/*
* Copyright 2010 Inalogic® Inc.
*
* 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 2.1 or 3.0
* of the License.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranties of
* MERCHANTABILITY, SATISFACTORY QUALITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the applicable version of the GNU Lesser General Public
* License for more details.
*
* You should have received a copy of both the GNU Lesser General Public
* License along with this program. If not, see
*
* Authored by: Jay Taoko
*
*/
#ifndef ICGSHADER_H
#define ICGSHADER_H
namespace nux
{
class IOpenGLResource;
class ICgShader: public IOpenGLResource
{
NUX_DECLARE_OBJECT_TYPE (ICgShader, IOpenGLResource);
public:
ICgShader (NString ShaderName, OpenGLResourceType ResourceType);
virtual ~ICgShader();
virtual void CreateProgram (const ANSICHAR *ShaderCode, const ANSICHAR *EntryPoint) = 0;
virtual void CreateProgramFromFileShaderCode (const TCHAR *Filename, const TCHAR *EntryPoint) = 0;
virtual void BindProgram() = 0;
const char *GetProgramString();
const char *GetProgramBinary();
virtual bool Compile() = 0;
virtual bool IsValid() = 0;
CGparameter GetNamedParameter (const TCHAR *parameter);
NString _ShaderName;
NString _ShaderCode;
NString _EntryPoint;
CGprogram _CgProgram;
};
class ICgVertexShader: public ICgShader
{
NUX_DECLARE_OBJECT_TYPE (ICgVertexShader, ICgShader);
public:
virtual ~ICgVertexShader();
virtual void CreateProgram (const ANSICHAR *ShaderCode, const ANSICHAR *EntryPoint);
virtual void CreateProgramFromFileShaderCode (const TCHAR *Filename, const TCHAR *EntryPoint);
virtual void BindProgram();
virtual bool Compile();
virtual bool IsValid();
private:
ICgVertexShader (NString ShaderName = NString ("VertexProgram") );
int _ready;
friend class GpuDevice;
};
class ICgPixelShader: public ICgShader
{
NUX_DECLARE_OBJECT_TYPE (ICgPixelShader, ICgShader);
public:
virtual ~ICgPixelShader();
virtual void CreateProgram (const ANSICHAR *ShaderCode, const ANSICHAR *EntryPoint);
virtual void CreateProgramFromFileShaderCode (const TCHAR *Filename, const TCHAR *EntryPoint);
virtual void BindProgram();
virtual bool Compile();
virtual bool IsValid();
private:
ICgPixelShader (NString ShaderName = NString ("PixelProgram") );
int _ready;
friend class GpuDevice;
};
}
#endif // ICGSHADER_H