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158 lines
3.7 KiB
C++
158 lines
3.7 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "nel/3d/shader_manager.h"
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#include "nel/3d/shader_program.h"
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#include "nel/3d/shader_visitor.h"
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namespace NL3D
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{
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CShaderManager::CShaderManager()
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{
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}
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CShaderManager::~CShaderManager()
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{
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clear();
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}
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void CShaderManager::clear()
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{
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std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr = programs.begin();
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while( itr != programs.end() )
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{
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delete itr->second;
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++itr;
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}
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programs.clear();
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}
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void CShaderManager::getShaderList( std::vector< std::string > &v )
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{
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v.clear();
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std::string n;
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std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr = programs.begin();
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while( itr != programs.end() )
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{
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itr->second->getName( n );
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v.push_back( n );
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++itr;
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}
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}
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bool CShaderManager::addShader( CShaderProgram *program )
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{
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std::string n;
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program->getName( n );
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std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr
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= programs.find( n );
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if( itr != programs.end() )
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return false;
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programs[ n ] = program;
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return true;
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}
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bool CShaderManager::removeShader( const std::string &name )
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{
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std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr
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= programs.find( name );
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if( itr == programs.end() )
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return false;
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delete itr->second;
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itr->second = NULL;
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programs.erase( itr );
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return true;
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}
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bool CShaderManager::changeShader( const std::string &name, CShaderProgram *program )
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{
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std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr
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= programs.find( name );
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if( itr == programs.end() )
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return false;
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CShaderProgram *p = itr->second;
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std::string s;
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program->getName( s );
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p->setName( s );
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program->getDescription( s );
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p->setDescription( s );
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program->getVP( s );
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p->setVP( s );
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program->getFP( s );
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p->setFP( s );
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return true;
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}
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bool CShaderManager::getShader( const std::string &name, CShaderProgram *program )
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{
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std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr
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= programs.find( name );
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if( itr == programs.end() )
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return false;
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CShaderProgram *p = itr->second;
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std::string s;
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program->setName( name );
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p->getDescription( s );
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program->setDescription( s );
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p->getVP( s );
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program->setVP( s );
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p->getFP( s );
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program->setFP( s );
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return true;
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}
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void CShaderManager::visitShaders( IShaderVisitor *visitor )
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{
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std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr = programs.begin();
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while( itr != programs.end() )
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{
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visitor->visit( itr->second );
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++itr;
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}
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}
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void CShaderManager::visitShader( const std::string &name, IShaderVisitor *visitor )
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{
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std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr =
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programs.find( name );
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if( itr == programs.end() )
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return;
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visitor->visit( itr->second );
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}
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}
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