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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 "GraphicsDefs.h"
- #include "HashTable.h"
- #include "Resource.h"
- namespace Urho3D
- {
- class ShaderVariation;
- /// Lighting mode of a pass.
- enum PassLightingMode
- {
- LIGHTING_UNLIT,
- LIGHTING_PERVERTEX,
- LIGHTING_PERPIXEL
- };
- /// %Material rendering pass, which defines shaders and render state.
- class URHO3D_API Pass : public RefCounted
- {
- public:
- /// Construct.
- Pass(StringHash type);
- /// Destruct.
- ~Pass();
-
- /// Set blend mode.
- void SetBlendMode(BlendMode mode);
- /// Set depth compare mode.
- void SetDepthTestMode(CompareMode mode);
- /// Set pass lighting mode, affects what shader variations will be attempted to be loaded.
- void SetLightingMode(PassLightingMode mode);
- /// Set depth write on/off.
- void SetDepthWrite(bool enable);
- /// Set alpha masking hint. Completely opaque draw calls will be performed before alpha masked.
- void SetAlphaMask(bool enable);
- /// Set whether requires %Shader %Model 3.
- void SetIsSM3(bool enable);
- /// Set whether requires desktop level hardware.
- void SetIsDesktop(bool enable);
- /// Set vertex shader name.
- void SetVertexShader(const String& name);
- /// Set pixel shader name.
- void SetPixelShader(const String& name);
- /// Set vertex shader defines.
- void SetVertexShaderDefines(const String& defines);
- /// Set pixel shader defines.
- void SetPixelShaderDefines(const String& defines);
- /// Reset shader pointers.
- void ReleaseShaders();
- /// Mark shaders loaded this frame.
- void MarkShadersLoaded(unsigned frameNumber);
-
- /// Return pass type.
- const StringHash& GetType() const { return type_; }
- /// Return blend mode.
- BlendMode GetBlendMode() const { return blendMode_; }
- /// Return depth compare mode.
- CompareMode GetDepthTestMode() const { return depthTestMode_; }
- /// Return pass lighting mode.
- PassLightingMode GetLightingMode() const { return lightingMode_; }
- /// Return last shaders loaded frame number.
- unsigned GetShadersLoadedFrameNumber() const { return shadersLoadedFrameNumber_; }
- /// Return depth write mode.
- bool GetDepthWrite() const { return depthWrite_; }
- /// Return alpha masking hint.
- bool GetAlphaMask() const { return alphaMask_; }
- /// Return whether requires %Shader %Model 3.
- bool IsSM3() const { return isSM3_; }
- /// Return whether requires desktop level hardware.
- bool IsDesktop() const { return isDesktop_; }
- /// Return vertex shader name.
- const String& GetVertexShader() const { return vertexShaderName_; }
- /// Return pixel shader name.
- const String& GetPixelShader() const { return pixelShaderName_; }
- /// Return vertex shader defines.
- const String& GetVertexShaderDefines() const { return vertexShaderDefines_; }
- /// Return pixel shader defines.
- const String& GetPixelShaderDefines() const { return pixelShaderDefines_; }
- /// Return vertex shaders.
- Vector<SharedPtr<ShaderVariation> >& GetVertexShaders() { return vertexShaders_; }
- /// Return pixel shaders.
- Vector<SharedPtr<ShaderVariation> >& GetPixelShaders() { return pixelShaders_; }
-
- private:
- /// Pass type.
- StringHash type_;
- /// Blend mode.
- BlendMode blendMode_;
- /// Depth compare mode.
- CompareMode depthTestMode_;
- /// Lighting mode.
- PassLightingMode lightingMode_;
- /// Last shaders loaded frame number.
- unsigned shadersLoadedFrameNumber_;
- /// Depth write mode.
- bool depthWrite_;
- /// Alpha masking hint.
- bool alphaMask_;
- /// Require %Shader %Model 3 flag.
- bool isSM3_;
- /// Require desktop level hardware flag.
- bool isDesktop_;
- /// Vertex shader name.
- String vertexShaderName_;
- /// Pixel shader name.
- String pixelShaderName_;
- /// Vertex shader defines.
- String vertexShaderDefines_;
- /// Pixel shader defines.
- String pixelShaderDefines_;
- /// Vertex shaders.
- Vector<SharedPtr<ShaderVariation> > vertexShaders_;
- /// Pixel shaders.
- Vector<SharedPtr<ShaderVariation> > pixelShaders_;
- };
- /// %Material technique. Consists of several passes.
- class URHO3D_API Technique : public Resource
- {
- OBJECT(Technique);
-
- friend class Renderer;
-
- public:
- /// Construct.
- Technique(Context* context);
- /// Destruct.
- ~Technique();
- /// 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);
-
- /// Set whether requires %Shader %Model 3.
- void SetIsSM3(bool enable);
- /// Set whether requires desktop level hardware.
- void SetIsDesktop(bool enable);
- /// Create a new pass.
- Pass* CreatePass(StringHash type);
- /// Remove a pass.
- void RemovePass(StringHash type);
- /// Reset shader pointers in all passes.
- void ReleaseShaders();
-
- /// Return whether requires %Shader %Model 3.
- bool IsSM3() const { return isSM3_; }
- /// Return whether requires desktop level hardware.
- bool IsDesktop() const { return isDesktop_; }
- /// Return whether technique is supported by the current hardware.
- bool IsSupported() const { return (!isSM3_ || sm3Support_) && (!isDesktop_ || desktopSupport_); }
- /// Return whether has a pass.
- bool HasPass(StringHash type) const { return passes_.Find(type.Value()) != 0; }
-
- /// Return a pass, or null if not found.
- Pass* GetPass(StringHash type) const
- {
- SharedPtr<Pass>* passPtr = passes_.Find(type.Value());
- return passPtr ? passPtr->Get() : 0;
- }
-
- /// Return a pass that is supported for rendering, or null if not found.
- Pass* GetSupportedPass(StringHash type) const
- {
- SharedPtr<Pass>* passPtr = passes_.Find(type.Value());
- Pass* pass = passPtr ? passPtr->Get() : 0;
- return pass && (!pass->IsSM3() || sm3Support_) && (!pass->IsDesktop() || desktopSupport_) ? pass : 0;
- }
-
- /// Return number of passes.
- unsigned GetNumPasses() const { return numPasses_; }
- /// Return all the pass types in the hash table. The returned collection is not guaranteed to be in the same order as the hash table insertion order.
- Vector<StringHash> GetPassTypes() const;
- /// Return all the passes in the hash table. The returned collection is not guaranteed to be in the same order as the hash table insertion order.
- PODVector<Pass*> GetPasses() const;
- private:
- /// Require %Shader %Model 3 flag.
- bool isSM3_;
- /// Cached %Shader %Model 3 support flag.
- bool sm3Support_;
- /// Require desktop GPU flag.
- bool isDesktop_;
- /// Cached desktop GPU support flag.
- bool desktopSupport_;
- /// Passes.
- HashTable<SharedPtr<Pass>, 16> passes_;
- /// Number of passes.
- unsigned numPasses_;
- };
- }
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