/*
-----------------------------------------------------------------------------
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
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The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

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*/
#ifndef _RTShaderSystem_
#define _RTShaderSystem_

#include "OgreShaderProgramManager.h"
#include "OgreShaderProgramWriter.h"
#include "OgreShaderGenerator.h"
#include "OgreShaderRenderState.h"
#include "OgreShaderFFPTransform.h"
#include "OgreShaderFFPColour.h"
#include "OgreShaderFFPLighting.h"
#include "OgreShaderFFPTexturing.h"
#include "OgreShaderFFPFog.h"
#include "OgreShaderExPerPixelLighting.h"
#include "OgreShaderExNormalMapLighting.h"
#include "OgreShaderExIntegratedPSSM3.h"
#include "OgreShaderExLayeredBlending.h"
#include "OgreShaderExHardwareSkinning.h"
#include "OgreShaderMaterialSerializerListener.h"

/** \addtogroup Optional
*  @{
*/
/** \defgroup RTShader RTShaderSystem
* Real Time Shader System: enables GPU program generation during the runtime of a process
*  @{
*/

/**
* The RT Shader System enables GPU program generation during the runtime of a process.
* The main interface to do that is the ShaderGenerator singleton.
* A typical usage of this system would be to create shader based technique from an existing technique and
* associate it with a destination scheme name. @see ShaderGenerator::createShaderBasedTechnique.
* The source technique must include only fixed function based passes, otherwise the method will fail.
* Once this task accomplished, one may switch the scheme of the current viewport(s) he uses, to 
* the scheme he associate previously, and then a technique based on the original one will be used but this
* time it will be based on GPU programs the were generated by this component.
*
* The following are the highlights applications of this system.
* - Fixed function emulation for Render Systems that supports only shader based rendering. (D3D11 for example).
*   Using this component will allow one to seamlessly use existing FFP techniques on these render systems.
* - Global custom shader based pipeline. One can extended the system to allow creation of custom shader based
*   rendering techniques such as per pixel lighting, bump map, etc and apply it to all of the materials.
*   That approach has the advantages of low maintenance of shader code since the code is the same for all materials instead 
*   of being spread around many different materials and programs. 
* 
*/

/** @} */
/** @} */

#endif
