コード例 #1
0
ファイル: OgreGLSLProgram.cpp プロジェクト: yiliu1203/OGRE
    void GLSLProgram::setTransformFeedbackVaryings(const std::vector<String>& nameStrings)
    {
        // Get program object ID.
        GLuint programId;
        if (Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS))
        {
            //TODO include tessellation stages
            GLSLShader* glslGpuProgram = getGeometryShader();
            if (!glslGpuProgram)
                glslGpuProgram = getVertexShader();

            programId = glslGpuProgram->getGLProgramHandle();

            // force re-link
            GpuProgramManager::getSingleton().removeMicrocodeFromCache(glslGpuProgram->_getHash());
            glslGpuProgram->setLinked(false);
        }
        else
        {
            programId = getGLProgramHandle();

            // force re-link
            GpuProgramManager::getSingleton().removeMicrocodeFromCache(getCombinedHash());
        }
        mLinked = false;

        // Convert to const char * for GL
        std::vector<const char*> names;
        for (uint e = 0; e < nameStrings.size(); e++)
        {
            names.push_back(nameStrings[e].c_str());
        }

        // TODO replace glTransformFeedbackVaryings with in-shader specification (GL 4.4)
        OGRE_CHECK_GL_ERROR(glTransformFeedbackVaryings(programId, nameStrings.size(), &names[0],
                                                        GL_INTERLEAVED_ATTRIBS));

#if OGRE_DEBUG_MODE
        activate();
        // Check if varyings were successfully set.
        GLchar Name[64];
        GLsizei Length(0);
        GLsizei Size(0);
        GLenum Type(0);
        // bool Validated = false;
        for (size_t i = 0; i < nameStrings.size(); i++)
        {
            OGRE_CHECK_GL_ERROR(
                glGetTransformFeedbackVarying(programId, i, 64, &Length, &Size, &Type, Name));
            LogManager::getSingleton().stream() << "Varying " << i << ": " << Name << " " << Length
                                                << " " << Size << " " << Type;
            // Validated = (Size == 1) && (Type == GL_FLOAT_VEC3);
            // std::cout << Validated << " " << GL_FLOAT_VEC3 << std::endl;
        }
#endif
    }
コード例 #2
0
//-------------------------------------------------------------------------
// @brief 
//-------------------------------------------------------------------------
const unsigned int ShaderCache::getGeometryShader(const tinyxml2::XMLElement* element, const DeviceManager& deviceManager)
{
    GeometryShader shader;
    shader.deserialise(element);
    unsigned int resourceName = hashString(getResourceNameFromFileName(shader.getFileName()));
    if (getGeometryShader(resourceName) == nullptr)
    {
        if (shader.createShader(deviceManager))
        {
            m_geometryShaders.emplace(GeometryShaderHandle(resourceName, shader));
        }
    }

    return resourceName;
}