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- /****************************************************************************
- Copyright (c) 2010-2013 cocos2d-x.org
- Copyright (c) Microsoft Open Technologies, Inc.
- http://www.cocos2d-x.org
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #ifndef __CC_PRECOMPILED_SHADERS_H__
- #define __CC_PRECOMPILED_SHADERS_H__
- #include "platform/CCCommon.h"
- #include "platform/winrt/CCGL.h"
- #include <string>
- #include <vector>
- #include <map>
- NS_CC_BEGIN
- typedef struct _PrecompiledProgram
- {
- const char* key;
- const unsigned char* program;
- int length;
- } PrecompiledProgram;
- typedef struct _CompiledProgram
- {
- std::string key;
- std::vector<unsigned char> program;
- int length;
- } CompiledProgram;
- class CC_DLL CCPrecompiledShaders
- {
- public:
- CCPrecompiledShaders();
- virtual ~CCPrecompiledShaders();
- /**
- @brief Get current precompiled shaders instance.
- @return Current precompiled shaders instance pointer.
- */
- static CCPrecompiledShaders* getInstance();
- void addPrecompiledProgram(const char* key, const unsigned char* program, int programLength);
- std::string addShaders(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);
- bool addProgram(GLuint program, const std::string& id);
- bool loadProgram(GLuint program, const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);
- #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
- void savePrecompiledShaders();
- #endif
- protected:
- void savePrecompiledPrograms(Windows::Storage::StorageFolder^ folder);
- void loadPrecompiledPrograms();
- void Init();
- std::map<std::string, CompiledProgram*> m_programs;
- std::map<std::string, PrecompiledProgram*> m_precompiledPrograms;
-
- bool m_isDirty;
- };
- NS_CC_END
- #endif // __CC_PRECOMPILED_SHADERS_H__
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