OGRE-Next
4.0.0unstable
Object-Oriented Graphics Rendering Engine
|
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 () | |
~GLSLESLinkProgramManager () | |
GLSLESLinkProgram * | getActiveLinkProgram () |
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 | 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... | |
Public Member Functions inherited from Ogre::GLSLESProgramManagerCommon | |
GLSLESProgramManagerCommon () | |
~GLSLESProgramManagerCommon () | |
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... | |
void | optimiseShaderSource (GLSLESShader *gpuProgram) |
Public Member Functions inherited from Ogre::Singleton< GLSLESLinkProgramManager > | |
Singleton () | |
~Singleton () | |
Static Public Member Functions | |
static GLSLESLinkProgramManager & | getSingleton () |
static GLSLESLinkProgramManager * | getSingletonPtr () |
Static Public Member Functions inherited from Ogre::Singleton< GLSLESLinkProgramManager > | |
static GLSLESLinkProgramManager & | getSingleton () |
static GLSLESLinkProgramManager * | getSingletonPtr () |
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 | ( | ) |
Ogre::GLSLESLinkProgramManager::~GLSLESLinkProgramManager | ( | ) |
GLSLESLinkProgram* Ogre::GLSLESLinkProgramManager::getActiveLinkProgram | ( | ) |
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::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