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- //
- // 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 "Resource.h"
- #include "ArrayPtr.h"
- class ShaderVariation;
- /// Shader resource consisting of several shader variations
- class 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);
-
- /// Get a named variation. Return null if not found or could not be created
- ShaderVariation* GetVariation(const String& name);
- /// Get a named variation. Return null if not found or could not be created
- ShaderVariation* GetVariation(StringHash nameHash);
- /// Release (unload) all variations
- void ReleaseAll();
-
- /// Return shader type
- ShaderType GetShaderType() const { return shaderType_; }
- /// Return number of variations
- unsigned GetNumVariations() const { return variations_.Size(); }
-
- private:
- /// Shader type
- ShaderType shaderType_;
- /// GLSL source code
- SharedArrayPtr<char> sourceCode_;
- /// Source code length
- unsigned sourceCodeLength_;
- /// Shader variations. Will be in an unloaded state until requested
- Map<StringHash, SharedPtr<ShaderVariation> > variations_;
- };
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