/* ----------------------------------------------------------------------------- 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 __HighLevelGpuProgram_H__ #define __HighLevelGpuProgram_H__ #include "OgrePrerequisites.h" #include "OgreGpuProgram.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup Resources * @{ */ /** Abstract base class representing a high-level program (a vertex or fragment program). @remarks High-level programs are vertex and fragment programs written in a high-level language such as Cg or HLSL, and as such do not require you to write assembler code like GpuProgram does. However, the high-level program does eventually get converted (compiled) into assembler and then eventually microcode which is what runs on the GPU. As well as the convenience, some high-level languages like Cg allow you to write a program which will operate under both Direct3D and OpenGL, something which you cannot do with just GpuProgram (which requires you to write 2 programs and use each in a Technique to provide cross-API compatibility). Ogre will be creating a GpuProgram for you based on the high-level program, which is compiled specifically for the API being used at the time, but this process is transparent. @par You cannot create high-level programs direct - use HighLevelGpuProgramManager instead. Plugins can register new implementations of HighLevelGpuProgramFactory in order to add support for new languages without requiring changes to the core Ogre API. To allow custom parameters to be set, this class extends StringInterface - the application can query on the available custom parameters and get/set them without having to link specifically with it. */ class _OgreExport HighLevelGpuProgram : public GpuProgram { protected: /// Whether the high-level program (and it's parameter defs) is loaded bool mHighLevelLoaded; /// The underlying assembler program GpuProgramPtr mAssemblerProgram; /// Have we built the name->index parameter map yet? mutable bool mConstantDefsBuilt; /// Internal load high-level portion if not loaded virtual void loadHighLevel(void); /// Internal unload high-level portion if loaded virtual void unloadHighLevel(void); /** Internal load implementation, loads just the high-level portion, enough to get parameters. */ virtual void loadHighLevelImpl(void); /** Internal method for creating an appropriate low-level program from this high-level program, must be implemented by subclasses. */ virtual void createLowLevelImpl(void) = 0; /// Internal unload implementation, must be implemented by subclasses virtual void unloadHighLevelImpl(void) = 0; /// Populate the passed parameters with name->index map virtual void populateParameterNames(GpuProgramParametersSharedPtr params); /** Build the constant definition map, must be overridden. @note The implementation must fill in the (inherited) mConstantDefs field at a minimum, and if the program requires that parameters are bound using logical parameter indexes then the mFloatLogicalToPhysical and mIntLogicalToPhysical maps must also be populated. */ virtual void buildConstantDefinitions() const = 0; /** @copydoc Resource::loadImpl */ void loadImpl(); /** @copydoc Resource::unloadImpl */ void unloadImpl(); public: /** Constructor, should be used only by factory classes. */ HighLevelGpuProgram(ResourceManager* creator, const String& name, ResourceHandle handle, const String& group, bool isManual = false, ManualResourceLoader* loader = 0); ~HighLevelGpuProgram(); /** Creates a new parameters object compatible with this program definition. @remarks Unlike low-level assembly programs, parameters objects are specific to the program and therefore must be created from it rather than by the HighLevelGpuProgramManager. This method creates a new instance of a parameters object containing the definition of the parameters this program understands. */ GpuProgramParametersSharedPtr createParameters(void); /** @copydoc GpuProgram::_getBindingDelegate */ GpuProgram* _getBindingDelegate(void) { return mAssemblerProgram.getPointer(); } /** Get the full list of GpuConstantDefinition instances. @note Only available if this parameters object has named parameters. */ const GpuNamedConstants& getConstantDefinitions() const; /// Override GpuProgram::getNamedConstants to ensure built const GpuNamedConstants& getNamedConstants() const { return getConstantDefinitions(); } virtual size_t calculateSize(void) const; }; /** @} */ /** @} */ } #endif