/* ----------------------------------------------------------------------------- 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 __GLSLESProgramPipeline_H__ #define __GLSLESProgramPipeline_H__ #include "OgreGLES2Prerequisites.h" #include "OgreGLSLESProgramCommon.h" namespace Ogre { /** Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL ES) for OpenGL ES 2.0. GLSL ES has no target assembler or entry point specification like DirectX 9 HLSL. Vertex and Fragment shaders only have one entry point called "main". When a shader is compiled, microcode is generated but can not be accessed by the application. GLSL ES also does not provide assembler low level output after compiling. The GL ES Render system assumes that the Gpu program is a GL Gpu program so GLSLESProgramPipeline will create a GLSLESGpuProgram that is subclassed from GLES2GpuProgram for the low level implementation. The GLES2Program class will create a shader and program object and compile the source but will not create a pipeline object. It's up to GLES2GpuProgram class to request a program pipeline object to link the program object to. @note GLSL ES supports multiple modular shader objects that can be attached to one program object to form a single shader. This is supported through the "attach" material script command. All the modules to be attached are listed on the same line as the attach command separated by white space. */ class _OgreGLES2Export GLSLESProgramPipeline : public GLSLESProgramCommon { public: /// Constructor should only be used by GLSLESProgramPipelineManager explicit GLSLESProgramPipeline(const GLShaderList& shaders); virtual ~GLSLESProgramPipeline(); /** Updates program pipeline object uniforms using data from GpuProgramParameters. normally called by GLSLESGpuProgram::bindParameters() just before rendering occurs. */ void updateUniforms(GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType) override; /** Makes a program pipeline object active by making sure it is linked and then putting it in use. */ void activate(void) override; #if OGRE_PLATFORM == OGRE_PLATFORM_ANDROID || OGRE_PLATFORM == OGRE_PLATFORM_EMSCRIPTEN void notifyOnContextLost() override; #endif protected: /// Compiles and links the separate vertex and fragment programs void compileAndLink(void) override; /// Build uniform references from active named uniforms virtual void buildGLUniformReferences(void); }; } #endif