1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __HighLevelGpuProgramManager_H__ |
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30 | #define __HighLevelGpuProgramManager_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreResourceManager.h" |
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34 | #include "OgreSingleton.h" |
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35 | #include "OgreException.h" |
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36 | #include "OgreHighLevelGpuProgram.h" |
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37 | |
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38 | namespace Ogre { |
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39 | |
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40 | /** Interface definition for factories of HighLevelGpuProgram. */ |
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41 | class _OgreExport HighLevelGpuProgramFactory |
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42 | { |
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43 | public: |
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44 | HighLevelGpuProgramFactory() {} |
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45 | virtual ~HighLevelGpuProgramFactory(); |
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46 | /// Get the name of the language this factory creates programs for |
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47 | virtual const String& getLanguage(void) const = 0; |
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48 | virtual HighLevelGpuProgram* create(ResourceManager* creator, |
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49 | const String& name, ResourceHandle handle, |
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50 | const String& group, bool isManual, ManualResourceLoader* loader) = 0; |
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51 | virtual void destroy(HighLevelGpuProgram* prog) = 0; |
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52 | }; |
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53 | /** This ResourceManager manages high-level vertex and fragment programs. |
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54 | @remarks |
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55 | High-level vertex and fragment programs can be used instead of assembler programs |
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56 | as managed by GpuProgramManager; however they typically result in a GpuProgram |
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57 | being created as a derivative of the high-level program. High-level programs are |
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58 | easier to write, and can often be API-independent, unlike assembler programs. |
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59 | @par |
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60 | This class not only manages the programs themselves, it also manages the factory |
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61 | classes which allow the creation of high-level programs using a variety of high-level |
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62 | syntaxes. Plugins can be created which register themselves as high-level program |
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63 | factories and as such the engine can be extended to accept virtually any kind of |
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64 | program provided a plugin is written. |
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65 | */ |
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66 | class _OgreExport HighLevelGpuProgramManager |
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67 | : public ResourceManager, public Singleton<HighLevelGpuProgramManager> |
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68 | { |
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69 | public: |
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70 | typedef std::map<String, HighLevelGpuProgramFactory*> FactoryMap; |
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71 | protected: |
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72 | /// Factories capable of creating HighLevelGpuProgram instances |
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73 | FactoryMap mFactories; |
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74 | |
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75 | /// Factory for dealing with programs for languages we can't create |
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76 | HighLevelGpuProgramFactory* mNullFactory; |
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77 | /// Factory for unified high-level programs |
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78 | HighLevelGpuProgramFactory* mUnifiedFactory; |
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79 | |
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80 | HighLevelGpuProgramFactory* getFactory(const String& language); |
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81 | |
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82 | /// @copydoc ResourceManager::createImpl |
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83 | Resource* createImpl(const String& name, ResourceHandle handle, |
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84 | const String& group, bool isManual, ManualResourceLoader* loader, |
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85 | const NameValuePairList* params); |
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86 | public: |
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87 | HighLevelGpuProgramManager(); |
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88 | ~HighLevelGpuProgramManager(); |
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89 | /** Add a new factory object for high-level programs of a given language. */ |
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90 | void addFactory(HighLevelGpuProgramFactory* factory); |
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91 | /** Remove a factory object for high-level programs of a given language. */ |
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92 | void removeFactory(HighLevelGpuProgramFactory* factory); |
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93 | |
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94 | |
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95 | /** Create a new, unloaded HighLevelGpuProgram. |
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96 | @par |
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97 | This method creates a new program of the type specified as the second and third parameters. |
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98 | You will have to call further methods on the returned program in order to |
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99 | define the program fully before you can load it. |
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100 | @param name The identifying name of the program |
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101 | @param groupName The name of the resource group which this program is |
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102 | to be a member of |
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103 | @param language Code of the language to use (e.g. "cg") |
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104 | @param gptype The type of program to create |
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105 | */ |
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106 | virtual HighLevelGpuProgramPtr createProgram( |
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107 | const String& name, const String& groupName, |
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108 | const String& language, GpuProgramType gptype); |
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109 | |
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110 | /** Override standard Singleton retrieval. |
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111 | @remarks |
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112 | Why do we do this? Well, it's because the Singleton |
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113 | implementation is in a .h file, which means it gets compiled |
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114 | into anybody who includes it. This is needed for the |
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115 | Singleton template to work, but we actually only want it |
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116 | compiled into the implementation of the class based on the |
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117 | Singleton, not all of them. If we don't change this, we get |
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118 | link errors when trying to use the Singleton-based class from |
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119 | an outside dll. |
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120 | @par |
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121 | This method just delegates to the template version anyway, |
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122 | but the implementation stays in this single compilation unit, |
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123 | preventing link errors. |
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124 | */ |
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125 | static HighLevelGpuProgramManager& getSingleton(void); |
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126 | /** Override standard Singleton retrieval. |
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127 | @remarks |
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128 | Why do we do this? Well, it's because the Singleton |
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129 | implementation is in a .h file, which means it gets compiled |
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130 | into anybody who includes it. This is needed for the |
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131 | Singleton template to work, but we actually only want it |
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132 | compiled into the implementation of the class based on the |
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133 | Singleton, not all of them. If we don't change this, we get |
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134 | link errors when trying to use the Singleton-based class from |
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135 | an outside dll. |
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136 | @par |
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137 | This method just delegates to the template version anyway, |
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138 | but the implementation stays in this single compilation unit, |
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139 | preventing link errors. |
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140 | */ |
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141 | static HighLevelGpuProgramManager* getSingletonPtr(void); |
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142 | |
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143 | |
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144 | }; |
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145 | |
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146 | } |
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147 | |
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148 | #endif |
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