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) 2000-2014 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 29 #ifndef RENDERSYSTEMS_GLSUPPORT_INCLUDE_GLSL_OGREGLSLPROGRAMCOMMON_H_ 30 #define RENDERSYSTEMS_GLSUPPORT_INCLUDE_GLSL_OGREGLSLPROGRAMCOMMON_H_ 31 32 #include "OgreGLSupportPrerequisites.h" 33 #include "OgreConfig.h" 34 #include "OgreHardwareVertexBuffer.h" 35 #include "OgreGLSLShaderCommon.h" 36 #include "OgreHardwareUniformBuffer.h" 37 38 namespace Ogre 39 { 40 /// Structure used to keep track of named uniforms in the linked program object 41 struct GLUniformReference 42 { 43 /// GL location handle 44 int mLocation; 45 /// Which type of program params will this value come from? 46 GpuProgramType mSourceProgType; 47 /// The constant definition it relates to 48 const GpuConstantDefinition* mConstantDef; 49 }; 50 typedef std::vector<GLUniformReference> GLUniformReferenceList; 51 typedef GLUniformReferenceList::iterator GLUniformReferenceIterator; 52 53 typedef std::vector<HardwareUniformBufferSharedPtr> GLUniformBufferList; 54 typedef GLUniformBufferList::iterator GLUniformBufferIterator; 55 56 class GLSLProgramCommon 57 { 58 public: 59 GLSLProgramCommon(GLSLShaderCommon* vertexShader); ~GLSLProgramCommon()60 virtual ~GLSLProgramCommon() {} 61 62 void extractLayoutQualifiers(void); 63 64 /** Sets whether the linked program includes the required instructions 65 to perform skeletal animation. 66 @remarks 67 If this is set to true, OGRE will not blend the geometry according to 68 skeletal animation, it will expect the vertex program to do it. 69 */ setSkeletalAnimationIncluded(bool included)70 void setSkeletalAnimationIncluded(bool included) { mSkeletalAnimation = included; } 71 72 /** Returns whether the linked program includes the required instructions 73 to perform skeletal animation. 74 @remarks 75 If this returns true, OGRE will not blend the geometry according to 76 skeletal animation, it will expect the vertex program to do it. 77 */ isSkeletalAnimationIncluded(void)78 bool isSkeletalAnimationIncluded(void) const { return mSkeletalAnimation; } 79 80 /// Get the GL Handle for the program object getGLProgramHandle(void)81 uint getGLProgramHandle(void) const { return mGLProgramHandle; } 82 83 /** Makes a program object active by making sure it is linked and then putting it in use. 84 */ 85 virtual void activate(void) = 0; 86 87 /// query if the program is using the given shader 88 virtual bool isUsingShader(GLSLShaderCommon* shader) const = 0; 89 90 /** Updates program object uniforms using data from GpuProgramParameters. 91 Normally called by GLSLShader::bindParameters() just before rendering occurs. 92 */ 93 virtual void updateUniforms(GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType) = 0; 94 95 /** Updates program object uniform blocks using data from GpuProgramParameters. 96 Normally called by GLSLShader::bindParameters() just before rendering occurs. 97 */ 98 virtual void updateUniformBlocks(GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType) = 0; 99 100 /** Updates program object uniforms using data from pass iteration GpuProgramParameters. 101 Normally called by GLSLShader::bindMultiPassParameters() just before multi pass rendering occurs. 102 */ 103 virtual void updatePassIterationUniforms(GpuProgramParametersSharedPtr params) = 0; 104 105 /** Get the fixed attribute bindings normally used by GL for a semantic. */ 106 static int32 getFixedAttributeIndex(VertexElementSemantic semantic, uint index); 107 108 /** 109 * use alternate vertex attribute layout using only 8 vertex attributes 110 * 111 * For "Vivante GC1000" and "VideoCore IV" (notably in Raspberry Pi) on GLES2 112 */ 113 static void useTightAttributeLayout(); 114 protected: 115 /// Container of uniform references that are active in the program object 116 GLUniformReferenceList mGLUniformReferences; 117 /// Container of uniform buffer references that are active in the program object 118 GLUniformBufferList mGLUniformBufferReferences; 119 120 /// Linked vertex shader. 121 GLSLShaderCommon* mVertexShader; 122 123 /// Flag to indicate that uniform references have already been built 124 bool mUniformRefsBuilt; 125 /// GL handle for the program object 126 uint mGLProgramHandle; 127 /// Flag indicating that the program or pipeline object has been successfully linked 128 int mLinked; 129 /// Flag indicating skeletal animation is being performed 130 bool mSkeletalAnimation; 131 /// A value to define the case we didn't look for the attributes since the contractor 132 static const int NULL_CUSTOM_ATTRIBUTES_INDEX = -2; 133 /// A value to define the attribute has not been found (this is also the result when glGetAttribLocation fails) 134 static const int NOT_FOUND_CUSTOM_ATTRIBUTES_INDEX = -1; 135 136 /// An array to hold the attributes indexes 137 int mCustomAttributesIndexes[VES_COUNT][OGRE_MAX_TEXTURE_COORD_SETS]; 138 139 /// Compiles and links the vertex and fragment programs 140 virtual void compileAndLink(void) = 0; 141 142 static VertexElementSemantic getAttributeSemanticEnum(const String& type); 143 static const char * getAttributeSemanticString(VertexElementSemantic semantic); 144 145 /// Name / attribute list 146 struct CustomAttribute 147 { 148 const char* name; 149 int32 attrib; 150 VertexElementSemantic semantic; 151 }; 152 static CustomAttribute msCustomAttributes[17]; 153 }; 154 155 } /* namespace Ogre */ 156 157 #endif /* RENDERSYSTEMS_GLSUPPORT_INCLUDE_GLSL_OGREGLSLPROGRAMCOMMON_H_ */ 158