[1] | 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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