/** * 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 shaderInput.I * @author jyelon * @date 2005-09-01 * @author fperazzi, PandaSE * @date 2010-04-06 */ /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, int priority) : _name(std::move(name)), _type(M_invalid), _priority(priority) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, Texture *tex, int priority) : _name(std::move(name)), _type(M_texture), _priority(priority), _value(tex) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, ParamValueBase *param, int priority) : _name(std::move(name)), _type(M_param), _priority(priority), _value(param) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, ShaderBuffer *buf, int priority) : _name(std::move(name)), _type(M_buffer), _priority(priority), _value(buf) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_float &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_LVecBase4f &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_LVecBase3f &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_LVecBase2f &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const LVecBase4f &vec, int priority) : _name(std::move(name)), _type(M_vector), _priority(priority), _stored_ptr(vec), _stored_vector(LCAST(PN_stdfloat, vec)) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const LVecBase3f &vec, int priority) : _name(std::move(name)), _type(M_vector), _priority(priority), _stored_ptr(vec), _stored_vector(vec.get_x(), vec.get_y(), vec.get_z(), 0.0) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const LVecBase2f &vec, int priority) : _name(std::move(name)), _type(M_vector), _priority(priority), _stored_ptr(vec), _stored_vector(vec.get_x(), vec.get_y(), 0.0, 0.0) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_LMatrix4f &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_LMatrix3f &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const LMatrix4f &mat, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(mat) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const LMatrix3f &mat, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(mat) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_double &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_LVecBase4d &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_LVecBase3d &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_LVecBase2d &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const LVecBase4d &vec, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(vec), _stored_vector(LCAST(PN_stdfloat, vec)) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const LVecBase3d &vec, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(vec), _stored_vector(vec.get_x(), vec.get_y(), vec.get_z(), 0.0) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const LVecBase2d &vec, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(vec), _stored_vector(vec.get_x(), vec.get_y(), 0.0, 0.0) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_LMatrix4d &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_LMatrix3d &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const LMatrix4d &mat, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(mat) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const LMatrix3d &mat, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(mat) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_int &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_LVecBase4i &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_LVecBase3i &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const PTA_LVecBase2i &ptr, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(ptr) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const LVecBase4i &vec, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(vec), _stored_vector((int)vec.get_x(), (int)vec.get_y(), (int)vec.get_z(), (int)vec.get_w()) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const LVecBase3i &vec, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(vec), _stored_vector((int)vec.get_x(), (int)vec.get_y(), (int)vec.get_z(), 0.0) { } /** * */ INLINE ShaderInput:: ShaderInput(CPT_InternalName name, const LVecBase2i &vec, int priority) : _name(std::move(name)), _type(M_numeric), _priority(priority), _stored_ptr(vec), _stored_vector((int)vec.get_x(), (int)vec.get_y(), 0.0, 0.0) { } /** * */ INLINE ShaderInput:: operator bool () const { return _type != M_invalid; } /** * */ INLINE bool ShaderInput:: operator == (const ShaderInput &other) const { if (_type != other._type || _name != other._name || _priority != other._priority) { return false; } switch (_type) { case M_invalid: return true; case M_vector: return _stored_vector == other._stored_vector; case M_numeric: return _stored_ptr._ptr == other._stored_ptr._ptr; default: return _value == other._value; } } /** * */ INLINE bool ShaderInput:: operator != (const ShaderInput &other) const { if (_type != other._type || _name != other._name || _priority != other._priority) { return true; } switch (_type) { case M_invalid: return false; case M_vector: return _stored_vector != other._stored_vector; case M_numeric: return _stored_ptr._ptr != other._stored_ptr._ptr; default: return _value != other._value; } } /** * */ INLINE bool ShaderInput:: operator < (const ShaderInput &other) const { if (_type != other._type) { return (_type < other._type); } if (_name != other._name) { return (_name < other._name); } if (_priority != other._priority) { return (_priority < other._priority); } switch (_type) { case M_invalid: return false; case M_vector: return _stored_vector < other._stored_vector; case M_numeric: return _stored_ptr._ptr < other._stored_ptr._ptr; default: return _value < other._value; } } /** * */ INLINE const InternalName *ShaderInput:: get_name() const { return _name; } /** * */ INLINE int ShaderInput:: get_value_type() const { return _type; } /** * */ INLINE int ShaderInput:: get_priority() const { return _priority; } /** * */ INLINE const LVecBase4 &ShaderInput:: get_vector() const { return _stored_vector; } /** * */ INLINE const Shader::ShaderPtrData &ShaderInput:: get_ptr() const { return _stored_ptr; } /** * */ INLINE ParamValueBase *ShaderInput:: get_param() const { return DCAST(ParamValueBase, _value); } /** * */ INLINE TypedWritableReferenceCount *ShaderInput:: get_value() const { return _value.p(); }