OGRE
13.6
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 <OgreGLSLProgramManager.h>
Public Member Functions | |
GLSLProgramManager (GL3PlusRenderSystem *renderSystem) | |
~GLSLProgramManager () | |
void | extractUniformsFromProgram (GLuint programObject, const GpuConstantDefinitionMap *(&constantDefs)[6], GLUniformReferenceList &uniformList) |
Populate a list of uniforms based on an OpenGL program object. More... | |
GLSLProgram * | getActiveProgram (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... | |
GL3PlusStateCacheManager * | getStateCacheManager () |
Public Member Functions inherited from Ogre::GLSLProgramManagerCommon | |
GLSLProgramManagerCommon () | |
virtual | ~GLSLProgramManagerCommon () |
void | destroyAllByShader (GLSLShaderCommon *shader) |
Destroy all programs which referencing this shader. More... | |
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 | setActiveShader (GpuProgramType type, GLSLShaderCommon *shader) |
Set the shader for the next rendering state. More... | |
Public Member Functions inherited from Ogre::Singleton< GLSLProgramManager > | |
Singleton (void) | |
~Singleton (void) | |
Static Public Member Functions | |
static GLSLProgramManager & | getSingleton (void) |
static GLSLProgramManager * | getSingletonPtr (void) |
Static Public Member Functions inherited from Ogre::Singleton< GLSLProgramManager > | |
static GLSLProgramManager & | getSingleton (void) |
Get the singleton instance. More... | |
static GLSLProgramManager * | getSingletonPtr (void) |
Get the singleton instance. More... | |
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::GLSLProgramManager::GLSLProgramManager | ( | GL3PlusRenderSystem * | renderSystem | ) |
Ogre::GLSLProgramManager::~GLSLProgramManager | ( | ) |
GLSLProgram* Ogre::GLSLProgramManager::getActiveProgram | ( | 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.
void Ogre::GLSLProgramManager::extractUniformsFromProgram | ( | GLuint | programObject, |
const GpuConstantDefinitionMap *(&) | constantDefs[6], | ||
GLUniformReferenceList & | uniformList | ||
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Populate a list of uniforms based on an OpenGL program object.
GL3PlusStateCacheManager* Ogre::GLSLProgramManager::getStateCacheManager | ( | ) |
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