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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 "Resource.h"
- class Deserializer;
- /// Vertex shader resource
- class VertexShader : public Resource, public GPUObject
- {
- OBJECT(VertexShader);
-
- friend unsigned GetVSRegister(VSParameter param);
-
- public:
- /// Construct
- VertexShader(Context* context);
- /// Destruct
- virtual ~VertexShader();
- /// Register object factory
- static void RegisterObject(Context* context);
-
- /// Load resource. Return true if successful
- virtual bool Load(Deserializer& source);
- /// Release shader
- virtual void Release();
-
- /// Return whether uses a specific shader parameter
- bool HasParameter(VSParameter parameter) const { return useParameter_[parameter]; }
- /// Return whether is Shader Model 3 format
- bool IsSM3() const { return isSM3_; }
-
- /// Check whether a shader parameter needs update
- bool NeedParameterUpdate(VSParameter parameter, const void* source);
-
- private:
- /// Load parameters from an XML file
- void LoadParameters();
- /// Clear parameter use flags
- void ClearParameters();
-
- /// Parameter use flags
- bool useParameter_[MAX_VS_PARAMETERS];
- /// Shader Model 3 flag
- bool isSM3_;
- };
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