/*
  -----------------------------------------------------------------------------
  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
  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 __GLSLShader_H__
#define __GLSLShader_H__

#include "OgreGL3PlusPrerequisites.h"
#include "OgreGLSLShaderCommon.h"
#include "OgreRenderOperation.h"

namespace Ogre {

        class GLUniformCache;
    /** Specialisation of HighLevelGpuProgram to encapsulate shader
        objects obtained from compiled shaders written in the OpenGL
        Shader Language (GLSL).
        @remarks
        GLSL has no target assembler or entry point specification
        like DirectX 9 HLSL.  Vertex and
        Fragment shaders only have one entry point called "main".
        When a shader is compiled, microcode is generated but can not
        be accessed by the application.  GLSL also does not provide
        assembler low level output after compiling.  The GL Render
        system assumes that the Gpu program is a GL GPU program so
        GLSLShader will create a GL3PlusShader
        for the low level implementation.  The
        GLSLShader class will create a shader object and compile the
        source but will not create a program object.  It's up to
        GL3PlusShader class to request a program object to link the
        shader object to.

        @note
        GLSL supports multiple modular shader objects that can
        be attached to one program object to form a single shader.
        This is supported through the "attach" material script
        command.  All the modules to be attached are listed on the
        same line as the attach command separated by white space.
    */
    class _OgreGL3PlusExport GLSLShader : public GLSLShaderCommon
    {
    public:
        GLSLShader(ResourceManager* creator,
                   const String& name, ResourceHandle handle,
                   const String& group, bool isManual, ManualResourceLoader* loader);
		~GLSLShader();
		
        GLuint getGLShaderHandle() const { return mGLShaderHandle; }
        GLuint getGLProgramHandle();
        void attachToProgramObject(const GLuint programObject);
        void detachFromProgramObject(const GLuint programObject);
        /// Get OpenGL GLSL shader type from OGRE GPU program type.
        static GLenum getGLShaderType(GpuProgramType programType);
        /// Get a string containing the name of the GLSL shader type
        /// correspondening to the OGRE GPU program type.
        static String getShaderTypeLabel(GpuProgramType programType);

        /// Overridden from GpuProgram
        const String& getLanguage(void) const;

        /// Overridden from GpuProgram
        GpuProgramParametersSharedPtr createParameters(void);

        /// Compile source into shader object
        bool compile( bool checkErrors = false);


        /// Bind the shader in OpenGL.
        void bind(void);
        /// Unbind the shader in OpenGL.
        void unbind(void);
        /// Execute the param binding functions for this shader.
        void bindParameters(GpuProgramParametersSharedPtr params, uint16 mask);
        /// Execute the pass iteration param binding functions for this shader.
        void bindPassIterationParameters(GpuProgramParametersSharedPtr params);
        /// Execute the shared param binding functions for this shader.
        void bindSharedParameters(GpuProgramParametersSharedPtr params, uint16 mask);

        /// @copydoc Resource::calculateSize
        size_t calculateSize(void) const;

        /// Since GLSL has no assembly, use this shader for binding.
        GpuProgram* _getBindingDelegate(void) { return this; }

    protected:
        /** Internal method for creating a dummy low-level program for
            this high-level program.  GLSL does not give access to the
            low level implementation of the shader so this method
            creates an object sub-classed from GL3PlusShader just to
            be compatible with GL3PlusRenderSystem.
        */
        void createLowLevelImpl(void);
        /// Internal unload implementation, must be implemented by subclasses
        void unloadHighLevelImpl(void);
        /// Populate the passed parameters with name->index map, must be overridden
        void buildConstantDefinitions() const;
        /** Check the compile result for an error with default
            precision - and recompile if needed.  some glsl compilers
            return an error default precision is set to types other
            then int or float, this function test a failed compile
            result for the error, delete the needed lines from the
            source if needed then try to re-compile.
        */
        void checkAndFixInvalidDefaultPrecisionError( String &message );


        // /// @copydoc Resource::loadImpl
        // void loadImpl(void) {}

    private:
        /// GL handle for shader object.
        GLuint mGLShaderHandle;
        /// GL handle for program object the shader is bound to.
        GLuint mGLProgramHandle;
    };
}

#endif // __GLSLShader_H__
