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 __UnifiedHighLevelGpuProgram_H__ |
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30 | #define __UnifiedHighLevelGpuProgram_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreHighLevelGpuProgram.h" |
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34 | #include "OgreHighLevelGpuProgramManager.h" |
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35 | |
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36 | namespace Ogre { |
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37 | |
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38 | /** Specialisation of HighLevelGpuProgram which just delegates its implementation |
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39 | to one other high level program, allowing a single program definition |
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40 | to represent one supported program from a number of options |
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41 | @remarks |
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42 | Whilst you can use Technique to implement several ways to render an object |
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43 | depending on hardware support, if the only reason to need multiple paths is |
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44 | because of the high-level shader language supported, this can be |
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45 | cumbersome. For example you might want to implement the same shader |
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46 | in HLSL and GLSL for portability but apart from the implementation detail, |
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47 | the shaders do the same thing and take the same parameters. If the materials |
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48 | in question are complex, duplicating the techniques just to switch language |
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49 | is not optimal, so instead you can define high-level programs with a |
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50 | syntax of 'unified', and list the actual implementations in order of |
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51 | preference via repeated use of the 'delegate' parameter, which just points |
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52 | at another program name. The first one which has a supported syntax |
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53 | will be used. |
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54 | */ |
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55 | class _OgreExport UnifiedHighLevelGpuProgram : public HighLevelGpuProgram |
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56 | { |
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57 | public: |
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58 | /// Command object for setting delegate (can set more than once) |
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59 | class CmdDelegate : public ParamCommand |
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60 | { |
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61 | public: |
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62 | String doGet(const void* target) const; |
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63 | void doSet(void* target, const String& val); |
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64 | }; |
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65 | |
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66 | protected: |
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67 | static CmdDelegate msCmdDelegate; |
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68 | |
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69 | /// Ordered list of potential delegates |
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70 | StringVector mDelegateNames; |
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71 | /// The chosen delegate |
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72 | mutable HighLevelGpuProgramPtr mChosenDelegate; |
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73 | |
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74 | /// Choose the delegate to use |
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75 | void chooseDelegate() const; |
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76 | |
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77 | void createLowLevelImpl(void); |
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78 | void unloadHighLevelImpl(void); |
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79 | void buildConstantDefinitions() const; |
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80 | void loadFromSource(void); |
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81 | |
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82 | public: |
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83 | /** Constructor, should be used only by factory classes. */ |
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84 | UnifiedHighLevelGpuProgram(ResourceManager* creator, const String& name, ResourceHandle handle, |
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85 | const String& group, bool isManual = false, ManualResourceLoader* loader = 0); |
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86 | ~UnifiedHighLevelGpuProgram(); |
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87 | |
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88 | |
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89 | /** Adds a new delegate program to the list. |
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90 | @remarks |
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91 | Delegates are tested in order so earlier ones are preferred. |
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92 | */ |
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93 | void addDelegateProgram(const String& name); |
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94 | |
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95 | /// Remove all delegate programs |
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96 | void clearDelegatePrograms(); |
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97 | |
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98 | /// Get the chosen delegate |
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99 | const HighLevelGpuProgramPtr& _getDelegate() const; |
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100 | |
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101 | /** @copydoc GpuProgram::getLanguage */ |
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102 | const String& getLanguage(void) const; |
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103 | |
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104 | /** Creates a new parameters object compatible with this program definition. |
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105 | @remarks |
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106 | Unlike low-level assembly programs, parameters objects are specific to the |
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107 | program and therefore must be created from it rather than by the |
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108 | HighLevelGpuProgramManager. This method creates a new instance of a parameters |
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109 | object containing the definition of the parameters this program understands. |
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110 | */ |
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111 | GpuProgramParametersSharedPtr createParameters(void); |
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112 | /** @copydoc GpuProgram::getBindingDelegate */ |
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113 | GpuProgram* _getBindingDelegate(void); |
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114 | |
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115 | // All the following methods must delegate to the implementation |
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116 | |
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117 | /** @copydoc GpuProgram::isSupported */ |
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118 | bool isSupported(void) const; |
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119 | |
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120 | /** @copydoc GpuProgram::isSkeletalAnimationIncluded */ |
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121 | bool isSkeletalAnimationIncluded(void) const; |
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122 | |
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123 | bool isMorphAnimationIncluded(void) const; |
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124 | |
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125 | bool isPoseAnimationIncluded(void) const; |
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126 | |
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127 | bool isVertexTextureFetchRequired(void) const; |
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128 | GpuProgramParametersSharedPtr getDefaultParameters(void); |
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129 | bool hasDefaultParameters(void) const; |
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130 | bool getPassSurfaceAndLightStates(void) const; |
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131 | bool hasCompileError(void) const; |
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132 | void resetCompileError(void); |
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133 | |
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134 | void load(bool backgroundThread = false); |
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135 | void reload(void); |
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136 | bool isReloadable(void) const; |
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137 | bool isLoaded(void) const; |
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138 | LoadingState isLoading() const; |
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139 | LoadingState getLoadingState() const; |
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140 | void unload(void); |
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141 | size_t getSize(void) const; |
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142 | void touch(void); |
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143 | bool isBackgroundLoaded(void) const; |
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144 | void setBackgroundLoaded(bool bl); |
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145 | void escalateLoading(); |
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146 | void addListener(Listener* lis); |
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147 | void removeListener(Listener* lis); |
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148 | |
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149 | }; |
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150 | |
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151 | /** Factory class for Unified programs. */ |
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152 | class UnifiedHighLevelGpuProgramFactory : public HighLevelGpuProgramFactory |
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153 | { |
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154 | public: |
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155 | UnifiedHighLevelGpuProgramFactory(); |
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156 | ~UnifiedHighLevelGpuProgramFactory(); |
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157 | /// Get the name of the language this factory creates programs for |
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158 | const String& getLanguage(void) const; |
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159 | HighLevelGpuProgram* create(ResourceManager* creator, |
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160 | const String& name, ResourceHandle handle, |
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161 | const String& group, bool isManual, ManualResourceLoader* loader); |
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162 | void destroy(HighLevelGpuProgram* prog); |
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163 | |
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164 | }; |
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165 | |
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166 | |
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167 | } |
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168 | #endif |
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