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OgreHighLevelGpuProgram.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreHighLevelGpuProgram.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 __HighLevelGpuProgram_H__ #define __HighLevelGpuProgram_H__ #include "OgrePrerequisites.h" #include "OgreGpuProgram.h" namespace Ogre { /** 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; /// Parameter name -> ConstantDefinition map, shared instance used by all parameter objects mutable GpuNamedConstants mConstantDefs; /// 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 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; }; /** Specialisation of SharedPtr to allow SharedPtr to be assigned to HighLevelGpuProgramPtr @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 HighLevelGpuProgramPtr : public SharedPtr
{ public: HighLevelGpuProgramPtr() : SharedPtr
() {} explicit HighLevelGpuProgramPtr(HighLevelGpuProgram* rep) : SharedPtr
(rep) {} HighLevelGpuProgramPtr(const HighLevelGpuProgramPtr& r) : SharedPtr
(r) {} HighLevelGpuProgramPtr(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 HighLevelGpuProgramPtr HighLevelGpuProgramPtr& 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 GpuProgramPtr to a HighLevelGpuProgramPtr HighLevelGpuProgramPtr& operator=(const GpuProgramPtr& r); }; } #endif
OgreHighLevelGpuProgram.h
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