27 #ifndef _ShaderProgram_
28 #define _ShaderProgram_
154 void addDependency(
const String& libFileName);
157 size_t getDependencyCount()
const;
162 const String& getDependency(
unsigned int index)
const;
206 void destroyParameters();
209 void destroyFunctions();
Function * mEntryPointFunction
Function * getEntryPointFunction()
Get the entry point function of this program.
ShaderFunctionList mFunctions
float Real
Software floating point type.
vector< String >::type StringVector
vector< UniformParameterPtr >::type UniformParameterList
void setSkeletalAnimationIncluded(bool value)
Sets whether a vertex program includes the required instructions to perform skeletal animation...
UniformParameterList mParameters
const ShaderFunctionList & getFunctions() const
Get the function list of this program.
const UniformParameterList & getParameters() const
Get the list of uniform parameters of this program.
bool getUseColumnMajorMatrices() const
Returns whether Ogre will pass auto-bound matrices as column-major.
vector< Function * >::type ShaderFunctionList
AutoConstantType
Defines the types of automatically updated values that may be bound to GpuProgram parameters...
StringVector mDependencies
A class that represents a shader based program.
A singleton manager class that manages shader based programs.
void setEntryPointFunction(Function *function)
Set the entry point function.
GpuProgramType
Enumerates the types of programs which can run on the GPU.
void setUseColumnMajorMatrices(bool value)
Tells Ogre whether auto-bound matrices should be sent in column or row-major order.
A class that represents a shader based program function.
bool mColumnMajorMatrices
Reference-counted shared pointer, used for objects where implicit destruction is required.
GpuConstantType
Enumeration of the types of constant we may encounter in programs.
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
bool getSkeletalAnimationIncluded() const
Returns whether a vertex program includes the required instructions to perform skeletal animation...