/* ----------------------------------------------------------------------------- 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 __GpuProgramUsage_H__ #define __GpuProgramUsage_H__ #include "OgrePrerequisites.h" #include "OgreGpuProgram.h" #include "OgreHeaderPrefix.h" namespace Ogre { class Pass; /** \addtogroup Core * @{ */ /** \addtogroup Materials * @{ */ /** This class makes the usage of a vertex and fragment programs (low-level or high-level), with a given set of parameters, explicit. @remarks Using a vertex or fragment program can get fairly complex; besides the fairly rudimentary process of binding a program to the GPU for rendering, managing usage has few complications, such as: This class packages up those details so you don't have to worry about them. For example, this class lets you define a high-level program and set up the parameters for it, without having loaded the program (which you normally could not do). When the program is loaded and compiled, this class will then validate the parameters you supplied earlier and turn them into runtime parameters. @par Just incase it wasn't clear from the above, this class provides linkage to both GpuProgram and HighLevelGpuProgram, despite its name. */ class _OgreExport GpuProgramUsage : public Resource::Listener, public PassAlloc { protected: GpuProgramType mType; Pass* mParent; /// The program link GpuProgramPtr mProgram; /// Program parameters GpuProgramParametersSharedPtr mParameters; /// Whether to recreate parameters next load bool mRecreateParams; void recreateParameters(); public: /** Default constructor. @param gptype The type of program to link to */ GpuProgramUsage(GpuProgramType gptype, Pass* parent); /** Copy constructor */ GpuProgramUsage(const GpuProgramUsage& rhs, Pass* newparent); ~GpuProgramUsage(); /** Gets the type of program we're trying to link to. */ GpuProgramType getType(void) const { return mType; } /** Sets the name of the program to use. @param name The name of the program to use @param resetParams If true, this will create a fresh set of parameters from the new program being linked, so if you had previously set parameters you will have to set them again. If you set this to false, you must be absolutely sure that the parameters match perfectly, and in the case of named parameters refers to the indexes underlying them, not just the names. */ void setProgramName(const String& name, bool resetParams = true); /** Sets the program to use. @remarks Note that this will create a fresh set of parameters from the new program being linked, so if you had previously set parameters you will have to set them again. */ void setProgram(GpuProgramPtr& prog); /** Gets the program being used. */ const GpuProgramPtr& getProgram() const { return mProgram; } /** Gets the program being used. */ const String& getProgramName(void) const { return mProgram->getName(); } /** Sets the program parameters that should be used; because parameters can be shared between multiple usages for efficiency, this method is here for you to register externally created parameter objects. Otherwise, the parameters will be created for you when a program is linked. */ void setParameters(GpuProgramParametersSharedPtr params); /** Gets the parameters being used here. */ GpuProgramParametersSharedPtr getParameters(void); /// Load this usage (and ensure program is loaded) void _load(void); /// Unload this usage void _unload(void); size_t calculateSize(void) const; // Resource Listener void unloadingComplete(Resource* prog); void loadingComplete(Resource* prog); }; /** @} */ /** @} */ } #include "OgreHeaderSuffix.h" #endif