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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » Graphics » HighLevelGpuProgram.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.Diagnostics;
using System.IO;
using Axiom.Core;
using Axiom.Graphics;

namespace Axiom.Graphics{
  /// <summary>
    ///   Abstract base class representing a high-level program (a vertex or
    ///   fragment program).
  /// </summary>
  /// <remarks>
  ///    High-level programs are vertex and fragment programs written in a high-level
  ///    language such as Cg or HLSL, and as such do not require you to write assembler code
  ///    like GpuProgram does. However, the high-level program does eventually 
  ///    get converted (compiled) into assembler and then eventually microcode which is
  ///    what runs on the GPU. As well as the convenience, some high-level languages like Cg allow
  ///    you to write a program which will operate under both Direct3D and OpenGL, something
  ///    which you cannot do with just GpuProgram (which requires you to write 2 programs and
  ///    use each in a Technique to provide cross-API compatibility). The engine will be creating
  ///    a GpuProgram for you based on the high-level program, which is compiled specifically 
  ///    for the API being used at the time, but this process is transparent.
  ///    <p/>
  ///    You cannot create high-level programs direct - use HighLevelGpuProgramManager instead.
  ///    Plugins can register new implementations of HighLevelGpuProgramFactory in order to add
  ///    support for new languages without requiring changes to the core engine API. To allow 
  ///    custom parameters to be set, this class implement IConfigurable - the application
  ///    can query on the available custom parameters and get/set them without having to 
  ///    link specifically with it.
  /// </remarks>
  public abstract class HighLevelGpuProgram : GpuProgram, IConfigurable {
    #region Fields

        /// <summary>
        ///    Whether the high-level program (and it's parameter defs) is loaded.
        /// </summary>
        protected bool isHighLevelLoaded;
        /// <summary>
        ///    The underlying assembler program.
        /// </summary>
        protected GpuProgram assemblerProgram;
    
    #endregion Fields
    
    #region Constructors
    
        /// <summary>
        ///    Default constructor.
        /// </summary>
        /// <param name="name">Name of the high level program.</param>
        /// <param name="type">Type of program, vertex or fragment.</param>
        /// <param name="language">HLSL language this program is written in.</param>
    public HighLevelGpuProgram(string name, GpuProgramType type, string language) : base(name, type, language) {
    }
    
    #endregion
    
    #region Methods

        /// <summary>
        ///    Implementation of Resource.Load.
        /// </summary>
        public override void Load() {
            if(isLoaded) {
                Unload();
            }

            // polymorphic load 
            LoadHighLevelImpl();

            // polymorphic creation of the low level program
            CreateLowLevelImpl();

            Debug.Assert(assemblerProgram != null, "Subclasses of HighLevelGpuProgram MUST initialize the low level assembler program.");

            // load the low level assembler program
            assemblerProgram.Load();
            isLoaded = true;
        }
    
        /// <summary>
        ///    Internal load implementation, loads just the high-level portion, enough to 
        ///    get parameters.
        /// </summary>
        protected virtual void LoadHighLevelImpl() {
            if(!isHighLevelLoaded) {
                if(loadFromFile) {
                    Stream stream = GpuProgramManager.Instance.FindResourceData(fileName);
                    StreamReader reader = new StreamReader(stream, System.Text.Encoding.ASCII);
                    source = reader.ReadToEnd();
                }

                LoadFromSource();
                isHighLevelLoaded = true;
            }
        }

        /// <summary>
        ///    Internal method for creating an appropriate low-level program from this
        ///    high-level program, must be implemented by subclasses.
        /// </summary>
        protected abstract void CreateLowLevelImpl();

        /// <summary>
        ///    Implementation of Resource.Unload.
        /// </summary>
        public override void Unload() {
            if(assemblerProgram != null) {
                assemblerProgram.Unload();
            }

            // polymorphic unload
            UnloadImpl();

            isLoaded = false;
            isHighLevelLoaded = false;
        }

        /// <summary>
        ///    Internal unload implementation, must be implemented by subclasses.
        /// </summary>
        protected abstract void UnloadImpl();

        /// <summary>
        ///    Populate the passed parameters with name->index map, must be overridden.
        /// </summary>
        /// <param name="parms"></param>
        protected abstract void PopulateParameterNames(GpuProgramParameters parms);

        /// <summary>
        ///    Creates a new parameters object compatible with this program definition.
        /// </summary>
        /// <remarks>
        ///    Unlike low-level assembly programs, parameters objects are specific to the
        ///    program and therefore must be created from it rather than by the 
        ///    HighLevelGpuProgramManager. This method creates a new instance of a parameters
        ///    object containing the definition of the parameters this program understands.
        /// </remarks>
        /// <returns>A new set of program parameters.</returns>
        public override GpuProgramParameters CreateParameters() {
            // create and load named parameters
            GpuProgramParameters newParams = GpuProgramManager.Instance.CreateParameters();
            
            // load high level program and parameters if required
            if(IsSupported) {
                // make sure parameter definitions are loaded
                LoadHighLevelImpl();

                PopulateParameterNames(newParams);
            }

      // copy in default parameters if present
      if(defaultParams != null) {
        newParams.CopyConstantsFrom(defaultParams);
      }

            return newParams;
        }

    #endregion
    
    #region Properties

        /// <summary>
        ///    Gets the lowlevel assembler program based on this HighLevel program.
        /// </summary>
        public override GpuProgram BindingDelegate {
            get {
                return assemblerProgram;
            }
        }
    
    #endregion

        #region IConfigurable Members

        /// <summary>
        ///    Must be implemented by subclasses.
        /// </summary>
        /// <param name="name"></param>
        /// <param name="val"></param>
        public abstract bool SetParam(string name, string val);

        #endregion
    }
}
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