OGLShaderProgram.h 3.0 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "GPUObject.h"
  24. #include "GraphicsDefs.h"
  25. #include "HashMap.h"
  26. #include "RefCounted.h"
  27. namespace Urho3D
  28. {
  29. class Graphics;
  30. class ShaderVariation;
  31. /// %Shader parameter definition.
  32. struct ShaderParameter
  33. {
  34. /// Uniform location.
  35. int location_;
  36. /// Element type.
  37. unsigned type_;
  38. };
  39. /// Linked shader program on the GPU.
  40. class URHO3D_API ShaderProgram : public RefCounted, public GPUObject
  41. {
  42. public:
  43. /// Construct.
  44. ShaderProgram(Graphics* graphics, ShaderVariation* vertexShader, ShaderVariation* pixelShader);
  45. /// Destruct.
  46. ~ShaderProgram();
  47. /// Mark the GPU resource destroyed on context destruction.
  48. virtual void OnDeviceLost();
  49. /// Release shader program.
  50. virtual void Release();
  51. /// Link the shaders and examine the uniforms and samplers used. Return true if successful.
  52. bool Link();
  53. /// Return the vertex shader.
  54. ShaderVariation* GetVertexShader() const;
  55. /// Return the pixel shader.
  56. ShaderVariation* GetPixelShader() const;
  57. /// Return whether uses a shader parameter.
  58. bool HasParameter(StringHash param) const;
  59. /// Return whether uses a texture unit.
  60. bool HasTextureUnit(TextureUnit unit) const { return useTextureUnit_[unit]; }
  61. /// Return the info for a shader parameter, or null if does not exist.
  62. const ShaderParameter* GetParameter(StringHash param) const;
  63. /// Return linker output.
  64. const String& GetLinkerOutput() const { return linkerOutput_; }
  65. private:
  66. /// Vertex shader.
  67. WeakPtr<ShaderVariation> vertexShader_;
  68. /// Pixel shader.
  69. WeakPtr<ShaderVariation> pixelShader_;
  70. /// Shader parameters.
  71. HashMap<StringHash, ShaderParameter> shaderParameters_;
  72. /// Texture unit use.
  73. bool useTextureUnit_[MAX_TEXTURE_UNITS];
  74. /// Shader link error string.
  75. String linkerOutput_;
  76. };
  77. }