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- //
- // Copyright (c) 2008-2014 the Urho3D project.
- //
- // 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 "ArrayPtr.h"
- #include "Resource.h"
- namespace Urho3D
- {
- class ShaderVariation;
- /// %Shader resource consisting of several shader variations.
- class URHO3D_API Shader : public Resource
- {
- OBJECT(Shader);
-
- public:
- /// Construct.
- Shader(Context* context);
- /// Destruct.
- virtual ~Shader();
- /// Register object factory.
- static void RegisterObject(Context* context);
-
- /// Load resource from stream. May be called from a worker thread. Return true if successful.
- virtual bool BeginLoad(Deserializer& source);
- /// Finish resource loading. Always called from the main thread. Return true if successful.
- virtual bool EndLoad();
-
- /// Return a variation with defines.
- ShaderVariation* GetVariation(ShaderType type, const String& defines);
- /// Return a variation with defines.
- ShaderVariation* GetVariation(ShaderType type, const char* defines);
- /// Return either vertex or pixel shader source code.
- const String& GetSourceCode(ShaderType type) const { return type == VS ? vsSourceCode_ : psSourceCode_; }
- /// Return the latest timestamp of the shader code and its includes.
- unsigned GetTimeStamp() const { return timeStamp_; }
-
- private:
- /// Process source code and include files. Return true if successful.
- bool ProcessSource(String& code, Deserializer& file);
- /// Sort the defines and strip extra spaces to prevent creation of unnecessary duplicate shader variations.
- String NormalizeDefines(const String& defines);
- /// Recalculate the memory used by the shader.
- void RefreshMemoryUse();
-
- /// Source code adapted for vertex shader.
- String vsSourceCode_;
- /// Source code adapted for pixel shader.
- String psSourceCode_;
- /// Vertex shader variations.
- HashMap<StringHash, SharedPtr<ShaderVariation> > vsVariations_;
- /// Pixel shader variations.
- HashMap<StringHash, SharedPtr<ShaderVariation> > psVariations_;
- /// Source code timestamp.
- unsigned timeStamp_;
- /// Number of unique variations so far.
- unsigned numVariations_;
- };
- }
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