text: /*
    -----------------------------------------------------------------------------
    This source file is part of OGRE
    (Object-oriented Graphics Rendering Engine)
    For the latest info, see http://www.ogre3d.org/
  
    Copyright (c) 2000-2014 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 __GLSLProgram_H__
  #define __GLSLProgram_H__
  
  #include "OgreGL3PlusPrerequisites.h"
  #include "OgreGpuProgram.h"
  #include "OgreHardwareVertexBuffer.h"
  #include "OgreGL3PlusHardwareUniformBuffer.h"
  #include "OgreGL3PlusHardwareShaderStorageBuffer.h"
  #include "OgreGL3PlusHardwareCounterBuffer.h"
  #include "OgreGL3PlusVertexArrayObject.h"
  
  namespace Ogre {
  
      class GLSLShader;
  
      /// Structure used to keep track of named uniforms in the linked program object
      struct GLUniformReference
      {
          /// GL location handle
          GLint mLocation;
          /// Which type of program params will this value come from?
          GpuProgramType mSourceProgType;
          /// The constant definition it relates to
          const GpuConstantDefinition* mConstantDef;
      };
  
      /** Structure used to keep track of named atomic counter uniforms
          in the linked program object.  Same as GLUniformReference, but
          contains an additional offset parameter which currently only
          atomic counters feature.
      */
      struct GLAtomicCounterReference
      {
          /// GL binding handle (similar to location)
          GLint mBinding;
          /// GL offset (only used for atomic counters)
          GLint mOffset;
          /// Which type of program params will this value come from?
          GpuProgramType mSourceProgType;
          /// The constant definition it relates to
          const GpuConstantDefinition* mConstantDef;
      };
  
      typedef vector<GLUniformReference>::type GLUniformReferenceList;
      typedef GLUniformReferenceList::iterator GLUniformReferenceIterator;
      typedef vector<GLAtomicCounterReference>::type GLAtomicCounterReferenceList;
      typedef GLAtomicCounterReferenceList::iterator GLAtomicCounterReferenceIterator;
      typedef vector<HardwareUniformBufferSharedPtr>::type GLUniformBufferList;
      typedef GLUniformBufferList::iterator GLUniformBufferIterator;
      typedef map<GpuSharedParametersPtr, HardwareUniformBufferSharedPtr>::type SharedParamsBufferMap;
      typedef vector<HardwareCounterBufferSharedPtr>::type GLCounterBufferList;
      typedef GLCounterBufferList::iterator GLCounterBufferIterator;
  
      /** C++ encapsulation of GLSL program object.
       */
      class _OgreGL3PlusExport GLSLProgram
      {
      public:
          /// Constructor should only be used by GLSLMonolithicProgramManager and GLSLSeparableProgramManager
          GLSLProgram(GLSLShader* vertexProgram,
                      GLSLShader* hullProgram,
                      GLSLShader* domainProgram,
                      GLSLShader* geometryProgram,
                      GLSLShader* fragmentProgram,
                      GLSLShader* computeProgram);
          virtual ~GLSLProgram(void);
  
          /** Makes a program object active by making sure it is linked and then putting it in use.
           */
          virtual void activate(void) = 0;
  
          /** Updates program object uniforms using data from GpuProgramParameters.
              Normally called by GLSLShader::bindParameters() just before rendering occurs.
          */
          virtual void updateUniforms(GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType) = 0;
          /** Updates program object uniform blocks using data from GpuProgramParameters.
              Normally called by GLSLShader::bindParameters() just before rendering occurs.
          */
          virtual void updateUniformBlocks(GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType) = 0;
          /** Updates program object uniforms using data from pass iteration GpuProgramParameters.
              Normally called by GLSLShader::bindMultiPassParameters() just before multi pass rendering occurs.
          */
          virtual void updatePassIterationUniforms(GpuProgramParametersSharedPtr params) = 0;
          /// Finds layout qualifiers in the shader source and sets attribute indices appropriately
          virtual void extractLayoutQualifiers(void);
          /// Get the GL Handle for the program object
          GLuint getGLProgramHandle(void) const { return mGLProgramHandle; }
          /** Sets whether the linked program includes the required instructions
              to perform skeletal animation.
              @remarks
              If this is set to true, OGRE will not blend the geometry according to
              skeletal animation, it will expect the vertex program to do it.
          */
          void setSkeletalAnimationIncluded(bool included) { mSkeletalAnimation = included; }
  
          /** Returns whether the linked program includes the required instructions
              to perform skeletal animation.
              @remarks
               If this returns true, OGRE will not blend the geometry according to
               skeletal animation, it will expect the vertex program to do it.
                                                                               */
          bool isSkeletalAnimationIncluded(void) const { return mSkeletalAnimation; }
  
          /// Get the index of a non-standard attribute bound in the linked code
          virtual GLint getAttributeIndex(VertexElementSemantic semantic, uint index);
          /// Is a non-standard attribute bound in the linked code?
          bool isAttributeValid(VertexElementSemantic semantic, uint index);
  
          GLSLShader* getVertexShader() const { return mVertexShader; }
          GLSLShader* getHullShader() const { return mHullShader; }
          GLSLShader* getDomainShader() const { return mDomainShader; }
          GLSLShader* getGeometryShader() const { return mGeometryShader; }
          GLSLShader* getFragmentShader() const { return mFragmentShader; }
          GLSLShader* getComputeShader() const { return mComputeShader; }
          GL3PlusVertexArrayObject* getVertexArrayObject() { return mVertexArrayObject; }
  
      protected:
          /// Container of uniform references that are active in the program object
          GLUniformReferenceList mGLUniformReferences;
          /// Container of atomic counter uniform references that are active in the program object
          GLAtomicCounterReferenceList mGLAtomicCounterReferences;
          /// Container of uniform buffer references that are active in the program object
          GLUniformBufferList mGLUniformBufferReferences;
          /// Map of shared parameter blocks to uniform buffer references
          SharedParamsBufferMap mSharedParamsBufferMap;
          /// Container of counter buffer references that are active in the program object
          GLCounterBufferList mGLCounterBufferReferences;
  
          /// Linked vertex shader.
          GLSLShader* mVertexShader;
          /// Linked hull (control) shader.
          GLSLShader* mHullShader;
          /// Linked domain (evaluation) shader.
          GLSLShader* mDomainShader;
          /// Linked geometry shader.
          GLSLShader* mGeometryShader;
          /// Linked fragment shader.
          GLSLShader* mFragmentShader;
          /// Linked compute shader.
          GLSLShader* mComputeShader;
          /// GL handle for the vertex array object
          GL3PlusVertexArrayObject* mVertexArrayObject;
  
          /// Flag to indicate that uniform references have already been built
          bool mUniformRefsBuilt;
          /// GL handle for the program object
          GLuint mGLProgramHandle;
          /// Flag indicating that the program or pipeline object has been successfully linked
          GLint mLinked;
          /// Flag indicating that the program or pipeline object has tried to link and failed
          bool mTriedToLinkAndFailed;
          /// Flag indicating skeletal animation is being performed
          bool mSkeletalAnimation;
  
          /// Build uniform references from active named uniforms
          void buildGLUniformReferences(void);
          typedef set<GLuint>::type AttributeSet;
  
          /// An array to hold the attributes indexes
          GLint mCustomAttributesIndexes[VES_COUNT][OGRE_MAX_TEXTURE_COORD_SETS];
          /// A value to define the case we didn't look for the attributes since the contractor
  #define NULL_CUSTOM_ATTRIBUTES_INDEX -2
          /// A value to define the attribute has not been found (this is also the result when glGetAttribLocation fails)
  #define NOT_FOUND_CUSTOM_ATTRIBUTES_INDEX -1
  
          Ogre::String getCombinedName(void);
          /// Get the the binary data of a program from the microcode cache
          void getMicrocodeFromCache(void);
          /// Compiles and links the vertex and fragment programs
          virtual void compileAndLink(void) = 0;
          // /// Put a program in use
          // virtual void _useProgram(void) = 0;
  
          typedef map<String, VertexElementSemantic>::type SemanticToStringMap;
          SemanticToStringMap mSemanticTypeMap;
  
          VertexElementSemantic getAttributeSemanticEnum(String type);
          const char * getAttributeSemanticString(VertexElementSemantic semantic);
      };
  
  
  }
  
  #endif // __GLSLProgram_H__
  