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OgreGpuProgramManager.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreGpuProgramManager.h
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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 __GpuProgramManager_H_ #define __GpuProgramManager_H_ // Precompiler options #include "OgrePrerequisites.h" #include "OgreResourceManager.h" #include "OgreException.h" #include "OgreGpuProgram.h" #include "OgreSingleton.h" namespace Ogre { class _OgreExport GpuProgramManager : public ResourceManager, public Singleton
{ public: typedef std::set
SyntaxCodes; protected: /// Supported program syntax codes SyntaxCodes mSyntaxCodes; /// Specialised create method with specific parameters virtual Resource* createImpl(const String& name, ResourceHandle handle, const String& group, bool isManual, ManualResourceLoader* loader, GpuProgramType gptype, const String& syntaxCode) = 0; public: GpuProgramManager(); virtual ~GpuProgramManager(); /** Loads a GPU program from a file of assembly. @remarks This method creates a new program of the type specified as the second parameter. As with all types of ResourceManager, this class will search for the file in all resource locations it has been configured to look in. @param name The name of the GpuProgram @param groupName The name of the resource group @param filename The file to load @param gptype The type of program to create @param syntaxCode The name of the syntax to be used for this program e.g. arbvp1, vs_1_1 */ virtual GpuProgramPtr load(const String& name, const String& groupName, const String& filename, GpuProgramType gptype, const String& syntaxCode); /** Loads a GPU program from a string of assembly code. @remarks The assembly code must be compatible with this manager - call the getSupportedSyntax method for details of the supported syntaxes @param name The identifying name to give this program, which can be used to retrieve this program later with getByName. @param groupName The name of the resource group @param code A string of assembly code which will form the program to run @param gptype The type of prgram to create. @param syntaxCode The name of the syntax to be used for this program e.g. arbvp1, vs_1_1 */ virtual GpuProgramPtr loadFromString(const String& name, const String& groupName, const String& code, GpuProgramType gptype, const String& syntaxCode); /** Returns the syntaxes that this manager supports. */ virtual const SyntaxCodes& getSupportedSyntax(void) const { return mSyntaxCodes; }; /** Returns whether a given syntax code (e.g. "ps_1_3", "fp20", "arbvp1") is supported. */ virtual bool isSyntaxSupported(const String& syntaxCode) const; /** Creates a new GpuProgramParameters instance which can be used to bind parameters to your programs. @remarks Program parameters can be shared between multiple programs if you wish. */ virtual GpuProgramParametersSharedPtr createParameters(void); /** Create a new, unloaded GpuProgram from a file of assembly. @remarks Use this method in preference to the 'load' methods if you wish to define a GpuProgram, but not load it yet; useful for saving memory. @par This method creates a new program of the type specified as the second parameter. As with all types of ResourceManager, this class will search for the file in all resource locations it has been configured to look in. @param name The name of the program @param groupName The name of the resource group @param filename The file to load @param syntaxCode The name of the syntax to be used for this program e.g. arbvp1, vs_1_1 @param gptype The type of program to create */ virtual GpuProgramPtr createProgram(const String& name, const String& groupName, const String& filename, GpuProgramType gptype, const String& syntaxCode); /** Create a GPU program from a string of assembly code. @remarks Use this method in preference to the 'load' methods if you wish to define a GpuProgram, but not load it yet; useful for saving memory. @par The assembly code must be compatible with this manager - call the getSupportedSyntax method for details of the supported syntaxes @param name The identifying name to give this program, which can be used to retrieve this program later with getByName. @param groupName The name of the resource group @param code A string of assembly code which will form the program to run @param gptype The type of prgram to create. @param syntaxCode The name of the syntax to be used for this program e.g. arbvp1, vs_1_1 */ virtual GpuProgramPtr createProgramFromString(const String& name, const String& groupName, const String& code, GpuProgramType gptype, const String& syntaxCode); /** General create method, using specific create parameters instead of name / value pairs. */ virtual ResourcePtr create(const String& name, const String& group, GpuProgramType gptype, const String& syntaxCode, bool isManual = false, ManualResourceLoader* loader = 0); /** Internal method for populating the supported syntax codes, called by RenderSystem. */ virtual void _pushSyntaxCode(const String& syntaxCode) { mSyntaxCodes.insert(syntaxCode); } /** Overrides the standard ResourceManager getByName method. @param name The name of the program to retrieve @param preferHighLevelPrograms If set to true (the default), high level programs will be returned in preference to low-level programs. */ ResourcePtr getByName(const String& name, bool preferHighLevelPrograms = true); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static GpuProgramManager& getSingleton(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static GpuProgramManager* getSingletonPtr(void); }; } #endif
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