/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2013 Torus Knot Software Ltd 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. ----------------------------------------------------------------------------- */ #ifndef __GpuProgram_H_ #define __GpuProgram_H_ // Precompiler options #include "OgrePrerequisites.h" #include "OgreResource.h" #include "OgreSharedPtr.h" #include "OgreIteratorWrappers.h" #include "OgreSerializer.h" #include "OgreRenderOperation.h" #include "OgreGpuProgramParams.h" #include "OgreHeaderPrefix.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup Resources * @{ */ /** Enumerates the types of programs which can run on the GPU. */ enum GpuProgramType { GPT_VERTEX_PROGRAM, GPT_FRAGMENT_PROGRAM, GPT_GEOMETRY_PROGRAM, GPT_DOMAIN_PROGRAM, GPT_HULL_PROGRAM, GPT_COMPUTE_PROGRAM }; /** Defines a program which runs on the GPU such as a vertex or fragment program. @remarks This class defines the low-level program in assembler code, the sort used to directly assemble into machine instructions for the GPU to execute. By nature, this means that the assembler source is rendersystem specific, which is why this is an abstract class - real instances are created through the RenderSystem. If you wish to use higher level shading languages like HLSL and Cg, you need to use the HighLevelGpuProgram class instead. */ class _OgreExport GpuProgram : public Resource { protected: /// Command object - see ParamCommand class _OgreExport CmdType : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; class _OgreExport CmdSyntax : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; class _OgreExport CmdSkeletal : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; class _OgreExport CmdMorph : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; class _OgreExport CmdPose : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; class _OgreExport CmdVTF : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; class _OgreExport CmdManualNamedConstsFile : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; class _OgreExport CmdAdjacency : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; // Command object for setting / getting parameters static CmdType msTypeCmd; static CmdSyntax msSyntaxCmd; static CmdSkeletal msSkeletalCmd; static CmdMorph msMorphCmd; static CmdPose msPoseCmd; static CmdVTF msVTFCmd; static CmdManualNamedConstsFile msManNamedConstsFileCmd; static CmdAdjacency msAdjacencyCmd; /// The type of the program GpuProgramType mType; /// The name of the file to load source from (may be blank) String mFilename; /// The assembler source of the program (may be blank until file loaded) String mSource; /// Whether we need to load source from file or not bool mLoadFromFile; /// Syntax code e.g. arbvp1, vs_2_0 etc String mSyntaxCode; /// Does this (vertex) program include skeletal animation? bool mSkeletalAnimation; /// Does this (vertex) program include morph animation? bool mMorphAnimation; /// Does this (vertex) program include pose animation (count of number of poses supported) ushort mPoseAnimation; /// Does this (vertex) program require support for vertex texture fetch? bool mVertexTextureFetch; /// Does this (geometry) program require adjacency information? bool mNeedsAdjacencyInfo; /// The default parameters for use with this object GpuProgramParametersSharedPtr mDefaultParams; /// Did we encounter a compilation error? bool mCompileError; /** Record of logical to physical buffer maps. Mandatory for low-level programs or high-level programs which set their params the same way. This is a shared pointer because if the program is recompiled and the parameters change, this definition will alter, but previous params may reference the old def. */ mutable GpuLogicalBufferStructPtr mFloatLogicalToPhysical; /** Record of logical to physical buffer maps. Mandatory for low-level programs or high-level programs which set their params the same way. This is a shared pointer because if the program is recompiled and the parameters change, this definition will alter, but previous params may reference the old def. */ mutable GpuLogicalBufferStructPtr mDoubleLogicalToPhysical; /** Record of logical to physical buffer maps. Mandatory for low-level programs or high-level programs which set their params the same way. This is a shared pointer because if the program is recompiled and the parameters change, this definition will alter, but previous params may reference the old def.*/ mutable GpuLogicalBufferStructPtr mIntLogicalToPhysical; /** Parameter name -> ConstantDefinition map, shared instance used by all parameter objects. This is a shared pointer because if the program is recompiled and the parameters change, this definition will alter, but previous params may reference the old def. */ mutable GpuNamedConstantsPtr mConstantDefs; /// File from which to load named constants manually String mManualNamedConstantsFile; bool mLoadedManualNamedConstants; /** Internal method for setting up the basic parameter definitions for a subclass. @remarks Because StringInterface holds a dictionary of parameters per class, subclasses need to call this to ask the base class to add it's parameters to their dictionary as well. Can't do this in the constructor because that runs in a non-virtual context. @par The subclass must have called it's own createParamDictionary before calling this method. */ void setupBaseParamDictionary(void); /** Internal method returns whether required capabilities for this program is supported. */ bool isRequiredCapabilitiesSupported(void) const; /// @copydoc Resource::loadImpl void loadImpl(void); /// Create the internal params logical & named mapping structures void createParameterMappingStructures(bool recreateIfExists = true) const; /// Create the internal params logical mapping structures void createLogicalParameterMappingStructures(bool recreateIfExists = true) const; /// Create the internal params named mapping structures void createNamedParameterMappingStructures(bool recreateIfExists = true) const; public: GpuProgram(ResourceManager* creator, const String& name, ResourceHandle handle, const String& group, bool isManual = false, ManualResourceLoader* loader = 0); virtual ~GpuProgram() {} /** Sets the filename of the source assembly for this program. @remarks Setting this will have no effect until you (re)load the program. */ virtual void setSourceFile(const String& filename); /** Sets the source assembly for this program from an in-memory string. @remarks Setting this will have no effect until you (re)load the program. */ virtual void setSource(const String& source); /** Gets the syntax code for this program e.g. arbvp1, fp20, vs_1_1 etc */ virtual const String& getSyntaxCode(void) const { return mSyntaxCode; } /** Sets the syntax code for this program e.g. arbvp1, fp20, vs_1_1 etc */ virtual void setSyntaxCode(const String& syntax); /** Gets the name of the file used as source for this program. */ virtual const String& getSourceFile(void) const { return mFilename; } /** Gets the assembler source for this program. */ virtual const String& getSource(void) const { return mSource; } /// Set the program type (only valid before load) virtual void setType(GpuProgramType t); /// Get the program type virtual GpuProgramType getType(void) const { return mType; } /** Returns the GpuProgram which should be bound to the pipeline. @remarks This method is simply to allow some subclasses of GpuProgram to delegate the program which is bound to the pipeline to a delegate, if required. */ virtual GpuProgram* _getBindingDelegate(void) { return this; } /** Returns whether this program can be supported on the current renderer and hardware. */ virtual bool isSupported(void) const; /** Creates a new parameters object compatible with this program definition. @remarks It is recommended that you use this method of creating parameters objects rather than going direct to GpuProgramManager, because this method will populate any implementation-specific extras (like named parameters) where they are appropriate. */ virtual GpuProgramParametersSharedPtr createParameters(void); /** Sets whether a vertex program includes the required instructions to perform skeletal animation. @remarks If this is set to true, OGRE will not blend the geometry according to skeletal animation, it will expect the vertex program to do it. */ virtual void setSkeletalAnimationIncluded(bool included) { mSkeletalAnimation = included; } /** Returns whether a vertex program includes the required instructions to perform skeletal animation. @remarks If this returns true, OGRE will not blend the geometry according to skeletal animation, it will expect the vertex program to do it. */ virtual bool isSkeletalAnimationIncluded(void) const { return mSkeletalAnimation; } /** Sets whether a vertex program includes the required instructions to perform morph animation. @remarks If this is set to true, OGRE will not blend the geometry according to morph animation, it will expect the vertex program to do it. */ virtual void setMorphAnimationIncluded(bool included) { mMorphAnimation = included; } /** Sets whether a vertex program includes the required instructions to perform pose animation. @remarks If this is set to true, OGRE will not blend the geometry according to pose animation, it will expect the vertex program to do it. @param poseCount The number of simultaneous poses the program can blend */ virtual void setPoseAnimationIncluded(ushort poseCount) { mPoseAnimation = poseCount; } /** Returns whether a vertex program includes the required instructions to perform morph animation. @remarks If this returns true, OGRE will not blend the geometry according to morph animation, it will expect the vertex program to do it. */ virtual bool isMorphAnimationIncluded(void) const { return mMorphAnimation; } /** Returns whether a vertex program includes the required instructions to perform pose animation. @remarks If this returns true, OGRE will not blend the geometry according to pose animation, it will expect the vertex program to do it. */ virtual bool isPoseAnimationIncluded(void) const { return mPoseAnimation > 0; } /** Returns the number of simultaneous poses the vertex program can blend, for use in pose animation. */ virtual ushort getNumberOfPosesIncluded(void) const { return mPoseAnimation; } /** Sets whether this vertex program requires support for vertex texture fetch from the hardware. */ virtual void setVertexTextureFetchRequired(bool r) { mVertexTextureFetch = r; } /** Returns whether this vertex program requires support for vertex texture fetch from the hardware. */ virtual bool isVertexTextureFetchRequired(void) const { return mVertexTextureFetch; } /** Sets whether this geometry program requires adjacency information from the input primitives. */ virtual void setAdjacencyInfoRequired(bool r) { mNeedsAdjacencyInfo = r; } /** Returns whether this geometry program requires adjacency information from the input primitives. */ virtual bool isAdjacencyInfoRequired(void) const { return mNeedsAdjacencyInfo; } /** Get a reference to the default parameters which are to be used for all uses of this program. @remarks A program can be set up with a list of default parameters, which can save time when using a program many times in a material with roughly the same settings. By retrieving the default parameters and populating it with the most used options, any new parameter objects created from this program afterwards will automatically include the default parameters; thus users of the program need only change the parameters which are unique to their own usage of the program. */ virtual GpuProgramParametersSharedPtr getDefaultParameters(void); /** Returns true if default parameters have been set up. */ virtual bool hasDefaultParameters(void) const { return !mDefaultParams.isNull(); } /** Returns whether a vertex program wants light and material states to be passed through fixed pipeline low level API rendering calls (default false, subclasses can override) @remarks Most vertex programs do not need this material information, however GLSL shaders can refer to this material and lighting state so enable this option */ virtual bool getPassSurfaceAndLightStates(void) const { return false; } /** Returns whether a fragment program wants fog state to be passed through fixed pipeline low level API rendering calls (default true, subclasses can override) @remarks On DirectX, shader model 2 and earlier continues to have fixed-function fog applied to it, so fog state is still passed (you should disable fog on the pass if you want to perform fog in the shader). In OpenGL it is also common to be able to access the fixed-function fog state inside the shader. */ virtual bool getPassFogStates(void) const { return true; } /** Returns whether a vertex program wants transform state to be passed through fixed pipeline low level API rendering calls @remarks Most vertex programs do not need fixed-function transform information, however GLSL shaders can refer to this state so enable this option */ virtual bool getPassTransformStates(void) const { return false; } /** Returns a string that specifies the language of the gpu programs as specified in a material script. ie: asm, cg, hlsl, glsl */ virtual const String& getLanguage(void) const; /** Did this program encounter a compile error when loading? */ virtual bool hasCompileError(void) const { return mCompileError; } /** Reset a compile error if it occurred, allowing the load to be retried */ virtual void resetCompileError(void) { mCompileError = false; } /** Allows you to manually provide a set of named parameter mappings to a program which would not be able to derive named parameters itself. @remarks You may wish to use this if you have assembler programs that were compiled from a high-level source, and want the convenience of still being able to use the named parameters from the original high-level source. @see setManualNamedConstantsFile */ virtual void setManualNamedConstants(const GpuNamedConstants& namedConstants); /// Get a read-only reference to the named constants registered for this program (manually or automatically) virtual const GpuNamedConstants& getNamedConstants() const { return *mConstantDefs.get(); } /** Specifies the name of a file from which to load named parameters mapping for a program which would not be able to derive named parameters itself. @remarks You may wish to use this if you have assembler programs that were compiled from a high-level source, and want the convenience of still being able to use the named parameters from the original high-level source. This method will make a low-level program search in the resource group of the program for the named file from which to load parameter names from. The file must be in the format produced by GpuNamedConstants::save. */ virtual void setManualNamedConstantsFile(const String& paramDefFile); /** Gets the name of a file from which to load named parameters mapping for a program which would not be able to derive named parameters itself. */ virtual const String& getManualNamedConstantsFile() const { return mManualNamedConstantsFile; } /** Get the full list of named constants. @note Only available if this parameters object has named parameters, which means either a high-level program which loads them, or a low-level program which has them specified manually. */ virtual const GpuNamedConstants& getConstantDefinitions() const { return *mConstantDefs.get(); } /// @copydoc Resource::calculateSize virtual size_t calculateSize(void) const; protected: /// Virtual method which must be implemented by subclasses, load from mSource virtual void loadFromSource(void) = 0; }; /** @} */ /** @} */ } #include "OgreHeaderSuffix.h" #endif