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Object-Oriented Graphics Rendering Engine
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OgreGLSLProgramPipelineManager.h
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1 /*
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3  This source file is part of OGRE
4  (Object-oriented Graphics Rendering Engine)
5  For the latest info, see http://www.ogre3d.org/
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7  Copyright (c) 2000-2014 Torus Knot Software Ltd
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28 #ifndef __GLSLProgramPipelineManager_H__
29 #define __GLSLProgramPipelineManager_H__
30 
32 #include "OgreSingleton.h"
35 
36 namespace Ogre
37 {
48  class _OgreGL3PlusExport GLSLProgramPipelineManager : public GLSLProgramManagerCommon, public Singleton<GLSLProgramPipelineManager>
49  {
50  private:
51 
53  typedef ProgramPipelineMap::iterator ProgramPipelineIterator;
54 
57 
60 
61  public:
62 
65 
70  GLSLProgramPipeline* getActiveProgramPipeline(void);
71 
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
map< uint32, GLSLProgramPipeline * >::type ProgramPipelineMap
Template class for creating single-instance global classes.
Definition: OgreSingleton.h:64
GLSLProgramPipeline * mActiveProgramPipeline
Active objects defining the active rendering gpu state.
GLSL low level compiled shader object - this class is used to get at the linked program object and pr...
ProgramPipelineMap::iterator ProgramPipelineIterator
Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL) for OpenGL...
#define _OgreGL3PlusExport
ProgramPipelineMap mProgramPipelines
Container holding previously created program pipeline objects.
Ogre assumes that there are separate programs to deal with but GLSL has one program object that repre...
Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one pr...