historical/toontown-classic.git/panda/include/shaderAttrib.h

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file shaderAttrib.h
* @author jyelon
* @date 2005-09-01
* @author fperazzi, PandaSE
* @date 2010-04-06
* for set_shader_input)
* @author weifengh, PandaSE
* @date 2010-04-15
*/
#ifndef SHADERATTRIB_H
#define SHADERATTRIB_H
#include "pandabase.h"
#include "renderAttrib.h"
#include "pointerTo.h"
#include "shaderInput.h"
#include "shader.h"
#include "pta_float.h"
#include "pta_double.h"
#include "pta_LMatrix4.h"
#include "pta_LMatrix3.h"
#include "pta_LVecBase4.h"
#include "pta_LVecBase3.h"
#include "pta_LVecBase2.h"
#include "extension.h"
/**
*
*/
class EXPCL_PANDA_PGRAPH ShaderAttrib: public RenderAttrib {
private:
INLINE ShaderAttrib();
INLINE ShaderAttrib(const ShaderAttrib &copy);
PUBLISHED:
static CPT(RenderAttrib) make(const Shader *shader = nullptr, int priority = 0);
static CPT(RenderAttrib) make_off();
static CPT(RenderAttrib) make_default();
enum {
F_disable_alpha_write = 0, // Suppress writes to color buffer alpha channel.
F_subsume_alpha_test = 1, // Shader promises to subsume the alpha test using TEXKILL
F_hardware_skinning = 2, // Shader needs pre-animated vertices
F_shader_point_size = 3, // Shader provides point size, not RenderModeAttrib
};
INLINE bool has_shader() const;
INLINE bool auto_shader() const;
INLINE int get_shader_priority() const;
INLINE int get_instance_count() const;
INLINE bool auto_normal_on() const;
INLINE bool auto_glow_on() const;
INLINE bool auto_gloss_on() const;
INLINE bool auto_ramp_on() const;
INLINE bool auto_shadow_on() const;
CPT(RenderAttrib) set_shader(const Shader *s, int priority=0) const;
CPT(RenderAttrib) set_shader_off(int priority=0) const;
CPT(RenderAttrib) set_shader_auto(int priority=0) const;
CPT(RenderAttrib) set_shader_auto(BitMask32 shader_switch, int priority=0) const;
CPT(RenderAttrib) clear_shader() const;
// Shader Inputs
CPT(RenderAttrib) set_shader_input(const ShaderInput &input) const;
CPT(RenderAttrib) set_shader_input(ShaderInput &&input) const;
public:
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, Texture *tex, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, const NodePath &np, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, const PTA_float &v, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, const PTA_double &v, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, const PTA_LMatrix4 &v, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, const PTA_LMatrix3 &v, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, const PTA_LVecBase4 &v, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, const PTA_LVecBase3 &v, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, const PTA_LVecBase2 &v, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, const LVecBase4 &v, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, const LVecBase3 &v, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, const LVecBase2 &v, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, const LMatrix4 &v, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, const LMatrix3 &v, int priority=0) const;
INLINE CPT(RenderAttrib) set_shader_input(CPT_InternalName id, double n1=0, double n2=0, double n3=0, double n4=1,
int priority=0) const;
CPT(RenderAttrib) set_shader_inputs(const pvector<ShaderInput> &inputs) const;
PUBLISHED:
EXTENSION(CPT(RenderAttrib) set_shader_input(CPT_InternalName, PyObject *, int priority=0) const);
EXTENSION(CPT(RenderAttrib) set_shader_inputs(PyObject *args, PyObject *kwargs) const);
CPT(RenderAttrib) set_instance_count(int instance_count) const;
CPT(RenderAttrib) set_flag(int flag, bool value) const;
CPT(RenderAttrib) clear_flag(int flag) const;
CPT(RenderAttrib) clear_shader_input(const InternalName *id) const;
CPT(RenderAttrib) clear_shader_input(const std::string &id) const;
CPT(RenderAttrib) clear_all_shader_inputs() const;
INLINE bool get_flag(int flag) const;
INLINE bool has_shader_input(CPT_InternalName id) const;
const Shader *get_shader() const;
const ShaderInput &get_shader_input(const InternalName *id) const;
const ShaderInput &get_shader_input(const std::string &id) const;
NodePath get_shader_input_nodepath(const InternalName *id) const;
LVecBase4 get_shader_input_vector(InternalName *id) const;
Texture *get_shader_input_texture(const InternalName *id, SamplerState *sampler=nullptr) const;
const Shader::ShaderPtrData *get_shader_input_ptr(const InternalName *id) const;
bool get_shader_input_ptr(const InternalName *id, Shader::ShaderPtrData &data) const;
const LMatrix4 &get_shader_input_matrix(const InternalName *id, LMatrix4 &matrix) const;
ShaderBuffer *get_shader_input_buffer(const InternalName *id) const;
static void register_with_read_factory();
PUBLISHED:
MAKE_PROPERTY(shader, get_shader);
MAKE_PROPERTY(instance_count, get_instance_count);
public:
virtual void output(std::ostream &out) const;
protected:
virtual int compare_to_impl(const RenderAttrib *other) const;
virtual size_t get_hash_impl() const;
virtual CPT(RenderAttrib) compose_impl(const RenderAttrib *other) const;
private:
CPT(Shader) _shader;
int _shader_priority;
bool _auto_shader;
bool _has_shader;
int _flags;
int _has_flags;
int _instance_count;
bool _auto_normal_on;
bool _auto_glow_on;
bool _auto_gloss_on;
bool _auto_ramp_on;
bool _auto_shadow_on;
// We don't keep a reference to the InternalName, since this is also already
// stored on the ShaderInput object.
typedef pmap<const InternalName *, ShaderInput> Inputs;
Inputs _inputs;
friend class Extension<NodePath>;
friend class Extension<ShaderAttrib>;
PUBLISHED:
static int get_class_slot() {
return _attrib_slot;
}
virtual int get_slot() const {
return get_class_slot();
}
MAKE_PROPERTY(class_slot, get_class_slot);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
RenderAttrib::init_type();
register_type(_type_handle, "ShaderAttrib",
RenderAttrib::get_class_type());
_attrib_slot = register_slot(_type_handle, 10, new ShaderAttrib);
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
static int _attrib_slot;
};
#include "shaderAttrib.I"
#endif // SHADERATTRIB_H