OGLShader.h 2.7 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "ArrayPtr.h"
  24. #include "Resource.h"
  25. #include "ShaderParser.h"
  26. namespace Urho3D
  27. {
  28. class ShaderVariation;
  29. /// %Shader resource consisting of several shader variations.
  30. class URHO3D_API Shader : public Resource
  31. {
  32. OBJECT(Shader);
  33. public:
  34. /// Construct.
  35. Shader(Context* context);
  36. /// Destruct.
  37. virtual ~Shader();
  38. /// Register object factory.
  39. static void RegisterObject(Context* context);
  40. /// Load resource. Return true if successful.
  41. virtual bool Load(Deserializer& source);
  42. /// Return a named variation. Return null if not found.
  43. ShaderVariation* GetVariation(ShaderType type, const String& name);
  44. private:
  45. /// Process source code and include files. Return true if successful.
  46. bool ProcessSource(SharedArrayPtr<char>& dest, unsigned& length, const String& fileName);
  47. /// Vertex shader GLSL source code.
  48. SharedArrayPtr<char> vsSourceCode_;
  49. /// Pixel shader GLSL source code.
  50. SharedArrayPtr<char> psSourceCode_;
  51. /// Vertex shader source code length.
  52. unsigned vsSourceCodeLength_;
  53. /// Pixel shader code length.
  54. unsigned psSourceCodeLength_;
  55. /// Vertex shader variation parser.
  56. ShaderParser vsParser_;
  57. /// Pixel shader variation parser.
  58. ShaderParser psParser_;
  59. /// Vertex shader variations.
  60. HashMap<StringHash, SharedPtr<ShaderVariation> > vsVariations_;
  61. /// Pixel shader variations.
  62. HashMap<StringHash, SharedPtr<ShaderVariation> > psVariations_;
  63. };
  64. }