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...
 
- Public Member Functions inherited from Ogre::GLSLProgramManager
 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. 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...
 
- Public Member Functions inherited from Ogre::Singleton< GLSLMonolithicProgramManager >
 Singleton ()
 
 ~Singleton ()
 

Static Public Member Functions

static GLSLMonolithicProgramManagergetSingleton ()
 
static GLSLMonolithicProgramManagergetSingletonPtr ()
 
- Static Public Member Functions inherited from Ogre::Singleton< GLSLMonolithicProgramManager >
static GLSLMonolithicProgramManagergetSingleton ()
 
static GLSLMonolithicProgramManagergetSingletonPtr ()
 

Detailed Description

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.

Constructor & Destructor Documentation

◆ GLSLMonolithicProgramManager()

Ogre::GLSLMonolithicProgramManager::GLSLMonolithicProgramManager ( const GL3PlusSupport support)

◆ ~GLSLMonolithicProgramManager()

Ogre::GLSLMonolithicProgramManager::~GLSLMonolithicProgramManager ( )

Member Function Documentation

◆ getActiveMonolithicProgram()

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.

◆ getSingleton()

static GLSLMonolithicProgramManager& Ogre::GLSLMonolithicProgramManager::getSingleton ( )
static

◆ getSingletonPtr()

static GLSLMonolithicProgramManager* Ogre::GLSLMonolithicProgramManager::getSingletonPtr ( )
static

◆ setActiveComputeShader()

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

◆ setActiveDomainShader()

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

◆ setActiveFragmentShader()

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

◆ setActiveGeometryShader()

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

◆ setActiveHullShader()

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

◆ setActiveVertexShader()

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


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