text: /*
  -----------------------------------------------------------------------------
  This source file is part of OGRE
      (Object-oriented Graphics Rendering Engine)
  For the latest info, see http://www.ogre3d.org/
  
  Copyright (c) 2000-2016 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 __GLSLGpuProgram_H__
  #define __GLSLGpuProgram_H__
  
  // Precompiler options
  #include "OgreGLSLExtSupport.h"
  #include "OgreGLGpuProgram.h"
  
  namespace Ogre {
      namespace GLSL {
      /** GLSL low level compiled shader object - this class is used to get at the linked program object 
          and provide an interface for GLRenderSystem calls.  GLSL does not provide access to the
          low level code of the shader so this class is really just a dummy place holder.
          GLSL uses a program object to represent the active vertex and fragment programs used
          but Ogre materials maintain separate instances of the active vertex and fragment programs
          which creates a small problem for GLSL integration.  The GLSLGpuProgram class provides the
          interface between the GLSLLinkProgramManager , GLRenderSystem, and the active GLSLProgram
          instances.
      */
      class _OgreGLExport GLSLGpuProgram : public GLGpuProgram
      {
      private:
          /// GL Handle for the shader object
          GLSLProgram* mGLSLProgram;
  
          /// Keep track of the number of vertex shaders created
          static GLuint mVertexShaderCount;
          /// Keep track of the number of fragment shaders created
          static GLuint mFragmentShaderCount;
          /// keep track of the number of geometry shaders created
          static GLuint mGeometryShaderCount;
  
      public:
          GLSLGpuProgram(GLSLProgram* parent);
          ~GLSLGpuProgram();
  
  
          /// Execute the binding functions for this program
          void bindProgram(void);
          /// Execute the unbinding functions for this program
          void unbindProgram(void);
          /// Execute the param binding functions for this program
          void bindProgramParameters(GpuProgramParametersSharedPtr params, uint16 mask);
          /// Execute the pass iteration param binding functions for this program
          void bindProgramPassIterationParameters(GpuProgramParametersSharedPtr params);
  
          /// Get the assigned GL program id
          GLuint getProgramID(void) const
          { return mProgramID; }
  
          /// Get the GLSLProgram for the shader object
          GLSLProgram* getGLSLProgram(void) const { return mGLSLProgram; }
  
          /// @copydoc GLGpuProgram::getAttributeIndex
          GLuint getAttributeIndex(VertexElementSemantic semantic, uint index);
          
          /// @copydoc GLGpuProgram::isAttributeValid
          bool isAttributeValid(VertexElementSemantic semantic, uint index);
  
      protected:
          /// Overridden from GpuProgram
          void loadFromSource(void);
          /// @copydoc Resource::unloadImpl
          void unloadImpl(void);
          /// @copydoc Resource::loadImpl
          void loadImpl(void);
      };
  
      }
  }
  
  
  #endif // __GLSLGpuProgram_H__
  