OGLShader.h 2.4 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "ArrayPtr.h"
  25. #include "HashMap.h"
  26. #include "Resource.h"
  27. class ShaderVariation;
  28. /// %Shader resource consisting of several shader variations.
  29. class Shader : public Resource
  30. {
  31. OBJECT(Shader);
  32. public:
  33. /// Construct.
  34. Shader(Context* context);
  35. /// Destruct.
  36. virtual ~Shader();
  37. /// Register object factory.
  38. static void RegisterObject(Context* context);
  39. /// Load resource. Return true if successful.
  40. virtual bool Load(Deserializer& source);
  41. /// Return a named variation. Return null if not found.
  42. ShaderVariation* GetVariation(const String& name);
  43. /// Release (unload) all variations.
  44. void ReleaseAll();
  45. /// Return shader type.
  46. ShaderType GetShaderType() const { return shaderType_; }
  47. /// Return number of variations.
  48. unsigned GetNumVariations() const { return variations_.Size(); }
  49. private:
  50. /// Shader type.
  51. ShaderType shaderType_;
  52. /// GLSL source code.
  53. SharedArrayPtr<char> sourceCode_;
  54. /// Source code length.
  55. unsigned sourceCodeLength_;
  56. /// Shader variations. Will be in an unloaded state until requested.
  57. HashMap<StringHash, SharedPtr<ShaderVariation> > variations_;
  58. };