D3D9Shader.h 2.4 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "HashMap.h"
  25. #include "Resource.h"
  26. class ShaderVariation;
  27. /// %Shader resource consisting of several shader variations.
  28. class Shader : public Resource
  29. {
  30. OBJECT(Shader);
  31. public:
  32. /// Construct.
  33. Shader(Context* context);
  34. /// Destruct.
  35. virtual ~Shader();
  36. /// Register object factory.
  37. static void RegisterObject(Context* context);
  38. /// Load resource. Return true if successful.
  39. virtual bool Load(Deserializer& source);
  40. /// Return a named variation. Return null if not found.
  41. ShaderVariation* GetVariation(const String& name);
  42. /// Release (unload) all variations.
  43. void ReleaseAll();
  44. /// Return shader type.
  45. ShaderType GetShaderType() const { return shaderType_; }
  46. /// Return whether requires Shader Model 3.
  47. bool IsSM3() const { return isSM3_; }
  48. /// Return number of variations.
  49. unsigned GetNumVariations() const { return variations_.Size(); }
  50. private:
  51. /// Shader type.
  52. ShaderType shaderType_;
  53. /// Shader Model 3 flag.
  54. bool isSM3_;
  55. /// Shader variations. Will be in an unloaded state until requested.
  56. HashMap<StringHash, SharedPtr<ShaderVariation> > variations_;
  57. };