// // Copyright (c) 2008-2013 the Urho3D project. // // 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 "Resource.h" #include "ShaderParser.h" namespace Urho3D { class ShaderVariation; /// %Shader resource consisting of several shader variations. class URHO3D_API 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(ShaderType type, const String& name); private: /// Process source code and include files. Return true if successful. bool ProcessSource(SharedArrayPtr& dest, unsigned& length, const String& fileName); /// Vertex shader GLSL source code. SharedArrayPtr vsSourceCode_; /// Pixel shader GLSL source code. SharedArrayPtr psSourceCode_; /// Vertex shader source code length. unsigned vsSourceCodeLength_; /// Pixel shader code length. unsigned psSourceCodeLength_; /// Vertex shader variation parser. ShaderParser vsParser_; /// Pixel shader variation parser. ShaderParser psParser_; /// Vertex shader variations. HashMap > vsVariations_; /// Pixel shader variations. HashMap > psVariations_; }; }