// // 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 "HashMap.h" #include "RefCounted.h" class Graphics; class ShaderVariation; /// %Shader parameter definition. struct ShaderParameter { /// Uniform location. int location_; /// Element type. unsigned type_; /// Last parameter source. const void* lastSource_; }; /// Linked shader program on the GPU. class ShaderProgram : public RefCounted, public GPUObject { public: /// Construct. ShaderProgram(Graphics* graphics, ShaderVariation* vertexShader, ShaderVariation* pixelShader); /// Destruct. ~ShaderProgram(); /// Release shader program. virtual void Release(); /// Link the shaders and examine the uniforms and samplers used. Return true if successful. bool Link(); /// Check whether needs a parameter update. bool NeedParameterUpdate(StringHash param, const void* source, unsigned frame); /// Clear a specific remembered parameter source. void ClearParameterSource(StringHash param); /// Return the vertex shader. ShaderVariation* GetVertexShader() const; /// Return the pixel shader. ShaderVariation* GetPixelShader() const; /// Return whether uses a shader parameter. bool HasParameter(StringHash param) const; /// Return whether uses a texture unit. bool HasTextureUnit(TextureUnit unit) const { return useTextureUnit_[unit]; } /// Return the info for a shader parameter, or null if does not exist. const ShaderParameter* GetParameter(StringHash param) const; /// Return the vertex attribute bindings. const int* GetAttributeLocations() const { return attributeLocations_; } /// Return whether successfully linked. bool IsLinked() const { return linked_; } /// Return linker output. const String& GetLinkerOutput() const { return linkerOutput_; } private: /// Vertex shader. WeakPtr vertexShader_; /// Pixel shader. WeakPtr pixelShader_; /// Shader parameters. HashMap shaderParameters_; /// Shader parameters global frame number. unsigned lastParameterFrame_; /// Texture unit use. bool useTextureUnit_[MAX_TEXTURE_UNITS]; /// Vertex attribute bindings. int attributeLocations_[MAX_VERTEX_ELEMENTS]; /// Shader link error string. String linkerOutput_; /// Linked flag. bool linked_; };