// // 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 "ArrayPtr.h" #include "HashMap.h" #include "Resource.h" class ShaderVariation; /// %Shader resource consisting of several shader variations. class Shader : public Resource { OBJECT(Shader); public: /// Construct. Shader(Context* context); /// Destruct. virtual ~Shader(); /// Register object factory. static void RegisterObject(Context* context); /// Load resource. Return true if successful. virtual bool Load(Deserializer& source); /// Return a named variation. Return null if not found. ShaderVariation* GetVariation(const String& name); /// Release (unload) all variations. void ReleaseAll(); /// Return shader type. ShaderType GetShaderType() const { return shaderType_; } /// Return number of variations. unsigned GetNumVariations() const { return variations_.Size(); } private: /// Shader type. ShaderType shaderType_; /// GLSL source code. SharedArrayPtr sourceCode_; /// Source code length. unsigned sourceCodeLength_; /// Shader variations. Will be in an unloaded state until requested. HashMap > variations_; };