OgreTerrainMaterialGeneratorA.h
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5 For the latest info, see http://www.ogre3d.org/
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28 
29 #ifndef __Ogre_TerrainMaterialGeneratorA_H__
30 #define __Ogre_TerrainMaterialGeneratorA_H__
31 
34 #include "OgreGpuProgramParams.h"
35 
36 namespace Ogre
37 {
38  class PSSMShadowCameraSetup;
39 
54  {
55  public:
58 
62  {
63  public:
64  SM2Profile(TerrainMaterialGenerator* parent, const String& name, const String& desc);
65  virtual ~SM2Profile();
66  MaterialPtr generate(const Terrain* terrain);
68  uint8 getMaxLayers(const Terrain* terrain) const;
69  void updateParams(const MaterialPtr& mat, const Terrain* terrain);
70  void updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain);
71  void requestOptions(Terrain* terrain);
73 
76  bool isLayerNormalMappingEnabled() const { return mLayerNormalMappingEnabled; }
79  void setLayerNormalMappingEnabled(bool enabled);
82  bool isLayerParallaxMappingEnabled() const { return mLayerParallaxMappingEnabled; }
85  void setLayerParallaxMappingEnabled(bool enabled);
88  bool isLayerSpecularMappingEnabled() const { return mLayerSpecularMappingEnabled; }
91  void setLayerSpecularMappingEnabled(bool enabled);
95  bool isGlobalColourMapEnabled() const { return mGlobalColourMapEnabled; }
99  void setGlobalColourMapEnabled(bool enabled);
103  bool isLightmapEnabled() const { return mLightmapEnabled; }
107  void setLightmapEnabled(bool enabled);
111  bool isCompositeMapEnabled() const { return mCompositeMapEnabled; }
115  void setCompositeMapEnabled(bool enabled);
119  bool getReceiveDynamicShadowsEnabled() const { return mReceiveDynamicShadows; }
124 
135  void setReceiveDynamicShadowsDepth(bool enabled);
138  bool getReceiveDynamicShadowsDepth() const { return mDepthShadows; }
141  void setReceiveDynamicShadowsLowLod(bool enabled);
144  bool getReceiveDynamicShadowsLowLod() const { return mLowLodShadows; }
145 
147  bool _isSM3Available() const { return mSM3Available; }
148  bool _isSM4Available() const { return mSM4Available; }
149  String _getShaderLanguage() const { return mShaderLanguage; }
150 
151  protected:
152 
154  {
157  RENDER_COMPOSITE_MAP
158  };
159  void addTechnique(const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt);
160 
163  {
164  public:
165  ShaderHelper() : mShadowSamplerStartHi(0), mShadowSamplerStartLo(0) {}
166  virtual ~ShaderHelper() {}
169  virtual void updateParams(const SM2Profile* prof, const MaterialPtr& mat, const Terrain* terrain, bool compositeMap);
170  protected:
171  virtual String getVertexProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
172  virtual String getFragmentProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
173  virtual HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
174  virtual HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
175  virtual void generateVertexProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
176  virtual void generateFragmentProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
177  virtual void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
178  virtual void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
179  virtual void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
180  virtual void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
181  virtual void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
182  virtual void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
183  virtual void defaultVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
184  virtual void defaultFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
185  virtual void updateVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
186  virtual void updateFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
187  static String getChannel(uint idx);
188 
191  };
192 
195  {
196  protected:
199  void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
200  void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
201  void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
202  void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
203  void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
204  void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
205  uint generateVpDynamicShadowsParams(uint texCoordStart, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
206  void generateVpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
208  void generateFpDynamicShadowsParams(uint* texCoord, uint* sampler, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
209  void generateFpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
210  };
211 
213  {
214  protected:
217  };
218 
221  {
222  protected:
225  void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
226  void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
227  void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
228  void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
229  void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
230  void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
231  uint generateVpDynamicShadowsParams(uint texCoordStart, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
232  void generateVpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
234  void generateFpDynamicShadowsParams(uint* texCoord, uint* sampler, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
235  void generateFpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
236  };
237 
240  {
241  protected:
244  void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
245  void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
246  void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
247  void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
248  void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
249  void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
250  uint generateVpDynamicShadowsParams(uint texCoordStart, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
251  void generateVpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
253  void generateFpDynamicShadowsParams(uint* texCoord, uint* sampler, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
254  void generateFpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
255  };
256 
271 
272  bool isShadowingEnabled(TechniqueType tt, const Terrain* terrain) const;
273  };
274  };
277 }
278 
279 #endif
280 
#define _OgreTerrainExport
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
Parallel Split Shadow Map (PSSM) shadow camera setup.
StringStream StrStreamType
Definition: OgreString.h:78
Utility class to help with generating shaders for Cg / HLSL.
uint generateVpDynamicShadowsParams(uint texCoordStart, const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateFpFooter(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)
void generateVpHeader(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateVpDynamicShadows(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateFpHeader(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)
void generateFpDynamicShadowsHelpers(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateFpLayer(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType &outStream)
void generateFpDynamicShadowsParams(uint *texCoord, uint *sampler, const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateVpLayer(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType &outStream)
void generateFpDynamicShadows(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateVpFooter(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
Utility class to help with generating shaders for GLSL ES.
void generateFpDynamicShadowsHelpers(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)
void generateFpFooter(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateVpHeader(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateFpLayer(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType &outStream)
void generateVpDynamicShadows(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateVpFooter(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)
uint generateVpDynamicShadowsParams(uint texCoordStart, const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateFpDynamicShadowsParams(uint *texCoord, uint *sampler, const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateFpHeader(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateFpDynamicShadows(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateVpLayer(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType &outStream)
Utility class to help with generating shaders for GLSL.
void generateFpFooter(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)
void generateFpDynamicShadows(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateFpDynamicShadowsHelpers(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateVpHeader(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
uint generateVpDynamicShadowsParams(uint texCoordStart, const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateVpDynamicShadows(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateFpHeader(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateVpLayer(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType &outStream)
void generateVpFooter(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateFpDynamicShadowsParams(uint *texCoord, uint *sampler, const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void generateFpLayer(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType &outStream)
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)
Interface definition for helper class to generate shaders.
virtual void generateVpLayer(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType &outStream)=0
virtual void generateFragmentProgramSource(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
virtual void generateFpFooter(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)=0
virtual HighLevelGpuProgramPtr createVertexProgram(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)=0
virtual HighLevelGpuProgramPtr generateFragmentProgram(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)
virtual void defaultFpParams(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, const HighLevelGpuProgramPtr &prog)
virtual void updateVpParams(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, const GpuProgramParametersSharedPtr &params)
virtual String getFragmentProgramName(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)
virtual HighLevelGpuProgramPtr generateVertexProgram(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)
virtual void generateVpFooter(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)=0
virtual String getVertexProgramName(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)
virtual HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt)=0
virtual void generateFpHeader(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)=0
virtual void generateVpHeader(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)=0
virtual void updateFpParams(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, const GpuProgramParametersSharedPtr &params)
virtual void updateParams(const SM2Profile *prof, const MaterialPtr &mat, const Terrain *terrain, bool compositeMap)
virtual void defaultVpParams(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, const HighLevelGpuProgramPtr &prog)
virtual void generateFpLayer(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType &outStream)=0
virtual void generateVertexProgramSource(const SM2Profile *prof, const Terrain *terrain, TechniqueType tt, StringUtil::StrStreamType &outStream)
void updateParamsForCompositeMap(const MaterialPtr &mat, const Terrain *terrain)
Update params for a terrain.
bool isLightmapEnabled() const
Whether to support a light map over the terrain in the shader, if it's present (default true).
MaterialPtr generateForCompositeMap(const Terrain *terrain)
Generate / reuse a material for the terrain.
void setLayerSpecularMappingEnabled(bool enabled)
Whether to support specular mapping per layer in the shader (default true).
void setLayerParallaxMappingEnabled(bool enabled)
Whether to support parallax mapping per layer in the shader (default true).
void setReceiveDynamicShadowsEnabled(bool enabled)
Whether to support dynamic texture shadows received from other objects, on the terrain (default true)...
PSSMShadowCameraSetup * getReceiveDynamicShadowsPSSM() const
Whether to use PSSM support dynamic texture shadows, and if so the settings to use (default 0).
uint8 getMaxLayers(const Terrain *terrain) const
Get the number of layers supported.
bool isShadowingEnabled(TechniqueType tt, const Terrain *terrain) const
void setReceiveDynamicShadowsDepth(bool enabled)
Whether to use depth shadows (default false).
void setLayerNormalMappingEnabled(bool enabled)
Whether to support normal mapping per layer in the shader (default true).
void updateParams(const MaterialPtr &mat, const Terrain *terrain)
Update params for a terrain.
void setGlobalColourMapEnabled(bool enabled)
Whether to support a global colour map over the terrain in the shader, if it's present (default true)...
SM2Profile(TerrainMaterialGenerator *parent, const String &name, const String &desc)
void setLightmapEnabled(bool enabled)
Whether to support a light map over the terrain in the shader, if it's present (default true).
bool isVertexCompressionSupported() const
Compressed vertex format supported?
void setCompositeMapEnabled(bool enabled)
Whether to use the composite map to provide a lower LOD technique in the distance (default true).
void addTechnique(const MaterialPtr &mat, const Terrain *terrain, TechniqueType tt)
MaterialPtr generate(const Terrain *terrain)
Generate / reuse a material for the terrain.
bool getReceiveDynamicShadowsLowLod() const
Whether to use shadows on low LOD material rendering (when using composite map) (default false).
void setReceiveDynamicShadowsLowLod(bool enabled)
Whether to use shadows on low LOD material rendering (when using composite map) (default false).
bool isGlobalColourMapEnabled() const
Whether to support a global colour map over the terrain in the shader, if it's present (default true)...
bool isCompositeMapEnabled() const
Whether to use the composite map to provide a lower LOD technique in the distance (default true).
bool getReceiveDynamicShadowsDepth() const
Whether to use depth shadows (default false).
bool isLayerNormalMappingEnabled() const
Whether to support normal mapping per layer in the shader (default true).
bool isLayerParallaxMappingEnabled() const
Whether to support parallax mapping per layer in the shader (default true).
bool getReceiveDynamicShadowsEnabled() const
Whether to support dynamic texture shadows received from other objects, on the terrain (default true)...
bool isLayerSpecularMappingEnabled() const
Whether to support specular mapping per layer in the shader (default true).
void setReceiveDynamicShadowsPSSM(PSSMShadowCameraSetup *pssmSettings)
Whether to use PSSM support dynamic texture shadows, and if so the settings to use (default 0).
void requestOptions(Terrain *terrain)
Request the options needed from the terrain.
A TerrainMaterialGenerator which can cope with normal mapped, specular mapped terrain.
Inner class which should also be subclassed to provide profile-specific material generation.
Class that provides functionality to generate materials for use with a terrain.
The main containing class for a chunk of terrain.
Definition: OgreTerrain.h:264
unsigned char uint8
Definition: OgrePlatform.h:361
unsigned int uint
_StringBase String

Copyright © 2012 Torus Knot Software Ltd
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