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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 __GpuProgram_H_
- #define __GpuProgram_H_
- // Precompiler options
- #include "OgrePrerequisites.h"
- #include "OgreSharedPtr.h"
- #include "OgreRenderOperation.h"
- #include "OgreStringInterface.h"
- #include "OgreGpuProgramParams.h"
- namespace Ogre {
- /** \addtogroup Core
- * @{
- */
- /** \addtogroup Resources
- * @{
- */
- /** Enumerates the types of programs which can run on the GPU. */
- enum GpuProgramType
- {
- GPT_VERTEX_PROGRAM,
- GPT_FRAGMENT_PROGRAM,
- GPT_GEOMETRY_PROGRAM
- };
- // Forward declaration
- class GpuProgramPtr;
- /** Defines a program which runs on the GPU such as a vertex or fragment program.
- @remarks
- This class defines the low-level program in assembler code, the sort used to
- directly assemble into machine instructions for the GPU to execute. By nature,
- this means that the assembler source is rendersystem specific, which is why this
- is an abstract class - real instances are created through the RenderSystem.
- If you wish to use higher level shading languages like HLSL and Cg, you need to
- use the HighLevelGpuProgram class instead.
- */
- class _OgreExport GpuProgram
- {
- protected:
- /// Command object - see ParamCommand
- class _OgreExport CmdType : public ParamCommand
- {
- public:
- String doGet(const void* target) const;
- void doSet(void* target, const String& val);
- };
- class _OgreExport CmdSyntax : public ParamCommand
- {
- public:
- String doGet(const void* target) const;
- void doSet(void* target, const String& val);
- };
- class _OgreExport CmdSkeletal : public ParamCommand
- {
- public:
- String doGet(const void* target) const;
- void doSet(void* target, const String& val);
- };
- class _OgreExport CmdMorph : public ParamCommand
- {
- public:
- String doGet(const void* target) const;
- void doSet(void* target, const String& val);
- };
- class _OgreExport CmdPose : public ParamCommand
- {
- public:
- String doGet(const void* target) const;
- void doSet(void* target, const String& val);
- };
- class _OgreExport CmdVTF : public ParamCommand
- {
- public:
- String doGet(const void* target) const;
- void doSet(void* target, const String& val);
- };
- class _OgreExport CmdManualNamedConstsFile : public ParamCommand
- {
- public:
- String doGet(const void* target) const;
- void doSet(void* target, const String& val);
- };
- class _OgreExport CmdAdjacency : public ParamCommand
- {
- public:
- String doGet(const void* target) const;
- void doSet(void* target, const String& val);
- };
- // Command object for setting / getting parameters
- static CmdType msTypeCmd;
- static CmdSyntax msSyntaxCmd;
- static CmdSkeletal msSkeletalCmd;
- static CmdMorph msMorphCmd;
- static CmdPose msPoseCmd;
- static CmdVTF msVTFCmd;
- static CmdManualNamedConstsFile msManNamedConstsFileCmd;
- static CmdAdjacency msAdjacencyCmd;
- /// The type of the program
- GpuProgramType mType;
- /// The name of the file to load source from (may be blank)
- String mFilename;
- /// The assembler source of the program (may be blank until file loaded)
- String mSource;
- /// Whether we need to load source from file or not
- bool mLoadFromFile;
- /// Syntax code e.g. arbvp1, vs_2_0 etc
- String mSyntaxCode;
- /// Does this (vertex) program include skeletal animation?
- bool mSkeletalAnimation;
- /// Does this (vertex) program include morph animation?
- bool mMorphAnimation;
- /// Does this (vertex) program include pose animation (count of number of poses supported)
- ushort mPoseAnimation;
- /// Does this (vertex) program require support for vertex texture fetch?
- bool mVertexTextureFetch;
- /// Does this (geometry) program require adjacency information?
- bool mNeedsAdjacencyInfo;
- /// The default parameters for use with this object
- GpuProgramParametersSharedPtr mDefaultParams;
- /// Did we encounter a compilation error?
- bool mCompileError;
- /** Record of logical to physical buffer maps. Mandatory for low-level
- programs or high-level programs which set their params the same way.
- This is a shared pointer because if the program is recompiled and the parameters
- change, this definition will alter, but previous params may reference the old def. */
- mutable GpuLogicalBufferStructPtr mFloatLogicalToPhysical;
- /** Record of logical to physical buffer maps. Mandatory for low-level
- programs or high-level programs which set their params the same way.
- This is a shared pointer because if the program is recompiled and the parameters
- change, this definition will alter, but previous params may reference the old def.*/
- mutable GpuLogicalBufferStructPtr mIntLogicalToPhysical;
- /** Parameter name -> ConstantDefinition map, shared instance used by all parameter objects.
- This is a shared pointer because if the program is recompiled and the parameters
- change, this definition will alter, but previous params may reference the old def.
- */
- mutable GpuNamedConstantsPtr mConstantDefs;
- /// File from which to load named constants manually
- String mManualNamedConstantsFile;
- bool mLoadedManualNamedConstants;
- /** Internal method for setting up the basic parameter definitions for a subclass.
- @remarks
- Because StringInterface holds a dictionary of parameters per class, subclasses need to
- call this to ask the base class to add it's parameters to their dictionary as well.
- Can't do this in the constructor because that runs in a non-virtual context.
- @par
- The subclass must have called it's own createParamDictionary before calling this method.
- */
- void setupBaseParamDictionary(void);
- /** Internal method returns whether required capabilities for this program is supported.
- */
- bool isRequiredCapabilitiesSupported(void) const;
- /// @copydoc Resource::calculateSize
- size_t calculateSize(void) const { return 0; } // TODO
- /// @copydoc Resource::loadImpl
- void loadImpl(void);
- /// Create the internal params logical & named mapping structures
- void createParameterMappingStructures(bool recreateIfExists = true) const;
- /// Create the internal params logical mapping structures
- void createLogicalParameterMappingStructures(bool recreateIfExists = true) const;
- /// Create the internal params named mapping structures
- void createNamedParameterMappingStructures(bool recreateIfExists = true) const;
- public:
- GpuProgram();
- virtual ~GpuProgram() {}
- /** Sets the filename of the source assembly for this program.
- @remarks
- Setting this will have no effect until you (re)load the program.
- */
- virtual void setSourceFile(const String& filename);
- /** Sets the source assembly for this program from an in-memory string.
- @remarks
- Setting this will have no effect until you (re)load the program.
- */
- virtual void setSource(const String& source);
- /** Gets the syntax code for this program e.g. arbvp1, fp20, vs_1_1 etc */
- virtual const String& getSyntaxCode(void) const { return mSyntaxCode; }
- /** Sets the syntax code for this program e.g. arbvp1, fp20, vs_1_1 etc */
- virtual void setSyntaxCode(const String& syntax);
- /** Gets the name of the file used as source for this program. */
- virtual const String& getSourceFile(void) const { return mFilename; }
- /** Gets the assembler source for this program. */
- virtual const String& getSource(void) const { return mSource; }
- /// Set the program type (only valid before load)
- virtual void setType(GpuProgramType t);
- /// Get the program type
- virtual GpuProgramType getType(void) const { return mType; }
- /** Returns the GpuProgram which should be bound to the pipeline.
- @remarks
- This method is simply to allow some subclasses of GpuProgram to delegate
- the program which is bound to the pipeline to a delegate, if required. */
- virtual GpuProgram* _getBindingDelegate(void) { return this; }
- /** Returns whether this program can be supported on the current renderer and hardware. */
- virtual bool isSupported(void) const;
- /** Creates a new parameters object compatible with this program definition.
- @remarks
- It is recommended that you use this method of creating parameters objects
- rather than going direct to GpuProgramManager, because this method will
- populate any implementation-specific extras (like named parameters) where
- they are appropriate.
- */
- virtual GpuProgramParametersSharedPtr createParameters(void);
- /** Sets whether a vertex program includes the required instructions
- to perform skeletal animation.
- @remarks
- If this is set to true, OGRE will not blend the geometry according to
- skeletal animation, it will expect the vertex program to do it.
- */
- virtual void setSkeletalAnimationIncluded(bool included)
- { mSkeletalAnimation = included; }
- /** Returns whether a vertex program includes the required instructions
- to perform skeletal animation.
- @remarks
- If this returns true, OGRE will not blend the geometry according to
- skeletal animation, it will expect the vertex program to do it.
- */
- virtual bool isSkeletalAnimationIncluded(void) const { return mSkeletalAnimation; }
- /** Sets whether a vertex program includes the required instructions
- to perform morph animation.
- @remarks
- If this is set to true, OGRE will not blend the geometry according to
- morph animation, it will expect the vertex program to do it.
- */
- virtual void setMorphAnimationIncluded(bool included)
- { mMorphAnimation = included; }
- /** Sets whether a vertex program includes the required instructions
- to perform pose animation.
- @remarks
- If this is set to true, OGRE will not blend the geometry according to
- pose animation, it will expect the vertex program to do it.
- @param poseCount The number of simultaneous poses the program can blend
- */
- virtual void setPoseAnimationIncluded(ushort poseCount)
- { mPoseAnimation = poseCount; }
- /** Returns whether a vertex program includes the required instructions
- to perform morph animation.
- @remarks
- If this returns true, OGRE will not blend the geometry according to
- morph animation, it will expect the vertex program to do it.
- */
- virtual bool isMorphAnimationIncluded(void) const { return mMorphAnimation; }
- /** Returns whether a vertex program includes the required instructions
- to perform pose animation.
- @remarks
- If this returns true, OGRE will not blend the geometry according to
- pose animation, it will expect the vertex program to do it.
- */
- virtual bool isPoseAnimationIncluded(void) const { return mPoseAnimation > 0; }
- /** Returns the number of simultaneous poses the vertex program can
- blend, for use in pose animation.
- */
- virtual ushort getNumberOfPosesIncluded(void) const { return mPoseAnimation; }
- /** Sets whether this vertex program requires support for vertex
- texture fetch from the hardware.
- */
- virtual void setVertexTextureFetchRequired(bool r) { mVertexTextureFetch = r; }
- /** Returns whether this vertex program requires support for vertex
- texture fetch from the hardware.
- */
- virtual bool isVertexTextureFetchRequired(void) const { return mVertexTextureFetch; }
- /** Sets whether this geometry program requires adjacency information
- from the input primitives.
- */
- virtual void setAdjacencyInfoRequired(bool r) { mNeedsAdjacencyInfo = r; }
- /** Returns whether this geometry program requires adjacency information
- from the input primitives.
- */
- virtual bool isAdjacencyInfoRequired(void) const { return mNeedsAdjacencyInfo; }
-
- /** Get a reference to the default parameters which are to be used for all
- uses of this program.
- @remarks
- A program can be set up with a list of default parameters, which can save time when
- using a program many times in a material with roughly the same settings. By
- retrieving the default parameters and populating it with the most used options,
- any new parameter objects created from this program afterwards will automatically include
- the default parameters; thus users of the program need only change the parameters
- which are unique to their own usage of the program.
- */
- virtual GpuProgramParametersSharedPtr getDefaultParameters(void);
- /** Returns true if default parameters have been set up.
- */
- virtual bool hasDefaultParameters(void) const { return !mDefaultParams.isNull(); }
- /** Returns whether a vertex program wants light and material states to be passed
- through fixed pipeline low level API rendering calls (default false, subclasses can override)
- @remarks
- Most vertex programs do not need this material information, however GLSL
- shaders can refer to this material and lighting state so enable this option
- */
- virtual bool getPassSurfaceAndLightStates(void) const { return false; }
- /** Returns whether a fragment program wants fog state to be passed
- through fixed pipeline low level API rendering calls (default true, subclasses can override)
- @remarks
- On DirectX, shader model 2 and earlier continues to have fixed-function fog
- applied to it, so fog state is still passed (you should disable fog on the
- pass if you want to perform fog in the shader). In OpenGL it is also
- common to be able to access the fixed-function fog state inside the shader.
- */
- virtual bool getPassFogStates(void) const { return true; }
- /** Returns whether a vertex program wants transform state to be passed
- through fixed pipeline low level API rendering calls
- @remarks
- Most vertex programs do not need fixed-function transform information, however GLSL
- shaders can refer to this state so enable this option
- */
- virtual bool getPassTransformStates(void) const { return false; }
- /** Returns a string that specifies the language of the gpu programs as specified
- in a material script. ie: asm, cg, hlsl, glsl
- */
- virtual const String& getLanguage(void) const;
- /** Did this program encounter a compile error when loading?
- */
- virtual bool hasCompileError(void) const { return mCompileError; }
- /** Reset a compile error if it occurred, allowing the load to be retried
- */
- virtual void resetCompileError(void) { mCompileError = false; }
- /** Allows you to manually provide a set of named parameter mappings
- to a program which would not be able to derive named parameters itself.
- @remarks
- You may wish to use this if you have assembler programs that were compiled
- from a high-level source, and want the convenience of still being able
- to use the named parameters from the original high-level source.
- @see setManualNamedConstantsFile
- */
- virtual void setManualNamedConstants(const GpuNamedConstants& namedConstants);
- /// Get a read-only reference to the named constants registered for this program (manually or automatically)
- virtual const GpuNamedConstants& getNamedConstants() const { return *mConstantDefs.get(); }
- /** Specifies the name of a file from which to load named parameters mapping
- for a program which would not be able to derive named parameters itself.
- @remarks
- You may wish to use this if you have assembler programs that were compiled
- from a high-level source, and want the convenience of still being able
- to use the named parameters from the original high-level source. This
- method will make a low-level program search in the resource group of the
- program for the named file from which to load parameter names from.
- The file must be in the format produced by GpuNamedConstants::save.
- */
- virtual void setManualNamedConstantsFile(const String& paramDefFile);
- /** Gets the name of a file from which to load named parameters mapping
- for a program which would not be able to derive named parameters itself.
- */
- virtual const String& getManualNamedConstantsFile() const { return mManualNamedConstantsFile; }
- /** Get the full list of named constants.
- @note
- Only available if this parameters object has named parameters, which means either
- a high-level program which loads them, or a low-level program which has them
- specified manually.
- */
- virtual const GpuNamedConstants& getConstantDefinitions() const { return *mConstantDefs.get(); }
- protected:
- /// Virtual method which must be implemented by subclasses, load from mSource
- virtual void loadFromSource(void) = 0;
- };
- /** Specialisation of SharedPtr to allow SharedPtr to be assigned to GpuProgramPtr
- @note Has to be a subclass since we need operator=.
- We could templatise this instead of repeating per Resource subclass,
- except to do so requires a form VC6 does not support i.e.
- ResourceSubclassPtr<T> : public SharedPtr<T>
- */
- class _OgreExport GpuProgramPtr : public SharedPtr<GpuProgram>
- {
- public:
- GpuProgramPtr() : SharedPtr<GpuProgram>() {}
- explicit GpuProgramPtr(GpuProgram* rep) : SharedPtr<GpuProgram>(rep) {}
- GpuProgramPtr(const GpuProgramPtr& r) : SharedPtr<GpuProgram>(r) {}
- /// Operator used to convert a HighLevelGpuProgramPtr to a GpuProgramPtr
- GpuProgramPtr& operator=(const HighLevelGpuProgramPtr& r);
- };
- /** @} */
- /** @} */
- }
- #endif
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