// Created on: 2013-09-20 // Created by: Denis BOGOLEPOV // Copyright (c) 2013 OPEN CASCADE SAS // // The content of this file is subject to the Open CASCADE Technology Public // License Version 6.5 (the "License"). You may not use the content of this file // except in compliance with the License. Please obtain a copy of the License // at http://www.opencascade.org and read it completely before using this file. // // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France. // // The Original Code and all software distributed under the License is // distributed on an "AS IS" basis, without warranty of any kind, and the // Initial Developer hereby disclaims all such warranties, including without // limitation, any warranties of merchantability, fitness for a particular // purpose or non-infringement. Please see the License for the specific terms // and conditions governing the rights and limitations under the License. #ifndef _Graphic3d_ShaderObject_HeaderFile #define _Graphic3d_ShaderObject_HeaderFile #include #include #include //! This class is responsible for managing shader objects. class Graphic3d_ShaderObject : public Standard_Transient { private: //! Creates new shader object of specified type. Standard_EXPORT Graphic3d_ShaderObject (const Graphic3d_TypeOfShaderObject theType); public: //! Releases resources of shader object. Standard_EXPORT virtual ~Graphic3d_ShaderObject(); //! Checks if the shader object is valid or not. Standard_EXPORT virtual Standard_Boolean IsDone() const; //! Returns the full path to the shader source. const OSD_Path& Path() const { return myPath; } //! Returns the source code of the shader object. const TCollection_AsciiString& Source() const { return mySource; } //! Returns type of the shader object. Graphic3d_TypeOfShaderObject Type() const { return myType; } //! Returns unique ID used to manage resource in graphic driver. const TCollection_AsciiString& GetId() const { return myID; } //! Creates new shader object from specified file. Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromFile (const Graphic3d_TypeOfShaderObject theType, const TCollection_AsciiString& thePath); //! Creates new shader object from specified source. Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (const Graphic3d_TypeOfShaderObject theType, const TCollection_AsciiString& theSource); public: DEFINE_STANDARD_RTTI (Graphic3d_ShaderObject) protected: TCollection_AsciiString myID; //!< the ID of shader object TCollection_AsciiString mySource; //!< the source code of shader object OSD_Path myPath; //!< the path to shader source (may be empty) private: //! The type of shader object. Graphic3d_TypeOfShaderObject myType; }; #endif