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98 lines
2.9 KiB
C++
98 lines
2.9 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2013 cocos2d-x.org
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Copyright (c) Microsoft Open Technologies, Inc.
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http://www.cocos2d-x.org
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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 __CC_PRECOMPILED_SHADERS_H__
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#define __CC_PRECOMPILED_SHADERS_H__
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#include "platform/CCCommon.h"
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#include "CCGL.h"
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#include <string>
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#include <vector>
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#include <map>
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NS_CC_BEGIN
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typedef struct _PrecompiledProgram
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{
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const char* key;
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const unsigned char* program;
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int length;
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} PrecompiledProgram;
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typedef struct _CompiledProgram
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{
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gd::string key;
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gd::vector<unsigned char> program;
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int length;
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} CompiledProgram;
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#if 0
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const unsigned char gKey[] = "hello";
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const unsigned char gProgram[] = "world";
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PrecompiledShader gFoo = {gKey, gProgram, 100};
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PrecompiledShader shaders[] = {gFoo, gFoo};
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#endif
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class CC_DLL CCPrecompiledShaders
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{
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GEODE_FRIEND_MODIFY
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public:
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CCPrecompiledShaders();
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virtual ~CCPrecompiledShaders();
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/**
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@brief Get current precompiled shaders instance.
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@return Current precompiled shaders instance pointer.
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*/
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static CCPrecompiledShaders* sharedPrecompiledShaders();
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gd::string addShaders(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);
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bool addProgram(GLuint program, const gd::string& id);
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bool loadProgram(GLuint program, const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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void savePrecompiledShaders();
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#endif
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protected:
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void savePrecompiledPrograms(Windows::Storage::StorageFolder^ folder);
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void loadPrecompiledPrograms();
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void Init();
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gd::map<gd::string, CompiledProgram*> m_programs;
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gd::map<gd::string, PrecompiledProgram*> m_precompiledPrograms;
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bool m_isDirty;
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};
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NS_CC_END
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#endif // __CC_PRECOMPILED_SHADERS_H__
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