| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118 |
- //
- // 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 "Resource.h"
- //
- // 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 "RefCounted.h"
- #include "SharedArrayPtr.h"
- class Shader;
- /// Shader program on the GPU
- class ShaderProgram : public RefCounted, public GPUObject
- {
- OBJECT(ShaderProgram);
-
- public:
- /// Construct
- ShaderProgram(Shader* shader, ShaderType type, bool isSM3);
- /// Destruct
- virtual ~ShaderProgram();
-
- /// Create the shader program. Return true if successful
- bool Create();
- /// Release shader
- virtual void Release();
-
- /// Set name
- void SetName(const String& name);
- /// Set bytecode
- void SetByteCode(const SharedArrayPtr<unsigned char>& byteCode);
- /// Set to use a parameter
- void SetUseParameter(ShaderParameter param, bool enable);
- /// Set to use a texture unit
- void SetUseTextureUnit(TextureUnit unit, bool enable);
- /// Clear parameter and texture unit use flags
- void ClearParameters();
-
- /// Return parent shader
- Shader* GetShader() const;
- /// Return shader type
- ShaderType GetShaderType() const { return shaderType_; }
- /// Return variation name
- const String& GetName() const { return name_; }
- /// Return whether requires Shader Model 3
- bool IsSM3() const { return isSM3_; }
- /// Return whether uses a specific shader parameter
- bool HasParameter(ShaderParameter parameter) const { return useParameter_[parameter]; }
- /// Return whether uses a texture unit (only for pixel shaders)
- bool HasTextureUnit(TextureUnit unit) const { return useTextureUnit_[unit]; }
- /// Check whether a shader parameter needs update
- bool NeedParameterUpdate(ShaderParameter parameter, const void* source);
-
- private:
- /// Parent shader
- WeakPtr<Shader> shader_;
- /// Shader bytecode
- SharedArrayPtr<unsigned char> byteCode_;
- /// Shader type
- ShaderType shaderType_;
- /// Variation name
- String name_;
- /// Shader Model 3 flag
- bool isSM3_;
- /// Parameter use flags
- bool useParameter_[MAX_SHADER_PARAMETERS];
- /// Texture unit use flags
- bool useTextureUnit_[MAX_TEXTURE_UNITS];
- };
|