6e8fbca745
match the genesis editor version 1.3.0.653.
134 lines
3.4 KiB
C++
134 lines
3.4 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __GPUProgramGLES_H__
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#define __GPUProgramGLES_H__
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#include "base/GPUProgram.h"
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#include "GLESTypes.h"
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#include "util/dictionary.h"
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namespace GLES
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{
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using namespace RenderBase;
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class GPUProgramGLES : public GPUProgram
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{
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__DeclareSubClass(GPUProgramGLES, GPUProgram)
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public:
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/// constructor
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GPUProgramGLES();
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/// destructor
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virtual ~GPUProgramGLES();
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/// get gles vs buffer
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GLuint GetVertexShaderGLES() const;
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/// get gles ps buffer
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GLuint GetPixelShaderGLES() const;
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void LoadBuffers();
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void BindProgram() const;
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void UnbindProgram() const;
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GLuint GetShaderProgram() const;
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const Util::Dictionary<VertexComponent::Semantic, Attribute>& GetActiveAttributes() const;
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const Util::Array<Uniform>& GetActiveUniforms() const;
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const IndexT GetTextureUniformLocation(const IndexT& texUnit) const;
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virtual void OnDeviceLost();
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virtual void OnDeviceReset();
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protected:
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void _DeleteShaderObject();
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void _ProcessShader(GLuint& shader, const char** pFile, GLint iShaderType);
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void _InitActiveAttribute();
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void _InitActiveUniform();
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private:
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GLuint m_VertexShaderGLSL;
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GLuint m_PixelShaderGLSL;
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GLuint m_ShaderProgram;
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Util::Dictionary<VertexComponent::Semantic, Attribute> m_ActiveAttributes;
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Util::Array<Uniform> m_ActiveUniforms;
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԫ, <20>Ĵ<EFBFBD><C4B4><EFBFBD><EFBFBD><EFBFBD>
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Util::Dictionary<IndexT, IndexT> m_TexUnitsMap;
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};
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inline GLuint GPUProgramGLES::GetVertexShaderGLES() const
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{
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return m_VertexShaderGLSL;
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}
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inline GLuint GPUProgramGLES::GetPixelShaderGLES() const
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{
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return m_PixelShaderGLSL;
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}
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inline void GPUProgramGLES::BindProgram() const
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{
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GLESImpl::Instance()->ActiveShaderProgram(m_ShaderProgram);
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}
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inline void GPUProgramGLES::UnbindProgram() const
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{
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GLESImpl::Instance()->ActiveShaderProgram(0);
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}
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inline GLuint GPUProgramGLES::GetShaderProgram() const
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{
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return m_ShaderProgram;
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}
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inline const Util::Dictionary<VertexComponent::Semantic, Attribute>& GPUProgramGLES::GetActiveAttributes() const
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{
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return m_ActiveAttributes;
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}
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inline const Util::Array<Uniform>& GPUProgramGLES::GetActiveUniforms() const
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{
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return m_ActiveUniforms;
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}
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inline const IndexT GPUProgramGLES::GetTextureUniformLocation(const IndexT& texUnit) const
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{
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return m_TexUnitsMap[texUnit];
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}
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}
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#endif |