1 /*
2  -----------------------------------------------------------------------------
3  This source file is part of OGRE
4  (Object-oriented Graphics Rendering Engine)
5  For the latest info, see http://www.ogre3d.org/
6 
7  Copyright (c) 2000-2013 Torus Knot Software Ltd
8 
9  Permission is hereby granted, free of charge, to any person obtaining a copy
10  of this software and associated documentation files (the "Software"), to deal
11  in the Software without restriction, including without limitation the rights
12  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13  copies of the Software, and to permit persons to whom the Software is
14  furnished to do so, subject to the following conditions:
15 
16  The above copyright notice and this permission notice shall be included in
17  all copies or substantial portions of the Software.
18 
19  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25  THE SOFTWARE.
26  -----------------------------------------------------------------------------
27  */
28 #ifndef __GLSLProgramPipelineManager_H__
29 #define __GLSLProgramPipelineManager_H__
30 
31 #include "OgreGL3PlusPrerequisites.h"
32 #include "OgreSingleton.h"
33 #include "OgreGLSLProgramPipeline.h"
34 #include "OgreGLSLProgramManagerCommon.h"
35 
36 namespace Ogre
37 {
38 	/** Ogre assumes that there are separate vertex and fragment programs to deal with but
39      GLSL ES has one program pipeline object that represents the active vertex and fragment program objects
40      during a rendering state.  GLSL vertex and fragment program objects are compiled separately
41      and then attached to a program object and then the program pipeline object is linked.
42      Since Ogre can only handle one vertex program stage and one fragment program stage being active
43      in a pass, the GLSL ES Program Pipeline Manager does the same.  The GLSL ES Program Pipeline
44      Manager acts as a state machine and activates a pipeline object based on the active
45      vertex and fragment program.  Previously created pipeline objects are stored along with a unique
46      key in a hash_map for quick retrieval the next time the pipeline object is required.
47      */
48     class _OgreGL3PlusExport GLSLProgramPipelineManager : public GLSLProgramManagerCommon, public Singleton<GLSLProgramPipelineManager>
49     {
50 	private:
51 
52 		typedef map<uint32, GLSLProgramPipeline*>::type ProgramPipelineMap;
53 		typedef ProgramPipelineMap::iterator ProgramPipelineIterator;
54 
55 		/// Container holding previously created program pipeline objects
56 		ProgramPipelineMap mProgramPipelines;
57 
58 		/// Active objects defining the active rendering gpu state
59 		GLSLProgramPipeline* mActiveProgramPipeline;
60 
61 	public:
62 
63 		GLSLProgramPipelineManager(void);
64 		~GLSLProgramPipelineManager(void);
65 
66 		/**
67          Get the program object that links the two active program objects together.
68          If a program pipeline object was not already created and linked a new one is created and linked.
69          */
70 		GLSLProgramPipeline* getActiveProgramPipeline(void);
71 
72 		/** Set the active vertex and fragment link programs for the next rendering state.
73          The active program pipeline object will be cleared.
74          Normally called from the GLSLGpuProgram::bindProgram and unbindProgram methods
75          */
76         void setActiveVertexLinkProgram(GLSLGpuProgram* vertexGpuProgram);
77         void setActiveFragmentLinkProgram(GLSLGpuProgram* fragmentGpuProgram);
78         void setActiveGeometryLinkProgram(GLSLGpuProgram* geometryGpuProgram);
79         void setActiveTessDomainLinkProgram(GLSLGpuProgram* domainGpuProgram);
80         void setActiveTessHullLinkProgram(GLSLGpuProgram* hullGpuProgram);
81         void setActiveComputeLinkProgram(GLSLGpuProgram* computGpuProgram);
82 
83 		static GLSLProgramPipelineManager& getSingleton(void);
84         static GLSLProgramPipelineManager* getSingletonPtr(void);
85     };
86 }
87 
88 #endif
89