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			71 lines
		
	
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef SH_SHADERINSTANCE_H
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#define SH_SHADERINSTANCE_H
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#include <vector>
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#include "Platform.hpp"
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namespace sh
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{
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	class ShaderSet;
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	typedef std::map< std::string, std::pair<std::string, ValueType > > UniformMap;
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	struct Passthrough
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	{
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		Language lang; ///< language to generate for
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		int num_components; ///< e.g. 4 for a float4
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		int passthrough_number;
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		int component_start; ///< 0 = x
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		std::string expand_assign(std::string assignTo);
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		std::string expand_receive();
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	};
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	typedef std::map<std::string, Passthrough> PassthroughMap;
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	/**
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	 * @brief A specific instance of a \a ShaderSet with a deterministic shader source
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	 */
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	class ShaderInstance
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	{
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	public:
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		ShaderInstance (ShaderSet* parent, const std::string& name, PropertySetGet* properties);
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		std::string getName();
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		bool getSupported () const;
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		std::vector<std::string> getUsedSamplers();
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		std::vector<std::string> getSharedParameters() { return mSharedParameters; }
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		void setUniformParameters (boost::shared_ptr<Pass> pass, PropertySetGet* properties);
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	private:
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		boost::shared_ptr<GpuProgram> mProgram;
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		std::string mName;
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		ShaderSet* mParent;
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		bool mSupported; ///< shader compilation was sucessful?
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		std::vector<std::string> mUsedSamplers;
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		///< names of the texture samplers that are used by this shader
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		std::vector<std::string> mSharedParameters;
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		UniformMap mUniformProperties;
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		///< uniforms that this depends on, and their property names / value-types
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		/// @note this lists shared uniform parameters as well
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		int mCurrentPassthrough; ///< 0 - x
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		int mCurrentComponent; ///< 0:x, 1:y, 2:z, 3:w
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		PassthroughMap mPassthroughMap;
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		std::vector<std::string> extractMacroArguments (size_t pos, const std::string& source); ///< take a macro invocation and return vector of arguments
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		void parse (std::string& source, PropertySetGet* properties);
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	};
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}
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#endif
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