/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2014 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __GLSLLinkProgram_H__ #define __GLSLLinkProgram_H__ #include "OgreGLPrerequisites.h" #include "OgreGpuProgram.h" #include "OgreHardwareVertexBuffer.h" #include "OgreGLUniformCache.h" #include "OgreGLSLProgramCommon.h" namespace Ogre { namespace GLSL { /** C++ encapsulation of GLSL Program Object */ class _OgreGLExport GLSLLinkProgram : public GLSLProgramCommon { private: GLUniformCache *mUniformCache; /// Build uniform references from active named uniforms void buildGLUniformReferences(void); /// Extract attributes void extractAttributes(void); typedef std::set AttributeSet; /// Custom attribute bindings AttributeSet mValidAttributes; /// Compiles and links the the vertex and fragment programs void compileAndLink() override; /// Get the the binary data of a program from the microcode cache void getMicrocodeFromCache(uint32 id); public: /// Constructor should only be used by GLSLLinkProgramManager explicit GLSLLinkProgram(const GLShaderList& shaders); ~GLSLLinkProgram(void); /** Makes a program object active by making sure it is linked and then putting it in use. */ void activate(void) override; bool isAttributeValid(VertexElementSemantic semantic, uint index); /** Updates program object uniforms using data from GpuProgramParameters. normally called by GLSLGpuProgram::bindParameters() just before rendering occurs. */ void updateUniforms(GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType) override; /// Get the GL Handle for the program object uint getGLHandle(void) const { return mGLProgramHandle; } }; } } #endif // __GLSLLinkProgram_H__