/usr/include/OGRE/RenderSystems/GL/OgreGLSLGpuProgram.h is in libogre-dev 1.7.4-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2011 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 {
/** 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 seperate 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
const 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__
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