GpuProgramManager.cs :  » Game » RealmForge » Axiom » Graphics » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » Graphics » GpuProgramManager.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

This library 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 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion

using System;
using System.Collections;
using System.Collections.Specialized;
using System.IO;
using Axiom.Core;
using Axiom.FileSystem;
using Axiom.Scripting;
using Axiom.MathLib;

namespace Axiom.Graphics{
  /// <summary>
  ///   Summary description for GpuProgramManager.
  /// </summary>
  public abstract class GpuProgramManager : ResourceManager {
        #region Singleton implementation

        /// <summary>
        ///     Singleton instance of this class.
        /// </summary>
        private static GpuProgramManager instance;

        /// <summary>
        ///     Internal constructor.  This class cannot be instantiated externally.
        /// </summary>
        /// <remarks>
        ///     Protected internal because this singleton will actually hold the instance of a subclass
        ///     created by a render system plugin.
        /// </remarks>
        protected internal GpuProgramManager() {
            if (instance == null) {
                instance = this;
            }
        }

        /// <summary>
        ///     Gets the singleton instance of this class.
        /// </summary>
        public static GpuProgramManager Instance {
            get { 
                return instance; 
            }
        }

        #endregion Singleton implementation

    #region Fields
    
    /// <summary>
    ///    Collection of syntax codes that this program manager supports.
    /// </summary>
    protected StringCollection syntaxCodes = new StringCollection();

    public StringCollection SupportedSyntaxes { get { return syntaxCodes; } }

    #endregion
        
    #region Methods
    
        /// <summary>
        ///     Overrides the base Create method to enforce the use of Load or Create instead.
        /// </summary>
        /// <param name="name"></param>
        /// <returns></returns>
    public override Resource Create(string name) {
      throw new AxiomException("You need to create a program using the Load or Create* methods.");
    }

    /// <summary>
    ///    Creates a new GpuProgram.
    /// </summary>
    /// <param name="name">
    ///    Name of the program to create.
    /// </param>
    /// <param name="type">
    ///    Type of the program to create, i.e. vertex or fragment.
    /// </param>
    /// <param name="syntaxCode">
    ///    Syntax of the program, i.e. vs_1_1, arbvp1, etc.
    /// </param>
    /// <returns>
    ///    A new instance of GpuProgram.
    /// </returns>
    public abstract GpuProgram Create(string name, GpuProgramType type, string syntaxCode);

    /// <summary>
    ///    Create a new, unloaded GpuProgram from a file of assembly.
    /// </summary>
    /// <remarks>
    ///    Use this method in preference to the 'load' methods if you wish to define
    ///    a GpuProgram, but not load it yet; useful for saving memory.
    /// </remarks>
    /// <param name="name">
    ///    The name of the program.
    /// </param>
    /// <param name="fileName">
    ///    The file to load.
    /// </param>
    /// <param name="syntaxCode">
    ///    Name of the syntax to use for the program, i.e. vs_1_1, arbvp1, etc.
    /// </param>
    /// <returns>
    ///    An unloaded GpuProgram instance.
    /// </returns>
    public virtual GpuProgram CreateProgram(string name, string fileName, GpuProgramType type, string syntaxCode) {
      GpuProgram program = Create(name, type, syntaxCode);
      program.SourceFile = fileName;
      Add(program);
      return program;
    }

    /// <summary>
    ///    Create a new, unloaded GpuProgram from a string of assembly code.
    /// </summary>
    /// <remarks>
    ///    Use this method in preference to the 'load' methods if you wish to define
    ///    a GpuProgram, but not load it yet; useful for saving memory.
    /// </remarks>
    /// <param name="name">
    ///    The name of the program.
    /// </param>
    /// <param name="source">
    ///    The asm source of the program to create.
    /// </param>
    /// <param name="syntaxCode">
    ///    Name of the syntax to use for the program, i.e. vs_1_1, arbvp1, etc.
    /// </param>
    /// <returns>An unloaded GpuProgram instance.</returns>
    public virtual GpuProgram CreateProgramFromString(string name, string source, GpuProgramType type, string syntaxCode) {
      GpuProgram program = Create(name, type, syntaxCode);
      program.Source = source;
      Add(program);
      return program;
    }

    /// <summary>
    ///    Creates a new GpuProgramParameters instance which can be used to bind parameters 
    ///    to your programs.
    /// </summary>
    /// <remarks>
    ///    Program parameters can be shared between multiple programs if you wish.
    /// </remarks>
    /// <returns></returns>
    public abstract GpuProgramParameters CreateParameters();

    /// <summary>
    ///    Returns whether a given syntax code (e.g. "ps_1_3", "fp20", "arbvp1") is supported. 
    /// </summary>
    /// <param name="syntaxCode"></param>
    /// <returns></returns>
    public bool IsSyntaxSupported(string syntaxCode) {
      return syntaxCodes.Contains(syntaxCode);
    }

    /// <summary>
    ///    Loads a GPU program from a file of assembly.
    /// </summary>
    /// <remarks>
    ///    This method creates a new program of the type specified as the second parameter.
    ///    As with all types of ResourceManager, this class will search for the file in
    ///    all resource locations it has been configured to look in.
    /// </remarks>
    /// <param name="name">
    ///    Identifying name of the program to load.
    /// </param>
    /// <param name="fileName">
    ///    The file to load.
    /// </param>
    /// <param name="type">
    ///    Type of program to create.
    /// </param>
    /// <param name="syntaxCode">
    ///    Syntax code of the program, i.e. vs_1_1, arbvp1, etc.
    /// </param>
    public virtual GpuProgram Load(string name, string fileName, GpuProgramType type, string syntaxCode) {
      GpuProgram program = Create(fileName, type, syntaxCode);
      base.Load(program, 1);
      return program;
    }

    /// <summary>
    ///    Loads a GPU program from a string containing the assembly source.
    /// </summary>
    /// <remarks>
    ///    This method creates a new program of the type specified as the second parameter.
    ///    As with all types of ResourceManager, this class will search for the file in
    ///    all resource locations it has been configured to look in.
    /// </remarks>
    /// <param name="name">
    ///    Name used to identify this program.
    /// </param>
    /// <param name="source">
    ///    Source code of the program to load.
    /// </param>
    /// <param name="type">
    ///    Type of program to create.
    /// </param>
    /// <param name="syntaxCode">
    ///    Syntax code of the program, i.e. vs_1_1, arbvp1, etc.
    /// </param>
    public virtual GpuProgram LoadFromString(string name, string source, GpuProgramType type, string syntaxCode) {
      GpuProgram program = Create(name, type, syntaxCode);
      program.Source = source;
      base.Load(program, 1);
      return program;
    }

    /// <summary>
    ///    Used internally to register support for a particular syntax code.
    /// </summary>
    /// <param name="code">The syntax code (i.e. vs_1_1).</param>
    public void PushSyntaxCode(string code) {
      syntaxCodes.Add(code);
    }

    #endregion

    #region Implementation of ResourceManager

        /// <summary>
        ///     Gets a GpuProgram with the specified name.
        /// </summary>
        /// <param name="name"></param>
        /// <returns></returns>
    public new GpuProgram GetByName(string name) {
      // look for a high level program first
      GpuProgram program = HighLevelGpuProgramManager.Instance.GetByName(name);

      // return if found
      if(program != null) {
        return program;
      }

      // return low level program
      return (GpuProgram)base.GetByName(name);
    }

        /// <summary>
        ///     Called when the engine is shutting down.
        /// </summary>
        public override void Dispose() {
            base.Dispose();

            instance = null;
        }

    #endregion
  }
}
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