// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // 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. // #pragma once #include "GPUObject.h" #include "GraphicsDefs.h" #include "Resource.h" // // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // 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. // #pragma once #include "GPUObject.h" #include "GraphicsDefs.h" #include "RefCounted.h" #include "SharedArrayPtr.h" class Shader; /// Shader program on the GPU class ShaderProgram : public RefCounted, public GPUObject { OBJECT(ShaderProgram); public: /// Construct ShaderProgram(Shader* shader, ShaderType type, bool isSM3); /// Destruct virtual ~ShaderProgram(); /// Create the shader program. Return true if successful bool Create(); /// Release shader virtual void Release(); /// Set name void SetName(const String& name); /// Set bytecode void SetByteCode(const SharedArrayPtr& byteCode); /// Set to use a parameter void SetUseParameter(ShaderParameter param, bool enable); /// Set to use a texture unit void SetUseTextureUnit(TextureUnit unit, bool enable); /// Clear parameter and texture unit use flags void ClearParameters(); /// Return parent shader Shader* GetShader() const; /// Return shader type ShaderType GetShaderType() const { return shaderType_; } /// Return variation name const String& GetName() const { return name_; } /// Return whether requires Shader Model 3 bool IsSM3() const { return isSM3_; } /// Return whether uses a specific shader parameter bool HasParameter(ShaderParameter parameter) const { return useParameter_[parameter]; } /// Return whether uses a texture unit (only for pixel shaders) bool HasTextureUnit(TextureUnit unit) const { return useTextureUnit_[unit]; } /// Check whether a shader parameter needs update bool NeedParameterUpdate(ShaderParameter parameter, const void* source); private: /// Parent shader WeakPtr shader_; /// Shader bytecode SharedArrayPtr byteCode_; /// Shader type ShaderType shaderType_; /// Variation name String name_; /// Shader Model 3 flag bool isSM3_; /// Parameter use flags bool useParameter_[MAX_SHADER_PARAMETERS]; /// Texture unit use flags bool useTextureUnit_[MAX_TEXTURE_UNITS]; };