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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 "GPUObject.h"
- #include "GraphicsDefs.h"
- #include "RefCounted.h"
- #include "ArrayPtr.h"
- class Shader;
- class ShaderProgram;
- /// Shader object on the GPU
- class ShaderVariation : public RefCounted, public GPUObject
- {
- public:
- /// Construct
- ShaderVariation(Shader* shader, ShaderType type);
- /// Destruct
- virtual ~ShaderVariation();
-
- /// Release the shader
- virtual void Release();
-
- /// Compile the shader. Return true if successful
- bool Create();
- /// Set name
- void SetName(const String& name);
- /// Set source code
- void SetSourceCode(const SharedArrayPtr<char>& code, unsigned length);
- /// Set defines
- void SetDefines(const Vector<String>& defines);
-
- /// Return shader type
- ShaderType GetShaderType() const { return shaderType_; }
- /// Return full shader name
- const String& GetName() const { return name_; }
- /// Return defines
- const Vector<String>& GetDefines() const { return defines_; }
- /// Return whether successfully compiled
- bool IsCompiled() const { return compiled_; }
- /// Return compile error/warning string
- const String& GetCompilerOutput() const { return compilerOutput_; }
-
- private:
- /// Shader type
- ShaderType shaderType_;
- /// Full shader name
- String name_;
- /// GLSL source code
- SharedArrayPtr<char> sourceCode_;
- /// Source code length
- unsigned sourceCodeLength_;
- /// Defines to use in compiling
- Vector<String> defines_;
- /// Shader compile error string
- String compilerOutput_;
- /// Compiled flag
- bool compiled_;
- };
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