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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __GpuProgram_H_ #define __GpuProgram_H_ // Precompiler options #include "OgrePrerequisites.h" #include "OgreResource.h" #include "OgreSharedPtr.h" #include "OgreIteratorWrappers.h" namespace Ogre { /** Enumerates the types of programs which can run on the GPU. */ enum GpuProgramType { GPT_VERTEX_PROGRAM, GPT_FRAGMENT_PROGRAM }; /** Enumeration of the types of constant we may encounter in programs. @note Low-level programs, by definition, will always use either float4 or int4 constant types since that is the fundamental underlying type in assembler. */ enum GpuConstantType { GCT_FLOAT1, GCT_FLOAT2, GCT_FLOAT3, GCT_FLOAT4, GCT_SAMPLER1D, GCT_SAMPLER2D, GCT_SAMPLER3D, GCT_SAMPLERCUBE, GCT_SAMPLER1DSHADOW, GCT_SAMPLER2DSHADOW, GCT_MATRIX_2X2, GCT_MATRIX_2X3, GCT_MATRIX_2X4, GCT_MATRIX_3X2, GCT_MATRIX_3X3, GCT_MATRIX_3X4, GCT_MATRIX_4X2, GCT_MATRIX_4X3, GCT_MATRIX_4X4, GCT_INT1, GCT_INT2, GCT_INT3, GCT_INT4, GCT_UNKNOWN }; /** Information about predefined program constants. @note Only available for high-level programs but is referenced generically by GpuProgramParameters. */ struct _OgreExport GpuConstantDefinition { /// Data type GpuConstantType constType; /// Physical start index in buffer (either float or int buffer) size_t physicalIndex; /** Number of raw buffer slots per element (some programs pack each array element to float4, some do not) */ size_t elementSize; /// Length of array size_t arraySize; bool isFloat() const { switch(constType) { case GCT_INT1: case GCT_INT2: case GCT_INT3: case GCT_INT4: case GCT_SAMPLER1D: case GCT_SAMPLER2D: case GCT_SAMPLER3D: case GCT_SAMPLERCUBE: case GCT_SAMPLER1DSHADOW: case GCT_SAMPLER2DSHADOW: return false; default: return true; }; } bool isSampler() const { switch(constType) { case GCT_SAMPLER1D: case GCT_SAMPLER2D: case GCT_SAMPLER3D: case GCT_SAMPLERCUBE: case GCT_SAMPLER1DSHADOW: case GCT_SAMPLER2DSHADOW: return true; default: return false; }; } GpuConstantDefinition() : constType(GCT_UNKNOWN) , physicalIndex((std::numeric_limits
::max)()) , elementSize(0) , arraySize(1) {} }; typedef std::map
GpuConstantDefinitionMap; typedef ConstMapIterator
GpuConstantDefinitionIterator; /// Struct collecting together the information for named constants. struct _OgreExport GpuNamedConstants { /// Total size of the float buffer required size_t floatBufferSize; /// Total size of the int buffer required size_t intBufferSize; /// Map of parameter names to GpuConstantDefinition GpuConstantDefinitionMap map; /** Generate additional constant entries for arrays based on a base definition. @remarks Array uniforms will be added just with their base name with no array suffix. This method will add named entries for array suffixes too so individual array entries can be addressed. Note that we only individually index array elements if the array size is up to 16 entries in size. Anything larger than that only gets a [0] entry as well as the main entry, to save cluttering up the name map. After all, you can address the larger arrays in a bulk fashion much more easily anyway. */ void generateConstantDefinitionArrayEntries(const String& paramName, const GpuConstantDefinition& baseDef); }; /** Structure recording the use of a physical buffer by a logical parameter index. Only used for low-level programs. */ struct _OgreExport GpuLogicalIndexUse { /// Physical buffer index size_t physicalIndex; /// Current physical size allocation size_t currentSize; GpuLogicalIndexUse(size_t bufIdx, size_t curSz) : physicalIndex(bufIdx), currentSize(curSz) {} }; typedef std::map
GpuLogicalIndexUseMap; /// Container struct to allow params to safely & update shared list of logical buffer assignments struct _OgreExport GpuLogicalBufferStruct { OGRE_MUTEX(mutex) /// Map from logical index to physical buffer location GpuLogicalIndexUseMap map; /// Shortcut to know the buffer size needs size_t bufferSize; GpuLogicalBufferStruct() : bufferSize(0) {} }; /** Collects together the program parameters used for a GpuProgram. @remarks Gpu program state includes constant parameters used by the program, and bindings to render system state which is propagated into the constants by the engine automatically if requested. @par GpuProgramParameters objects should be created through the GpuProgram and may be shared between multiple Pass instances. For this reason they are managed using a shared pointer, which will ensure they are automatically deleted when no Pass is using them anymore. @par High-level programs use named parameters (uniforms), low-level programs use indexed constants. This class supports both, but you can tell whether named constants are supported by calling hasNamedParameters(). There are references in the documentation below to 'logical' and 'physical' indexes; logical indexes are the indexes used by low-level programs and represent indexes into an array of float4's, some of which may be settable, some of which may be predefined constants in the program. We only store those constants which have actually been set, therefore our buffer could have gaps if we used the logical indexes in our own buffers. So instead we map these logical indexes to physical indexes in our buffer. When using high-level programs, logical indexes don't necessarily exist, although they might if the high-level program has a direct, exposed mapping from parameter names to logical indexes. In addition, high-level languages may or may not pack arrays of elements that are smaller than float4 (e.g. float2/vec2) contiguously. This kind of information is held in the ConstantDefinition structure which is only populated for high-level programs. You don't have to worry about any of this unless you intend to read parameters back from this structure rather than just setting them. */ class _OgreExport GpuProgramParameters { public: /** Defines the types of automatically updated values that may be bound to GpuProgram parameters, or used to modify parameters on a per-object basis. */ enum AutoConstantType { /// The current world matrix ACT_WORLD_MATRIX, /// The current world matrix, inverted ACT_INVERSE_WORLD_MATRIX, /** Provides transpose of world matrix. Equivalent to RenderMonkey's "WorldTranspose". */ ACT_TRANSPOSE_WORLD_MATRIX, /// The current world matrix, inverted & transposed ACT_INVERSE_TRANSPOSE_WORLD_MATRIX, /// The current array of world matrices, as a 3x4 matrix, used for blending ACT_WORLD_MATRIX_ARRAY_3x4, /// The current array of world matrices, used for blending ACT_WORLD_MATRIX_ARRAY, /// The current view matrix ACT_VIEW_MATRIX, /// The current view matrix, inverted ACT_INVERSE_VIEW_MATRIX, /** Provides transpose of view matrix. Equivalent to RenderMonkey's "ViewTranspose". */ ACT_TRANSPOSE_VIEW_MATRIX, /** Provides inverse transpose of view matrix. Equivalent to RenderMonkey's "ViewInverseTranspose". */ ACT_INVERSE_TRANSPOSE_VIEW_MATRIX, /// The current projection matrix ACT_PROJECTION_MATRIX, /** Provides inverse of projection matrix. Equivalent to RenderMonkey's "ProjectionInverse". */ ACT_INVERSE_PROJECTION_MATRIX, /** Provides transpose of projection matrix. Equivalent to RenderMonkey's "ProjectionTranspose". */ ACT_TRANSPOSE_PROJECTION_MATRIX, /** Provides inverse transpose of projection matrix. Equivalent to RenderMonkey's "ProjectionInverseTranspose". */ ACT_INVERSE_TRANSPOSE_PROJECTION_MATRIX, /// The current view & projection matrices concatenated ACT_VIEWPROJ_MATRIX, /** Provides inverse of concatenated view and projection matrices. Equivalent to RenderMonkey's "ViewProjectionInverse". */ ACT_INVERSE_VIEWPROJ_MATRIX, /** Provides transpose of concatenated view and projection matrices. Equivalent to RenderMonkey's "ViewProjectionTranspose". */ ACT_TRANSPOSE_VIEWPROJ_MATRIX, /** Provides inverse transpose of concatenated view and projection matrices. Equivalent to RenderMonkey's "ViewProjectionInverseTranspose". */ ACT_INVERSE_TRANSPOSE_VIEWPROJ_MATRIX, /// The current world & view matrices concatenated ACT_WORLDVIEW_MATRIX, /// The current world & view matrices concatenated, then inverted ACT_INVERSE_WORLDVIEW_MATRIX, /** Provides transpose of concatenated world and view matrices. Equivalent to RenderMonkey's "WorldViewTranspose". */ ACT_TRANSPOSE_WORLDVIEW_MATRIX, /// The current world & view matrices concatenated, then inverted & tranposed ACT_INVERSE_TRANSPOSE_WORLDVIEW_MATRIX, /// view matrices. /// The current world, view & projection matrices concatenated ACT_WORLDVIEWPROJ_MATRIX, /** Provides inverse of concatenated world, view and projection matrices. Equivalent to RenderMonkey's "WorldViewProjectionInverse". */ ACT_INVERSE_WORLDVIEWPROJ_MATRIX, /** Provides transpose of concatenated world, view and projection matrices. Equivalent to RenderMonkey's "WorldViewProjectionTranspose". */ ACT_TRANSPOSE_WORLDVIEWPROJ_MATRIX, /** Provides inverse transpose of concatenated world, view and projection matrices. Equivalent to RenderMonkey's "WorldViewProjectionInverseTranspose". */ ACT_INVERSE_TRANSPOSE_WORLDVIEWPROJ_MATRIX, /// render target related values /** -1 if requires texture flipping, +1 otherwise. It's useful when you bypassed projection matrix transform, still able use this value to adjust transformed y position. */ ACT_RENDER_TARGET_FLIPPING, /// Fog colour ACT_FOG_COLOUR, /// Fog params: density, linear start, linear end, 1/(end-start) ACT_FOG_PARAMS, /// Surface ambient colour, as set in Pass::setAmbient ACT_SURFACE_AMBIENT_COLOUR, /// Surface diffuse colour, as set in Pass::setDiffuse ACT_SURFACE_DIFFUSE_COLOUR, /// Surface specular colour, as set in Pass::setSpecular ACT_SURFACE_SPECULAR_COLOUR, /// Surface emissive colour, as set in Pass::setSelfIllumination ACT_SURFACE_EMISSIVE_COLOUR, /// Surface shininess, as set in Pass::setShininess ACT_SURFACE_SHININESS, /// The ambient light colour set in the scene ACT_AMBIENT_LIGHT_COLOUR, /// Light diffuse colour (index determined by setAutoConstant call) ACT_LIGHT_DIFFUSE_COLOUR, /// Light specular colour (index determined by setAutoConstant call) ACT_LIGHT_SPECULAR_COLOUR, /// Light attenuation parameters, Vector4(range, constant, linear, quadric) ACT_LIGHT_ATTENUATION, /** Spotlight parameters, Vector4(innerFactor, outerFactor, falloff, isSpot) innerFactor and outerFactor are cos(angle/2) The isSpot parameter is 0.0f for non-spotlights, 1.0f for spotlights. Also for non-spotlights the inner and outer factors are 1 and nearly 1 respectively */ ACT_SPOTLIGHT_PARAMS, /// A light position in world space (index determined by setAutoConstant call) ACT_LIGHT_POSITION, /// A light position in object space (index determined by setAutoConstant call) ACT_LIGHT_POSITION_OBJECT_SPACE, /// A light position in view space (index determined by setAutoConstant call) ACT_LIGHT_POSITION_VIEW_SPACE, /// A light direction in world space (index determined by setAutoConstant call) ACT_LIGHT_DIRECTION, /// A light direction in object space (index determined by setAutoConstant call) ACT_LIGHT_DIRECTION_OBJECT_SPACE, /// A light direction in view space (index determined by setAutoConstant call) ACT_LIGHT_DIRECTION_VIEW_SPACE, /** The distance of the light from the center of the object a useful approximation as an alternative to per-vertex distance calculations. */ ACT_LIGHT_DISTANCE_OBJECT_SPACE, /** Light power level, a single scalar as set in Light::setPowerScale (index determined by setAutoConstant call) */ ACT_LIGHT_POWER_SCALE, /// Array of light diffuse colours (count set by extra param) ACT_LIGHT_DIFFUSE_COLOUR_ARRAY, /// Array of light specular colours (count set by extra param) ACT_LIGHT_SPECULAR_COLOUR_ARRAY, /// Array of light attenuation parameters, Vector4(range, constant, linear, quadric) (count set by extra param) ACT_LIGHT_ATTENUATION_ARRAY, /// Array of light positions in world space (count set by extra param) ACT_LIGHT_POSITION_ARRAY, /// Array of light positions in object space (count set by extra param) ACT_LIGHT_POSITION_OBJECT_SPACE_ARRAY, /// Array of light positions in view space (count set by extra param) ACT_LIGHT_POSITION_VIEW_SPACE_ARRAY, /// Array of light directions in world space (count set by extra param) ACT_LIGHT_DIRECTION_ARRAY, /// Array of light directions in object space (count set by extra param) ACT_LIGHT_DIRECTION_OBJECT_SPACE_ARRAY, /// Array of light directions in view space (count set by extra param) ACT_LIGHT_DIRECTION_VIEW_SPACE_ARRAY, /** Array of distances of the lights from the center of the object a useful approximation as an alternative to per-vertex distance calculations. (count set by extra param) */ ACT_LIGHT_DISTANCE_OBJECT_SPACE_ARRAY, /** Array of light power levels, a single scalar as set in Light::setPowerScale (count set by extra param) */ ACT_LIGHT_POWER_SCALE_ARRAY, /** Spotlight parameters array of Vector4(innerFactor, outerFactor, falloff, isSpot) innerFactor and outerFactor are cos(angle/2) The isSpot parameter is 0.0f for non-spotlights, 1.0f for spotlights. Also for non-spotlights the inner and outer factors are 1 and nearly 1 respectively. (count set by extra param) */ ACT_SPOTLIGHT_PARAMS_ARRAY, /** The derived ambient light colour, with 'r', 'g', 'b' components filled with product of surface ambient colour and ambient light colour, respectively, and 'a' component filled with surface ambient alpha component. */ ACT_DERIVED_AMBIENT_LIGHT_COLOUR, /** The derived scene colour, with 'r', 'g' and 'b' components filled with sum of derived ambient light colour and surface emissive colour, respectively, and 'a' component filled with surface diffuse alpha component. */ ACT_DERIVED_SCENE_COLOUR, /** The derived light diffuse colour (index determined by setAutoConstant call), with 'r', 'g' and 'b' components filled with product of surface diffuse colour and light diffuse colour, respectively, and 'a' component filled with surface diffuse alpha component. */ ACT_DERIVED_LIGHT_DIFFUSE_COLOUR, /** The derived light specular colour (index determined by setAutoConstant call), with 'r', 'g' and 'b' components filled with product of surface specular colour and light specular colour, respectively, and 'a' component filled with surface specular alpha component. */ ACT_DERIVED_LIGHT_SPECULAR_COLOUR, /// Array of derived light diffuse colours (count set by extra param) ACT_DERIVED_LIGHT_DIFFUSE_COLOUR_ARRAY, /// Array of derived light specular colours (count set by extra param) ACT_DERIVED_LIGHT_SPECULAR_COLOUR_ARRAY, /** The distance a shadow volume should be extruded when using finite extrusion programs. */ ACT_SHADOW_EXTRUSION_DISTANCE, /// The current camera's position in world space ACT_CAMERA_POSITION, /// The current camera's position in object space ACT_CAMERA_POSITION_OBJECT_SPACE, /// The view/projection matrix of the assigned texture projection frustum ACT_TEXTURE_VIEWPROJ_MATRIX, /// A custom parameter which will come from the renderable, using 'data' as the identifier ACT_CUSTOM, /** provides current elapsed time */ ACT_TIME, /** Single float value, which repeats itself based on given as parameter "cycle time". Equivalent to RenderMonkey's "Time0_X". */ ACT_TIME_0_X, /// Cosine of "Time0_X". Equivalent to RenderMonkey's "CosTime0_X". ACT_COSTIME_0_X, /// Sine of "Time0_X". Equivalent to RenderMonkey's "SinTime0_X". ACT_SINTIME_0_X, /// Tangent of "Time0_X". Equivalent to RenderMonkey's "TanTime0_X". ACT_TANTIME_0_X, /** Vector of "Time0_X", "SinTime0_X", "CosTime0_X", "TanTime0_X". Equivalent to RenderMonkey's "Time0_X_Packed". */ ACT_TIME_0_X_PACKED, /** Single float value, which represents scaled time value [0..1], which repeats itself based on given as parameter "cycle time". Equivalent to RenderMonkey's "Time0_1". */ ACT_TIME_0_1, /// Cosine of "Time0_1". Equivalent to RenderMonkey's "CosTime0_1". ACT_COSTIME_0_1, /// Sine of "Time0_1". Equivalent to RenderMonkey's "SinTime0_1". ACT_SINTIME_0_1, /// Tangent of "Time0_1". Equivalent to RenderMonkey's "TanTime0_1". ACT_TANTIME_0_1, /** Vector of "Time0_1", "SinTime0_1", "CosTime0_1", "TanTime0_1". Equivalent to RenderMonkey's "Time0_1_Packed". */ ACT_TIME_0_1_PACKED, /** Single float value, which represents scaled time value [0..2*Pi], which repeats itself based on given as parameter "cycle time". Equivalent to RenderMonkey's "Time0_2PI". */ ACT_TIME_0_2PI, /// Cosine of "Time0_2PI". Equivalent to RenderMonkey's "CosTime0_2PI". ACT_COSTIME_0_2PI, /// Sine of "Time0_2PI". Equivalent to RenderMonkey's "SinTime0_2PI". ACT_SINTIME_0_2PI, /// Tangent of "Time0_2PI". Equivalent to RenderMonkey's "TanTime0_2PI". ACT_TANTIME_0_2PI, /** Vector of "Time0_2PI", "SinTime0_2PI", "CosTime0_2PI", "TanTime0_2PI". Equivalent to RenderMonkey's "Time0_2PI_Packed". */ ACT_TIME_0_2PI_PACKED, /// provides the scaled frame time, returned as a floating point value. ACT_FRAME_TIME, /// provides the calculated frames per second, returned as a floating point value. ACT_FPS, /// viewport-related values /** Current viewport width (in pixels) as floating point value. Equivalent to RenderMonkey's "ViewportWidth". */ ACT_VIEWPORT_WIDTH, /** Current viewport height (in pixels) as floating point value. Equivalent to RenderMonkey's "ViewportHeight". */ ACT_VIEWPORT_HEIGHT, /** This variable represents 1.0/ViewportWidth. Equivalent to RenderMonkey's "ViewportWidthInverse". */ ACT_INVERSE_VIEWPORT_WIDTH, /** This variable represents 1.0/ViewportHeight. Equivalent to RenderMonkey's "ViewportHeightInverse". */ ACT_INVERSE_VIEWPORT_HEIGHT, /** Packed of "ViewportWidth", "ViewportHeight", "ViewportWidthInverse", "ViewportHeightInverse". */ ACT_VIEWPORT_SIZE, /// view parameters /** This variable provides the view direction vector (world space). Equivalent to RenderMonkey's "ViewDirection". */ ACT_VIEW_DIRECTION, /** This variable provides the view side vector (world space). Equivalent to RenderMonkey's "ViewSideVector". */ ACT_VIEW_SIDE_VECTOR, /** This variable provides the view up vector (world space). Equivalent to RenderMonkey's "ViewUpVector". */ ACT_VIEW_UP_VECTOR, /** This variable provides the field of view as a floating point value. Equivalent to RenderMonkey's "FOV". */ ACT_FOV, /** This variable provides the near clip distance as a floating point value. Equivalent to RenderMonkey's "NearClipPlane". */ ACT_NEAR_CLIP_DISTANCE, /** This variable provides the far clip distance as a floating point value. Equivalent to RenderMonkey's "FarClipPlane". */ ACT_FAR_CLIP_DISTANCE, /** provides the pass index number within the technique of the active materil. */ ACT_PASS_NUMBER, /** provides the current iteration number of the pass. The iteration number is the number of times the current render operation has been drawn for the acitve pass. */ ACT_PASS_ITERATION_NUMBER, /** Provides a parametric animation value [0..1], only available where the renderable specifically implements it. */ ACT_ANIMATION_PARAMETRIC, /** Provides the texel offsets required by this rendersystem to map texels to pixels. Packed as float4(absoluteHorizontalOffset, absoluteVerticalOffset, horizontalOffset / viewportWidth, verticalOffset / viewportHeight) */ ACT_TEXEL_OFFSETS, /** Provides information about the depth range of the scene as viewed from the current camera. Passed as float4(minDepth, maxDepth, depthRange, 1 / depthRange) */ ACT_SCENE_DEPTH_RANGE, /** Provides information about the depth range of the scene as viewed from a given shadow camera. Requires an index parameter which maps to a light index relative to the current light list. Passed as float4(minDepth, maxDepth, depthRange, 1 / depthRange) */ ACT_SHADOW_SCENE_DEPTH_RANGE, /** Provides texture size of the texture unit (index determined by setAutoConstant call). Packed as float4(width, height, depth, 1) */ ACT_TEXTURE_SIZE, /** Provides inverse texture size of the texture unit (index determined by setAutoConstant call). Packed as float4(1 / width, 1 / height, 1 / depth, 1) */ ACT_INVERSE_TEXTURE_SIZE, /** Provides packed texture size of the texture unit (index determined by setAutoConstant call). Packed as float4(width, height, 1 / width, 1 / height) */ ACT_PACKED_TEXTURE_SIZE, }; /** Defines the type of the extra data item used by the auto constant. */ enum ACDataType { /// no data is required ACDT_NONE, /// the auto constant requires data of type int ACDT_INT, /// the auto constant requires data of type real ACDT_REAL }; /** Defines the base element type of the auto constant */ enum ElementType { ET_INT, ET_REAL }; /** Structure defining an auto constant that's available for use in a parameters object. */ struct AutoConstantDefinition { AutoConstantType acType; String name; size_t elementCount; /// The type of the constant in the program ElementType elementType; /// The type of any extra data ACDataType dataType; AutoConstantDefinition(AutoConstantType _acType, const String& _name, size_t _elementCount, ElementType _elementType, ACDataType _dataType) :acType(_acType), name(_name), elementCount(_elementCount), elementType(_elementType), dataType(_dataType) { } }; /** Structure recording the use of an automatic parameter. */ class AutoConstantEntry { public: /// The type of parameter AutoConstantType paramType; /// The target (physical) constant index size_t physicalIndex; /** The number of elements per individual entry in this constant Used in case people used packed elements smaller than 4 (e.g. GLSL) and bind an auto which is 4-element packed to it */ size_t elementCount; /// Additional information to go with the parameter union{ size_t data; Real fData; }; AutoConstantEntry(AutoConstantType theType, size_t theIndex, size_t theData, size_t theElemCount = 4) : paramType(theType), physicalIndex(theIndex), elementCount(theElemCount), data(theData) {} AutoConstantEntry(AutoConstantType theType, size_t theIndex, Real theData, size_t theElemCount = 4) : paramType(theType), physicalIndex(theIndex), elementCount(theElemCount), fData(theData) {} }; // Auto parameter storage typedef std::vector
AutoConstantList; /** Definition of container that holds the current float constants. @note Not necessarily in direct index order to constant indexes, logical to physical index map is derived from GpuProgram */ typedef std::vector
FloatConstantList; /** Definition of container that holds the current float constants. @note Not necessarily in direct index order to constant indexes, logical to physical index map is derived from GpuProgram */ typedef std::vector
IntConstantList; protected: static AutoConstantDefinition AutoConstantDictionary[]; /// Packed list of floating-point constants (physical indexing) FloatConstantList mFloatConstants; /// Packed list of integer constants (physical indexing) IntConstantList mIntConstants; /** Logical index to physical index map - for low-level programs or high-level programs which pass params this way. */ GpuLogicalBufferStruct* mFloatLogicalToPhysical; /** Logical index to physical index map - for low-level programs or high-level programs which pass params this way. */ GpuLogicalBufferStruct* mIntLogicalToPhysical; /// Mapping from parameter names to def - high-level programs are expected to populate this const GpuNamedConstants* mNamedConstants; /// List of automatically updated parameters AutoConstantList mAutoConstants; /// Do we need to transpose matrices? bool mTransposeMatrices; /// flag to indicate if names not found will be ignored bool mIgnoreMissingParams; /// physical index for active pass iteration parameter real constant entry; size_t mActivePassIterationIndex; public: GpuProgramParameters(); ~GpuProgramParameters() {} /// Copy constructor GpuProgramParameters(const GpuProgramParameters& oth); /// Operator = overload GpuProgramParameters& operator=(const GpuProgramParameters& oth); /** Internal method for providing a link to a name->definition map for parameters. */ void _setNamedConstants(const GpuNamedConstants* constantmap); /** Internal method for providing a link to a logical index->physical index map for parameters. */ void _setLogicalIndexes(GpuLogicalBufferStruct* floatIndexMap, GpuLogicalBufferStruct* intIndexMap); /// Does this parameter set include named parameters? bool hasNamedParameters() const { return mNamedConstants != 0;} /** Does this parameter set include logically indexed parameters? @note Not mutually exclusive with hasNamedParameters since some high-level programs still use logical indexes to set the parameters on the rendersystem. */ bool hasLogicalIndexedParameters() const { return mFloatLogicalToPhysical != 0;} /** Sets a 4-element floating-point parameter to the program. @param index The logical constant index at which to place the parameter (each constant is a 4D float) @param vec The value to set */ void setConstant(size_t index, const Vector4& vec); /** Sets a single floating-point parameter to the program. @note This is actually equivalent to calling setConstant(index Vector4(val, 0, 0, 0)) since all constants are 4D. @param index The logical constant index at which to place the parameter (each constant is a 4D float) @param val The value to set */ void setConstant(size_t index, Real val); /** Sets a 4-element floating-point parameter to the program via Vector3. @param index The logical constant index at which to place the parameter (each constant is a 4D float). Note that since you're passing a Vector3, the last element of the 4-element value will be set to 1 (a homogenous vector) @param vec The value to set */ void setConstant(size_t index, const Vector3& vec); /** Sets a Matrix4 parameter to the program. @param index The logical constant index at which to place the parameter (each constant is a 4D float). NB since a Matrix4 is 16 floats long, this parameter will take up 4 indexes. @param m The value to set */ void setConstant(size_t index, const Matrix4& m); /** Sets a list of Matrix4 parameters to the program. @param index The logical constant index at which to start placing the parameter (each constant is a 4D float). NB since a Matrix4 is 16 floats long, so each entry will take up 4 indexes. @param m Pointer to an array of matrices to set @param numEntries Number of Matrix4 entries */ void setConstant(size_t index, const Matrix4* m, size_t numEntries); /** Sets a multiple value constant floating-point parameter to the program. @param index The logical constant index at which to start placing parameters (each constant is a 4D float) @param val Pointer to the values to write, must contain 4*count floats @param count The number of groups of 4 floats to write */ void setConstant(size_t index, const float *val, size_t count); /** Sets a multiple value constant floating-point parameter to the program. @param index The logical constant index at which to start placing parameters (each constant is a 4D float) @param val Pointer to the values to write, must contain 4*count floats @param count The number of groups of 4 floats to write */ void setConstant(size_t index, const double *val, size_t count); /** Sets a ColourValue parameter to the program. @param index The logical constant index at which to place the parameter (each constant is a 4D float) @param colour The value to set */ void setConstant(size_t index, const ColourValue& colour); /** Sets a multiple value constant integer parameter to the program. @remarks Different types of GPU programs support different types of constant parameters. For example, it's relatively common to find that vertex programs only support floating point constants, and that fragment programs only support integer (fixed point) parameters. This can vary depending on the program version supported by the graphics card being used. You should consult the documentation for the type of low level program you are using, or alternatively use the methods provided on RenderSystemCapabilities to determine the options. @param index The logical constant index at which to place the parameter (each constant is a 4D integer) @param val Pointer to the values to write, must contain 4*count ints @param count The number of groups of 4 ints to write */ void setConstant(size_t index, const int *val, size_t count); /** Write a series of floating point values into the underlying float constant buffer at the given physical index. @param physicalIndex The buffer position to start writing @param val Pointer to a list of values to write @param count The number of floats to write */ void _writeRawConstants(size_t physicalIndex, const float* val, size_t count); /** Write a series of floating point values into the underlying float constant buffer at the given physical index. @param physicalIndex The buffer position to start writing @param val Pointer to a list of values to write @param count The number of floats to write */ void _writeRawConstants(size_t physicalIndex, const double* val, size_t count); /** Write a series of integer values into the underlying integer constant buffer at the given physical index. @param physicalIndex The buffer position to start writing @param val Pointer to a list of values to write @param count The number of ints to write */ void _writeRawConstants(size_t physicalIndex, const int* val, size_t count); /** Read a series of floating point values from the underlying float constant buffer at the given physical index. @param physicalIndex The buffer position to start reading @param count The number of floats to read @param dest Pointer to a buffer to receive the values */ void _readRawConstants(size_t physicalIndex, size_t count, float* dest); /** Read a series of integer values from the underlying integer constant buffer at the given physical index. @param physicalIndex The buffer position to start reading @param count The number of ints to read @param dest Pointer to a buffer to receive the values */ void _readRawConstants(size_t physicalIndex, size_t count, int* dest); /** Write a 4-element floating-point parameter to the program directly to the underlying constants buffer. @note You can use these methods if you have already derived the physical constant buffer location, for a slight speed improvement over using the named / logical index versions. @param physicalIndex The physical buffer index at which to place the parameter @param vec The value to set @param count The number of floats to write; if for example the uniform constant 'slot' is smaller than a Vector4 */ void _writeRawConstant(size_t physicalIndex, const Vector4& vec, size_t count = 4); /** Write a single floating-point parameter to the program. @note You can use these methods if you have already derived the physical constant buffer location, for a slight speed improvement over using the named / logical index versions. @param physicalIndex The physical buffer index at which to place the parameter @param val The value to set */ void _writeRawConstant(size_t physicalIndex, Real val); /** Write a single integer parameter to the program. @note You can use these methods if you have already derived the physical constant buffer location, for a slight speed improvement over using the named / logical index versions. @param physicalIndex The physical buffer index at which to place the parameter @param val The value to set */ void _writeRawConstant(size_t physicalIndex, int val); /** Write a 3-element floating-point parameter to the program via Vector3. @note You can use these methods if you have already derived the physical constant buffer location, for a slight speed improvement over using the named / logical index versions. @param physicalIndex The physical buffer index at which to place the parameter @param vec The value to set */ void _writeRawConstant(size_t physicalIndex, const Vector3& vec); /** Write a Matrix4 parameter to the program. @note You can use these methods if you have already derived the physical constant buffer location, for a slight speed improvement over using the named / logical index versions. @param physicalIndex The physical buffer index at which to place the parameter @param m The value to set */ void _writeRawConstant(size_t physicalIndex, const Matrix4& m); /** Write a list of Matrix4 parameters to the program. @note You can use these methods if you have already derived the physical constant buffer location, for a slight speed improvement over using the named / logical index versions. @param physicalIndex The physical buffer index at which to place the parameter @param numEntries Number of Matrix4 entries */ void _writeRawConstant(size_t physicalIndex, const Matrix4* m, size_t numEntries); /** Write a ColourValue parameter to the program. @note You can use these methods if you have already derived the physical constant buffer location, for a slight speed improvement over using the named / logical index versions. @param physicalIndex The physical buffer index at which to place the parameter @param colour The value to set @param count The number of floats to write; if for example the uniform constant 'slot' is smaller than a Vector4 */ void _writeRawConstant(size_t physicalIndex, const ColourValue& colour, size_t count = 4); /** Gets an iterator over the named GpuConstantDefinition instances as defined by the program for which these parameters exist. @note Only available if this parameters object has named parameters. */ GpuConstantDefinitionIterator getConstantDefinitionIterator(void) const; /** Get a specific GpuConstantDefinition for a named parameter. @note Only available if this parameters object has named parameters. */ const GpuConstantDefinition& getConstantDefinition(const String& name) const; /** Get the full list of GpuConstantDefinition instances. @note Only available if this parameters object has named parameters. */ const GpuNamedConstants& getConstantDefinitions() const; /** Get the current list of mappings from low-level logical param indexes to physical buffer locations in the float buffer. @note Only applicable to low-level programs. */ const GpuLogicalBufferStruct* getFloatLogicalBufferStruct() const { return mFloatLogicalToPhysical; } /** Retrieves the logical index relating to a physical index in the float buffer, for programs which support that (low-level programs and high-level programs which use logical parameter indexes). @returns std::numeric_limits
::max() if not found */ size_t getFloatLogicalIndexForPhysicalIndex(size_t physicalIndex); /** Retrieves the logical index relating to a physical index in the int buffer, for programs which support that (low-level programs and high-level programs which use logical parameter indexes). @returns std::numeric_limits
::max() if not found */ size_t getIntLogicalIndexForPhysicalIndex(size_t physicalIndex); /** Get the current list of mappings from low-level logical param indexes to physical buffer locations in the integer buffer. @note Only applicable to low-level programs. */ const GpuLogicalBufferStruct* getIntLogicalBufferStruct() const { return mIntLogicalToPhysical; } /// Get a reference to the list of float constants const FloatConstantList& getFloatConstantList() const { return mFloatConstants; } /// Get a pointer to the 'nth' item in the float buffer float* getFloatPointer(size_t pos) { return &mFloatConstants[pos]; } /// Get a pointer to the 'nth' item in the float buffer const float* getFloatPointer(size_t pos) const { return &mFloatConstants[pos]; } /// Get a reference to the list of int constants const IntConstantList& getIntConstantList() const { return mIntConstants; } /// Get a pointer to the 'nth' item in the int buffer int* getIntPointer(size_t pos) { return &mIntConstants[pos]; } /// Get a pointer to the 'nth' item in the int buffer const int* getIntPointer(size_t pos) const { return &mIntConstants[pos]; } /// Get a reference to the list of auto constant bindings const AutoConstantList& getAutoConstantList() const { return mAutoConstants; } /** Sets up a constant which will automatically be updated by the system. @remarks Vertex and fragment programs often need parameters which are to do with the current render state, or particular values which may very well change over time, and often between objects which are being rendered. This feature allows you to set up a certain number of predefined parameter mappings that are kept up to date for you. @param index The location in the constant list to place this updated constant every time it is changed. Note that because of the nature of the types, we know how big the parameter details will be so you don't need to set that like you do for manual constants. @param acType The type of automatic constant to set @param extraInfo If the constant type needs more information (like a light index) put it here. */ void setAutoConstant(size_t index, AutoConstantType acType, size_t extraInfo = 0); void setAutoConstantReal(size_t index, AutoConstantType acType, Real rData); /** As setAutoConstant, but sets up the auto constant directly against a physical buffer index. */ void _setRawAutoConstant(size_t physicalIndex, AutoConstantType acType, size_t extraInfo, size_t elementSize = 4); /** As setAutoConstantReal, but sets up the auto constant directly against a physical buffer index. */ void _setRawAutoConstantReal(size_t physicalIndex, AutoConstantType acType, Real rData, size_t elementSize = 4); /** Unbind an auto constant so that the constant is manually controlled again. */ void clearAutoConstant(size_t index); /** Sets a named parameter up to track a derivation of the current time. @param index The index of the parameter @param factor The amount by which to scale the time value */ void setConstantFromTime(size_t index, Real factor); /** Clears all the existing automatic constants. */ void clearAutoConstants(void); typedef ConstVectorIterator
AutoConstantIterator; /** Gets an iterator over the automatic constant bindings currently in place. */ AutoConstantIterator getAutoConstantIterator(void) const; /// Gets the number of int constants that have been set size_t getAutoConstantCount(void) const { return mAutoConstants.size(); } /** Gets a specific Auto Constant entry if index is in valid range otherwise returns a NULL @parem index which entry is to be retrieved */ AutoConstantEntry* getAutoConstantEntry(const size_t index); /** Returns true if this instance has any automatic constants. */ bool hasAutoConstants(void) const { return !(mAutoConstants.empty()); } /** Finds an auto constant that's affecting a given logical parameter index for floating-point values. @note Only applicable for low-level programs. */ const AutoConstantEntry* findFloatAutoConstantEntry(size_t logicalIndex); /** Finds an auto constant that's affecting a given logical parameter index for integer values. @note Only applicable for low-level programs. */ const AutoConstantEntry* findIntAutoConstantEntry(size_t logicalIndex); /** Finds an auto constant that's affecting a given named parameter index. @note Only applicable to high-level programs. */ const AutoConstantEntry* findAutoConstantEntry(const String& paramName); /** Finds an auto constant that's affecting a given physical position in the floating-point buffer */ const AutoConstantEntry* _findRawAutoConstantEntryFloat(size_t physicalIndex); /** Finds an auto constant that's affecting a given physical position in the integer buffer */ const AutoConstantEntry* _findRawAutoConstantEntryInt(size_t physicalIndex); /** Updates the automatic parameters (except lights) based on the details provided. */ void _updateAutoParamsNoLights(const AutoParamDataSource& source); /** Updates the automatic parameters for lights based on the details provided. */ void _updateAutoParamsLightsOnly(const AutoParamDataSource& source); /** Tells the program whether to ignore missing parameters or not. */ void setIgnoreMissingParams(bool state) { mIgnoreMissingParams = state; } /** Sets a single value constant floating-point parameter to the program. @remarks Different types of GPU programs support different types of constant parameters. For example, it's relatively common to find that vertex programs only support floating point constants, and that fragment programs only support integer (fixed point) parameters. This can vary depending on the program version supported by the graphics card being used. You should consult the documentation for the type of low level program you are using, or alternatively use the methods provided on RenderSystemCapabilities to determine the options. @par Another possible limitation is that some systems only allow constants to be set on certain boundaries, e.g. in sets of 4 values for example. Again, see RenderSystemCapabilities for full details. @note This named option will only work if you are using a parameters object created from a high-level program (HighLevelGpuProgram). @param name The name of the parameter @param val The value to set */ void setNamedConstant(const String& name, Real val); /** Sets a single value constant integer parameter to the program. @remarks Different types of GPU programs support different types of constant parameters. For example, it's relatively common to find that vertex programs only support floating point constants, and that fragment programs only support integer (fixed point) parameters. This can vary depending on the program version supported by the graphics card being used. You should consult the documentation for the type of low level program you are using, or alternatively use the methods provided on RenderSystemCapabilities to determine the options. @par Another possible limitation is that some systems only allow constants to be set on certain boundaries, e.g. in sets of 4 values for example. Again, see RenderSystemCapabilities for full details. @note This named option will only work if you are using a parameters object created from a high-level program (HighLevelGpuProgram). @param name The name of the parameter @param val The value to set */ void setNamedConstant(const String& name, int val); /** Sets a Vector4 parameter to the program. @param name The name of the parameter @param vec The value to set */ void setNamedConstant(const String& name, const Vector4& vec); /** Sets a Vector3 parameter to the program. @note This named option will only work if you are using a parameters object created from a high-level program (HighLevelGpuProgram). @param index The index at which to place the parameter NB this index refers to the number of floats, so a Vector3 is 3. Note that many rendersystems & programs assume that every floating point parameter is passed in as a vector of 4 items, so you are strongly advised to check with RenderSystemCapabilities before using this version - if in doubt use Vector4 or ColourValue instead (both are 4D). @param vec The value to set */ void setNamedConstant(const String& name, const Vector3& vec); /** Sets a Matrix4 parameter to the program. @param name The name of the parameter @param m The value to set */ void setNamedConstant(const String& name, const Matrix4& m); /** Sets a list of Matrix4 parameters to the program. @param name The name of the parameter; this must be the first index of an array, for examples 'matrices[0]' NB since a Matrix4 is 16 floats long, so each entry will take up 4 indexes. @param m Pointer to an array of matrices to set @param numEntries Number of Matrix4 entries */ void setNamedConstant(const String& name, const Matrix4* m, size_t numEntries); /** Sets a multiple value constant floating-point parameter to the program. @par Some systems only allow constants to be set on certain boundaries, e.g. in sets of 4 values for example. The 'multiple' parameter allows you to control that although you should only change it if you know your chosen language supports that (at the time of writing, only GLSL allows constants which are not a multiple of 4). @note This named option will only work if you are using a parameters object created from a high-level program (HighLevelGpuProgram). @param name The name of the parameter @param val Pointer to the values to write @param count The number of 'multiples' of floats to write @param multiple The number of raw entries in each element to write, the default is 4 so count = 1 would write 4 floats. */ void setNamedConstant(const String& name, const float *val, size_t count, size_t multiple = 4); /** Sets a multiple value constant floating-point parameter to the program. @par Some systems only allow constants to be set on certain boundaries, e.g. in sets of 4 values for example. The 'multiple' parameter allows you to control that although you should only change it if you know your chosen language supports that (at the time of writing, only GLSL allows constants which are not a multiple of 4). @note This named option will only work if you are using a parameters object created from a high-level program (HighLevelGpuProgram). @param name The name of the parameter @param val Pointer to the values to write @param count The number of 'multiples' of floats to write @param multiple The number of raw entries in each element to write, the default is 4 so count = 1 would write 4 floats. */ void setNamedConstant(const String& name, const double *val, size_t count, size_t multiple = 4); /** Sets a ColourValue parameter to the program. @param name The name of the parameter @param colour The value to set */ void setNamedConstant(const String& name, const ColourValue& colour); /** Sets a multiple value constant floating-point parameter to the program. @par Some systems only allow constants to be set on certain boundaries, e.g. in sets of 4 values for example. The 'multiple' parameter allows you to control that although you should only change it if you know your chosen language supports that (at the time of writing, only GLSL allows constants which are not a multiple of 4). @note This named option will only work if you are using a parameters object created from a high-level program (HighLevelGpuProgram). @param name The name of the parameter @param val Pointer to the values to write @param count The number of 'multiples' of floats to write @param multiple The number of raw entries in each element to write, the default is 4 so count = 1 would write 4 floats. */ void setNamedConstant(const String& name, const int *val, size_t count, size_t multiple = 4); /** Sets up a constant which will automatically be updated by the system. @remarks Vertex and fragment programs often need parameters which are to do with the current render state, or particular values which may very well change over time, and often between objects which are being rendered. This feature allows you to set up a certain number of predefined parameter mappings that are kept up to date for you. @note This named option will only work if you are using a parameters object created from a high-level program (HighLevelGpuProgram). @param name The name of the parameter @param acType The type of automatic constant to set @param extraInfo If the constant type needs more information (like a light index) put it here. */ void setNamedAutoConstant(const String& name, AutoConstantType acType, size_t extraInfo = 0); void setNamedAutoConstantReal(const String& name, AutoConstantType acType, Real rData); /** Sets a named parameter up to track a derivation of the current time. @note This named option will only work if you are using a parameters object created from a high-level program (HighLevelGpuProgram). @param name The name of the parameter @param factor The amount by which to scale the time value */ void setNamedConstantFromTime(const String& name, Real factor); /** Unbind an auto constant so that the constant is manually controlled again. */ void clearNamedAutoConstant(const String& name); /** Find a constant definition for a named parameter. @remarks This method returns null if the named parameter did not exist, unlike getConstantDefinition which is more strict; unless you set the last parameter to true. @param name The name to look up @param throwExceptionIfMissing If set to true, failure to find an entry will throw an exception. */ const GpuConstantDefinition* _findNamedConstantDefinition( const String& name, bool throwExceptionIfMissing = false) const; /** Gets the physical buffer index associated with a logical float constant index. @note Only applicable to low-level programs. @param logicalIndex The logical parameter index @param requestedSize The requested size - pass 0 to ignore missing entries and return std::numeric_limits
::max() */ size_t _getFloatConstantPhysicalIndex(size_t logicalIndex, size_t requestedSize); /** Gets the physical buffer index associated with a logical int constant index. @note Only applicable to low-level programs. @param logicalIndex The logical parameter index @param requestedSize The requested size - pass 0 to ignore missing entries and return std::numeric_limits
::max() */ size_t _getIntConstantPhysicalIndex(size_t logicalIndex, size_t requestedSize); /** Sets whether or not we need to transpose the matrices passed in from the rest of OGRE. @remarks D3D uses transposed matrices compared to GL and OGRE; this is not important when you use programs which are written to process row-major matrices, such as those generated by Cg, but if you use a program written to D3D's matrix layout you will need to enable this flag. */ void setTransposeMatrices(bool val) { mTransposeMatrices = val; } /// Gets whether or not matrices are to be transposed when set bool getTransposeMatrices(void) const { return mTransposeMatrices; } /** Copies the values of all constants (including auto constants) from another GpuProgramParameters object. */ void copyConstantsFrom(const GpuProgramParameters& source); /** gets the auto constant definition associated with name if found else returns NULL @param name The name of the auto constant */ static const AutoConstantDefinition* getAutoConstantDefinition(const String& name); /** gets the auto constant definition using an index into the auto constant definition array. If the index is out of bounds then NULL is returned; @param idx The auto constant index */ static const AutoConstantDefinition* getAutoConstantDefinition(const size_t idx); /** Returns the number of auto constant definitions */ static size_t getNumAutoConstantDefinitions(void); /** increments the multipass number entry by 1 if it exists */ void incPassIterationNumber(void); /** Does this parameters object have a pass iteration number constant? */ bool hasPassIterationNumber() const { return mActivePassIterationIndex != (std::numeric_limits
::max)(); } /** Get the physical buffer index of the pass iteration number constant */ size_t getPassIterationNumberIndex() const { return mActivePassIterationIndex; } }; /// Shared pointer used to hold references to GpuProgramParameters instances typedef SharedPtr
GpuProgramParametersSharedPtr; // Forward declaration class GpuProgramPtr; /** 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); }; // Command object for setting / getting parameters static CmdType msTypeCmd; static CmdSyntax msSyntaxCmd; static CmdSkeletal msSkeletalCmd; static CmdMorph msMorphCmd; static CmdPose msPoseCmd; static CmdVTF msVTFCmd; /// 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 eg 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; /// The default parameters for use with this object GpuProgramParametersSharedPtr mDefaultParams; /// Does this program want light states passed through fixed pipeline bool mPassSurfaceAndLightStates; /// 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. */ mutable GpuLogicalBufferStruct mFloatLogicalToPhysical; /** Record of logical to physical buffer maps. Mandatory for low-level programs or high-level programs which set their params the same way. */ mutable GpuLogicalBufferStruct mIntLogicalToPhysical; /** 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::calculateSize size_t calculateSize(void) const { return 0; } // TODO /// @copydoc Resource::loadImpl void loadImpl(void); 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; } /** 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(); } /** Sets whether a vertex program requires light and material states to be passed to through fixed pipeline low level API rendering calls. @remarks If this is set to true, OGRE will pass all active light states to the fixed function pipeline. This is useful for high level shaders like GLSL that can read the OpenGL light and material states. This way the user does not have to use autoparameters to pass light position, color etc. */ virtual void setSurfaceAndPassLightStates(bool state) { mPassSurfaceAndLightStates = state; } /** Returns whether a vertex program wants light and material states to be passed through fixed pipeline low level API rendering calls */ virtual bool getPassSurfaceAndLightStates(void) const { return mPassSurfaceAndLightStates; } /** 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; } protected: /// Virtual method which must be implemented by subclasses, load from mSource virtual void loadFromSource(void) = 0; }; /** Specialisation of SharedPtr to allow SharedPtr to be assigned to GpuProgramPtr @note Has to be a subclass since we need operator=. We could templatise this instead of repeating per Resource subclass, except to do so requires a form VC6 does not support i.e. ResourceSubclassPtr
: public SharedPtr
*/ class _OgreExport GpuProgramPtr : public SharedPtr
{ public: GpuProgramPtr() : SharedPtr
() {} explicit GpuProgramPtr(GpuProgram* rep) : SharedPtr
(rep) {} GpuProgramPtr(const GpuProgramPtr& r) : SharedPtr
(r) {} GpuProgramPtr(const ResourcePtr& r) : SharedPtr
() { // lock & copy other mutex pointer OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME) { OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) pRep = static_cast
(r.getPointer()); pUseCount = r.useCountPointer(); if (pUseCount) { ++(*pUseCount); } } } /// Operator used to convert a ResourcePtr to a GpuProgramPtr GpuProgramPtr& operator=(const ResourcePtr& r) { if (pRep == static_cast
(r.getPointer())) return *this; release(); // lock & copy other mutex pointer OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME) { OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) pRep = static_cast
(r.getPointer()); pUseCount = r.useCountPointer(); if (pUseCount) { ++(*pUseCount); } } else { // RHS must be a null pointer assert(r.isNull() && "RHS must be null if it has no mutex!"); setNull(); } return *this; } /// Operator used to convert a HighLevelGpuProgramPtr to a GpuProgramPtr GpuProgramPtr& operator=(const HighLevelGpuProgramPtr& r); }; } #endif
OgreGpuProgram.h
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