/* ----------------------------------------------------------------------------- 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 __GLSLESProgramManagerCommon_H__ #define __GLSLESProgramManagerCommon_H__ #include "OgreGLES2Prerequisites.h" #include "OgreGLSLProgramManagerCommon.h" #include "OgreGLSLESProgramCommon.h" #include "OgreGLSLESExtSupport.h" #if !OGRE_NO_GLES2_GLSL_OPTIMISER # include "glsl_optimizer.h" #endif namespace Ogre { /** 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. */ class _OgreGLES2Export GLSLESProgramManager : public GLSLProgramManagerCommon, public Singleton { protected: #if !OGRE_NO_GLES2_GLSL_OPTIMISER struct glslopt_ctx *mGLSLOptimiserContext; #endif public: GLSLESProgramManager(void); ~GLSLESProgramManager(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 */ GLSLESProgramCommon* getActiveProgram(void); #if !OGRE_NO_GLES2_GLSL_OPTIMISER /** */ void optimiseShaderSource(GLSLESGpuProgram* gpuProgram); #endif /** Populate a list of uniforms based on a program object. @param programObject Handle to the program object to query @param vertexConstantDefs Definition of the constants extracted from the vertex program, used to match up physical buffer indexes with program uniforms. May be null if there is no vertex program. @param fragmentConstantDefs Definition of the constants extracted from the fragment program, used to match up physical buffer indexes with program uniforms. May be null if there is no fragment program. @param list The list to populate (will not be cleared before adding, clear it yourself before calling this if that's what you want). */ static void extractUniforms(GLuint programObject, const GpuConstantDefinitionMap* vertexConstantDefs, const GpuConstantDefinitionMap* fragmentConstantDefs, GLUniformReferenceList& list); static GLSLESProgramManager& getSingleton(void); static GLSLESProgramManager* getSingletonPtr(void); }; } #endif // __GLSLESProgramManagerCommon_H__