OGRE  14.2
Object-Oriented Graphics Rendering Engine
Ogre::GLSLProgramManager 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 <OgreGLSLProgramManager.h>

+ Inheritance diagram for Ogre::GLSLProgramManager:

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...
 
GLSLProgramgetActiveProgram (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...
 
GL3PlusStateCacheManagergetStateCacheManager ()
 
- 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 GLSLProgramManagergetSingleton (void)
 
static GLSLProgramManagergetSingletonPtr (void)
 
- Static Public Member Functions inherited from Ogre::Singleton< GLSLProgramManager >
static GLSLProgramManagergetSingleton (void)
 Get the singleton instance. More...
 
static GLSLProgramManagergetSingletonPtr (void)
 Get the singleton instance. More...
 

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

◆ GLSLProgramManager()

Ogre::GLSLProgramManager::GLSLProgramManager ( GL3PlusRenderSystem renderSystem)

◆ ~GLSLProgramManager()

Ogre::GLSLProgramManager::~GLSLProgramManager ( )

Member Function Documentation

◆ getActiveProgram()

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.

Note
this method does NOT link seperable programs.

◆ extractUniformsFromProgram()

void Ogre::GLSLProgramManager::extractUniformsFromProgram ( GLuint  programObject,
const GpuConstantDefinitionMap *(&)  constantDefs[6],
GLUniformReferenceList uniformList 
)

Populate a list of uniforms based on an OpenGL program object.

◆ getStateCacheManager()

GL3PlusStateCacheManager* Ogre::GLSLProgramManager::getStateCacheManager ( )

◆ getSingleton()

static GLSLProgramManager& Ogre::GLSLProgramManager::getSingleton ( void  )
static

◆ getSingletonPtr()

static GLSLProgramManager* Ogre::GLSLProgramManager::getSingletonPtr ( void  )
static

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