[1] | 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #ifndef __GLSLProgram_H__ |
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| 30 | #define __GLSLProgram_H__ |
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| 31 | |
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| 32 | #include "OgreGLPrerequisites.h" |
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| 33 | #include "OgreHighLevelGpuProgram.h" |
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| 34 | |
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| 35 | namespace Ogre { |
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| 36 | /** Specialisation of HighLevelGpuProgram to provide support for OpenGL |
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| 37 | Shader Language (GLSL). |
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| 38 | @remarks |
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| 39 | GLSL has no target assembler or entry point specification like DirectX 9 HLSL. |
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| 40 | Vertex and Fragment shaders only have one entry point called "main". |
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| 41 | When a shader is compiled, microcode is generated but can not be accessed by |
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| 42 | the application. |
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| 43 | GLSL also does not provide assembler low level output after compiling. The GL Render |
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| 44 | system assumes that the Gpu program is a GL Gpu program so GLSLProgram will create a |
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| 45 | GLSLGpuProgram that is subclassed from GLGpuProgram for the low level implementation. |
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| 46 | The GLSLProgram class will create a shader object and compile the source but will |
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| 47 | not create a program object. It's up to GLSLGpuProgram class to request a program object |
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| 48 | to link the shader object to. |
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| 49 | |
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| 50 | @note |
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| 51 | GLSL supports multiple modular shader objects that can be attached to one program |
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| 52 | object to form a single shader. This is supported through the "attach" material script |
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| 53 | command. All the modules to be attached are listed on the same line as the attach command |
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| 54 | seperated by white space. |
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| 55 | |
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| 56 | */ |
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| 57 | class _OgrePrivate GLSLProgram : public HighLevelGpuProgram |
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| 58 | { |
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| 59 | public: |
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| 60 | /// Command object for attaching another GLSL Program |
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| 61 | class CmdAttach : public ParamCommand |
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| 62 | { |
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| 63 | public: |
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| 64 | String doGet(const void* target) const; |
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| 65 | void doSet(void* target, const String& shaderNames); |
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| 66 | }; |
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| 67 | |
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| 68 | GLSLProgram(ResourceManager* creator, |
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| 69 | const String& name, ResourceHandle handle, |
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| 70 | const String& group, bool isManual, ManualResourceLoader* loader); |
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| 71 | ~GLSLProgram(); |
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| 72 | |
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| 73 | const GLhandleARB getGLHandle() const { return mGLHandle; } |
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| 74 | void attachToProgramObject( const GLhandleARB programObject ); |
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| 75 | void detachFromProgramObject( const GLhandleARB programObject ); |
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| 76 | String getAttachedShaderNames() const { return mAttachedShaderNames; } |
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| 77 | |
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| 78 | /** Attach another GLSL Shader to this one. */ |
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| 79 | void attachChildShader(const String& name); |
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| 80 | |
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| 81 | /** Sets the preprocessor defines use to compile the program. */ |
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| 82 | void setPreprocessorDefines(const String& defines) { mPreprocessorDefines = defines; } |
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| 83 | /** Sets the preprocessor defines use to compile the program. */ |
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| 84 | const String& getPreprocessorDefines(void) const { return mPreprocessorDefines; } |
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| 85 | |
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| 86 | /// Overridden from GpuProgram |
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| 87 | const String& getLanguage(void) const; |
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| 88 | |
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| 89 | /// Command object for setting macro defines |
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| 90 | class CmdPreprocessorDefines : public ParamCommand |
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| 91 | { |
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| 92 | public: |
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| 93 | String doGet(const void* target) const; |
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| 94 | void doSet(void* target, const String& val); |
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| 95 | }; |
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| 96 | protected: |
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| 97 | static CmdPreprocessorDefines msCmdPreprocessorDefines; |
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| 98 | static CmdAttach msCmdAttach; |
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| 99 | |
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| 100 | /** Internal load implementation, must be implemented by subclasses. |
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| 101 | */ |
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| 102 | void loadFromSource(void); |
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| 103 | /** Internal method for creating a dummy low-level program for this |
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| 104 | high-level program. GLSL does not give access to the low level implementation of the |
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| 105 | shader so this method creates an object sub-classed from GLGpuProgram just to be |
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| 106 | compatible with GLRenderSystem. |
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| 107 | */ |
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| 108 | void createLowLevelImpl(void); |
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| 109 | /// Internal unload implementation, must be implemented by subclasses |
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| 110 | void unloadHighLevelImpl(void); |
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| 111 | /// Overridden from HighLevelGpuProgram |
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| 112 | void unloadImpl(void); |
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| 113 | |
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| 114 | /// Populate the passed parameters with name->index map |
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| 115 | void populateParameterNames(GpuProgramParametersSharedPtr params); |
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| 116 | /// Populate the passed parameters with name->index map, must be overridden |
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| 117 | void buildConstantDefinitions() const; |
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| 118 | /// compile source into shader object |
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| 119 | bool compile( const bool checkErrors = true); |
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| 120 | |
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| 121 | private: |
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| 122 | /// GL handle for shader object |
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| 123 | GLhandleARB mGLHandle; |
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| 124 | /// flag indicating if shader object successfully compiled |
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| 125 | GLint mCompiled; |
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| 126 | /// attached Shader names |
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| 127 | String mAttachedShaderNames; |
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| 128 | /// Preprocessor options |
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| 129 | String mPreprocessorDefines; |
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| 130 | /// container of attached programs |
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| 131 | typedef std::vector< GLSLProgram* > GLSLProgramContainer; |
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| 132 | typedef GLSLProgramContainer::iterator GLSLProgramContainerIterator; |
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| 133 | GLSLProgramContainer mAttachedGLSLPrograms; |
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| 134 | |
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| 135 | }; |
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| 136 | } |
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| 137 | |
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| 138 | #endif // __GLSLProgram_H__ |
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