historical/toontown-classic.git/panda/include/shaderContext.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 shaderContext.h
* @author jyelon
* @date 2005-09-01
*/
#ifndef SHADERCONTEXT_H
#define SHADERCONTEXT_H
#include "pandabase.h"
#include "internalName.h"
#include "savedContext.h"
#include "shader.h"
/**
* The ShaderContext is meant to contain the compiled version of a shader
* string. ShaderContext is an abstract base class, there will be a subclass
* of it for each shader language and graphics API. Since the languages are so
* different and the graphics APIs have so little in common, the base class
* contains almost nothing. All the implementation details are in the
* subclasses.
*/
class EXPCL_PANDA_GOBJ ShaderContext: public SavedContext {
public:
INLINE ShaderContext(Shader *se);
virtual void set_state_and_transform(const RenderState *,
const TransformState *,
const TransformState *,
const TransformState *) {};
INLINE virtual bool valid() { return false; }
INLINE virtual void bind() {};
INLINE virtual void unbind() {};
INLINE virtual void issue_parameters(int altered) {};
INLINE virtual void disable_shader_vertex_arrays() {};
INLINE virtual bool update_shader_vertex_arrays(ShaderContext *prev, bool force) { return false; };
INLINE virtual void disable_shader_texture_bindings() {};
INLINE virtual void update_shader_texture_bindings(ShaderContext *prev) {};
INLINE virtual void update_shader_buffer_bindings(ShaderContext *prev) {};
INLINE virtual bool uses_standard_vertex_arrays(void) { return true; };
INLINE virtual bool uses_custom_vertex_arrays(void) { return false; };
PUBLISHED:
INLINE Shader *get_shader() const;
MAKE_PROPERTY(shader, get_shader);
public:
Shader *_shader;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
TypedObject::init_type();
register_type(_type_handle, "ShaderContext",
TypedObject::get_class_type());
}
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;
};
#include "shaderContext.I"
#endif