// // Copyright (c) 2008-2020 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 "../Container/ArrayPtr.h" #include "../Resource/Resource.h" namespace Urho3D { class ShaderVariation; /// %Shader resource consisting of several shader variations. class URHO3D_API Shader : public Resource { URHO3D_OBJECT(Shader, Resource); public: /// Construct. explicit Shader(Context* context); /// Destruct. ~Shader() override; /// Register object factory. static void RegisterObject(Context* context); /// Load resource from stream. May be called from a worker thread. Return true if successful. bool BeginLoad(Deserializer& source) override; /// Finish resource loading. Always called from the main thread. Return true if successful. bool EndLoad() override; /// Return a variation with defines. Separate multiple defines with spaces. ShaderVariation* GetVariation(ShaderType type, const String& defines); /// Return a variation with defines. Separate multiple defines with spaces. ShaderVariation* GetVariation(ShaderType type, const char* defines); /// Return either vertex or pixel shader source code. const String& GetSourceCode(ShaderType type) const { return type == VS ? vsSourceCode_ : psSourceCode_; } /// Return the latest timestamp of the shader code and its includes. unsigned GetTimeStamp() const { return timeStamp_; } private: /// Process source code and include files. Return true if successful. bool ProcessSource(String& code, Deserializer& source); /// Sort the defines and strip extra spaces to prevent creation of unnecessary duplicate shader variations. String NormalizeDefines(const String& defines); /// Recalculate the memory used by the shader. void RefreshMemoryUse(); /// Source code adapted for vertex shader. String vsSourceCode_; /// Source code adapted for pixel shader. String psSourceCode_; /// Vertex shader variations. HashMap > vsVariations_; /// Pixel shader variations. HashMap > psVariations_; /// Source code timestamp. unsigned timeStamp_; /// Number of unique variations so far. unsigned numVariations_; }; }