historical/toontown-classic.git/panda/include/shader.I
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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 shader.I
* @author jyelon
* @date 2005-09
* @author fperazzi, PandaSE
* @date 2010-04-06
*/
/**
* Return the Shader's filename for the given shader type.
*/
INLINE Filename Shader::
get_filename(ShaderType type) const {
if (_filename._separate && type != ST_none) {
switch (type) {
case ST_vertex:
return _filename._vertex;
break;
case ST_fragment:
return _filename._fragment;
break;
case ST_geometry:
return _filename._geometry;
break;
case ST_tess_control:
return _filename._tess_control;
break;
case ST_tess_evaluation:
return _filename._tess_evaluation;
break;
case ST_compute:
return _filename._compute;
break;
default:
return _filename._shared;
}
} else if (!_filename._shared.empty()) {
return _filename._shared;
} else {
// Um, better than nothing?
return _filename._fragment;
}
}
/**
* Sets the Shader's filename for the given shader type. Useful for
* associating a shader created with Shader.make with a name for diagnostics.
*/
INLINE void Shader::
set_filename(ShaderType type, const Filename &filename) {
_filename._separate = true;
switch (type) {
case ST_vertex:
_filename._vertex = filename;
break;
case ST_fragment:
_filename._fragment = filename;
break;
case ST_geometry:
_filename._geometry = filename;
break;
case ST_tess_control:
_filename._tess_control = filename;
break;
case ST_tess_evaluation:
_filename._tess_evaluation = filename;
break;
case ST_compute:
_filename._compute = filename;
break;
default:
_filename._shared = filename;
_filename._separate = false;
}
}
/**
* Return the Shader's text for the given shader type.
*/
INLINE const std::string &Shader::
get_text(ShaderType type) const {
if (_text._separate) {
nassertr(type != ST_none || !_text._shared.empty(), _text._shared);
switch (type) {
case ST_vertex:
return _text._vertex;
break;
case ST_fragment:
return _text._fragment;
break;
case ST_geometry:
return _text._geometry;
break;
case ST_tess_control:
return _text._tess_control;
break;
case ST_tess_evaluation:
return _text._tess_evaluation;
break;
case ST_compute:
return _text._compute;
break;
default:
return _text._shared;
}
} else {
return _text._shared;
}
}
/**
* Returns true if the shader contains a compile-time error. This doesn't
* tell you whether or not the shader is supported on the current video card.
*/
INLINE bool Shader::
get_error_flag() const {
return _error_flag;
}
/**
* Returns the shader language in which this shader was written.
*/
INLINE Shader::ShaderLanguage Shader::
get_language() const {
return _language;
}
/**
* Returns true if the fullpath has been set and is available. See
* set_fullpath().
*/
INLINE bool Shader::
has_fullpath() const {
return !_fullpath.empty();
}
/**
* Returns the fullpath that has been set. This is the full path to the file
* as it was found along the model-path.
*/
INLINE const Filename &Shader::
get_fullpath() const {
return _fullpath;
}
/**
* Returns the setting of the cache_compiled_shader flag. See
* set_cache_compiled_shader().
*/
INLINE bool Shader::
get_cache_compiled_shader() const {
return _cache_compiled_shader;
}
/**
* Sets the cache_compiled_shader flag. When this is set, the next time the
* Shader is loaded on a GSG, it will automatically extract the compiled
* shader from the GSG and save it to the global BamCache.
*
* This is used to store compiled shaders in the BamCache. This flag should
* not be set explicitly; it is set automatically by the ShaderPool when
* model-cache-compiled-shaders is set true.
*/
INLINE void Shader::
set_cache_compiled_shader(bool flag) {
_cache_compiled_shader = flag;
}
/**
*
*/
INLINE Shader::ShaderCaps::
ShaderCaps() {
clear();
}
/**
*
*/
INLINE bool Shader::ShaderCaps::
operator == (const ShaderCaps &other) const {
#ifdef HAVE_CG
if ((_active_vprofile != other._active_vprofile) ||
(_active_fprofile != other._active_fprofile) ||
(_active_gprofile != other._active_gprofile) ||
(_ultimate_vprofile != other._ultimate_vprofile) ||
(_ultimate_fprofile != other._ultimate_fprofile) ||
(_ultimate_gprofile != other._ultimate_gprofile)) {
return false;
}
#endif
return true;
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData() :
_ptr(nullptr),
_type(SPT_unknown),
_updated(true),
_size(0)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_float &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_float),
_updated(true),
_size(ptr.size())
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LMatrix4f &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_float),
_updated(true),
_size(ptr.size() * 16)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LMatrix3f &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_float),
_updated(true),
_size(ptr.size() * 9)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase4f &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_float),
_updated(true),
_size(ptr.size() * 4)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase3f &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_float),
_updated(true),
_size(ptr.size() * 3)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase2f &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_float),
_updated(true),
_size(ptr.size() * 2)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase4f &vec) :
_type(SPT_float),
_updated(true),
_size(4)
{
PTA_float pta = PTA_float::empty_array(4);
_pta = pta.v0();
_ptr = pta.p();
nassertv(sizeof(vec[0]) * vec.get_num_components() == pta.size() * sizeof(pta[0]));
memcpy(_ptr, vec.get_data(), sizeof(vec[0]) * vec.get_num_components());
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase3f &vec) :
_type(SPT_float),
_updated(true),
_size(3)
{
PTA_float pta = PTA_float::empty_array(3);
_pta = pta.v0();
_ptr = pta.p();
nassertv(sizeof(vec[0]) * vec.get_num_components() == pta.size() * sizeof(pta[0]));
memcpy(_ptr, vec.get_data(), sizeof(vec[0]) * vec.get_num_components());
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase2f &vec) :
_type(SPT_float),
_updated(true),
_size(2)
{
PTA_float pta = PTA_float::empty_array(2);
_pta = pta.v0();
_ptr = pta.p();
nassertv(sizeof(vec[0]) * vec.get_num_components() == pta.size() * sizeof(pta[0]));
memcpy(_ptr, vec.get_data(), sizeof(vec[0]) * vec.get_num_components());
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LMatrix4f &mat) :
_type(SPT_float),
_updated(true),
_size(16)
{
PTA_float pta = PTA_float::empty_array(16);
_pta = pta.v0();
_ptr = pta.p();
nassertv(sizeof(mat(0, 0)) * mat.get_num_components() == pta.size() * sizeof(pta[0]));
memcpy(_ptr, mat.get_data(), sizeof(mat(0, 0)) * mat.get_num_components());
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LMatrix3f &mat) :
_type(SPT_float),
_updated(true),
_size(9)
{
PTA_float pta = PTA_float::empty_array(9);
_pta = pta.v0();
_ptr = pta.p();
nassertv(sizeof(mat(0, 0)) * mat.get_num_components() == pta.size() * sizeof(pta[0]));
memcpy(_ptr, mat.get_data(), sizeof(mat(0, 0)) * mat.get_num_components());
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_double &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_double),
_updated(true),
_size(ptr.size())
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LMatrix4d &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_double),
_updated(true),
_size(ptr.size() * 16)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LMatrix3d &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_double),
_updated(true),
_size(ptr.size() * 9)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase4d &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_double),
_updated(true),
_size(ptr.size() * 4)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase3d &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_double),
_updated(true),
_size(ptr.size() * 3)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase2d &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_double),
_updated(true),
_size(ptr.size() * 2)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase4d &vec) :
_type(SPT_double),
_updated(true),
_size(4)
{
PTA_double pta = PTA_double::empty_array(4);
_pta = pta.v0();
_ptr = pta.p();
nassertv(sizeof(vec[0]) * vec.get_num_components() == pta.size() * sizeof(pta[0]));
memcpy(_ptr, vec.get_data(), sizeof(vec[0]) * vec.get_num_components());
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase3d &vec) :
_type(SPT_double),
_updated(true),
_size(3)
{
PTA_double pta = PTA_double::empty_array(3);
_pta = pta.v0();
_ptr = pta.p();
nassertv(sizeof(vec[0]) * vec.get_num_components() == pta.size() * sizeof(pta[0]));
memcpy(_ptr, vec.get_data(), sizeof(vec[0]) * vec.get_num_components());
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase2d &vec) :
_type(SPT_double),
_updated(true),
_size(2)
{
PTA_double pta = PTA_double::empty_array(2);
_pta = pta.v0();
_ptr = pta.p();
nassertv(sizeof(vec[0]) * vec.get_num_components() == pta.size() * sizeof(pta[0]));
memcpy(_ptr, vec.get_data(), sizeof(vec[0]) * vec.get_num_components());
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LMatrix4d &mat) :
_type(SPT_double),
_updated(true),
_size(16)
{
PTA_double pta = PTA_double::empty_array(16);
_pta = pta.v0();
_ptr = pta.p();
nassertv(sizeof(mat(0, 0)) * mat.get_num_components() == pta.size() * sizeof(pta[0]));
memcpy(_ptr, mat.get_data(), sizeof(mat(0, 0)) * mat.get_num_components());
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LMatrix3d &mat) :
_type(SPT_double),
_updated(true),
_size(9)
{
PTA_double pta = PTA_double::empty_array(9);
_pta = pta.v0();
_ptr = pta.p();
nassertv(sizeof(mat(0, 0)) * mat.get_num_components() == pta.size() * sizeof(pta[0]));
memcpy(_ptr, mat.get_data(), sizeof(mat(0, 0)) * mat.get_num_components());
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_int &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_int),
_updated(true),
_size(ptr.size())
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase4i &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_int),
_updated(true),
_size(ptr.size() * 4)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase3i &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_int),
_updated(true),
_size(ptr.size() * 3)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const PTA_LVecBase2i &ptr):
_pta(ptr.v0()),
_ptr(ptr.p()),
_type(SPT_int),
_updated(true),
_size(ptr.size() * 2)
{
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase4i &vec) :
_type(SPT_int),
_updated(true),
_size(4)
{
PTA_int pta = PTA_int::empty_array(4);
_pta = pta.v0();
_ptr = pta.p();
nassertv(sizeof(vec[0]) * vec.get_num_components() == pta.size() * sizeof(pta[0]));
memcpy(_ptr, vec.get_data(), sizeof(vec[0]) * vec.get_num_components());
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase3i &vec) :
_type(SPT_int),
_updated(true),
_size(3)
{
PTA_int pta = PTA_int::empty_array(3);
_pta = pta.v0();
_ptr = pta.p();
nassertv(sizeof(vec[0]) * vec.get_num_components() == pta.size() * sizeof(pta[0]));
memcpy(_ptr, vec.get_data(), sizeof(vec[0]) * vec.get_num_components());
}
/**
*
*/
INLINE Shader::ShaderPtrData::
ShaderPtrData(const LVecBase2i &vec) :
_type(SPT_int),
_updated(true),
_size(2)
{
PTA_int pta = PTA_int::empty_array(2);
_pta = pta.v0();
_ptr = pta.p();
nassertv(sizeof(vec[0]) * vec.get_num_components() == pta.size() * sizeof(pta[0]));
memcpy(_ptr, vec.get_data(), sizeof(vec[0]) * vec.get_num_components());
}
/**
* Writes the contents of this object to the datagram for shipping out to a
* Bam file.
*/
INLINE void Shader::ShaderPtrData::
write_datagram(Datagram &dg) const {
dg.add_uint8(_type);
dg.add_uint32((uint32_t)_size);
if (_type == SPT_double) {
const double *data = (const double *) _ptr;
for (size_t i = 0; i < _size; ++i) {
dg.add_float64(data[i]);
}
} else if (_type == SPT_float) {
const float *data = (const float *) _ptr;
for (size_t i = 0; i < _size; ++i) {
dg.add_float32(data[i]);
}
} else if (_type == SPT_int) {
const int *data = (const int *) _ptr;
for (size_t i = 0; i < _size; ++i) {
dg.add_int32(data[i]);
}
}
}
/**
* Reads the object from a Datagram.
*/
INLINE void Shader::ShaderPtrData::
read_datagram(DatagramIterator &scan) {
_type = (ShaderPtrType) scan.get_uint8();
_size = scan.get_uint32();
if (_type == SPT_double) {
PTA_double pta = PTA_double::empty_array(_size);
for (size_t i = 0; i < _size; ++i) {
pta[i] = scan.get_float64();
}
_pta = pta.v0();
_ptr = pta.p();
} else if (_type == SPT_float) {
PTA_float pta = PTA_float::empty_array(_size);
for (size_t i = 0; i < _size; ++i) {
pta[i] = scan.get_float32();
}
_pta = pta.v0();
_ptr = pta.p();
} else if (_type == SPT_int) {
PTA_int pta = PTA_int::empty_array(_size);
for (size_t i = 0; i < _size; ++i) {
pta[i] = scan.get_int32();
}
_pta = pta.v0();
_ptr = pta.p();
}
}
/**
*
*/
INLINE Shader::ShaderFile::
ShaderFile(std::string shared) :
_separate(false),
_shared(std::move(shared))
{
}
/**
*
*/
INLINE Shader::ShaderFile::
ShaderFile(std::string vertex, std::string fragment, std::string geometry,
std::string tess_control, std::string tess_evaluation) :
_separate(true),
_vertex(std::move(vertex)),
_fragment(std::move(fragment)),
_geometry(std::move(geometry)),
_tess_control(std::move(tess_control)),
_tess_evaluation(std::move(tess_evaluation))
{
}
/**
* Writes the contents of this object to the datagram for shipping out to a
* Bam file.
*/
INLINE void Shader::ShaderFile::
write_datagram(Datagram &dg) const {
if (_separate) {
dg.add_uint8(6);
dg.add_string(_vertex);
dg.add_string(_fragment);
dg.add_string(_geometry);
dg.add_string(_tess_control);
dg.add_string(_tess_evaluation);
dg.add_string(_compute);
} else {
dg.add_uint8(0);
dg.add_string(_shared);
}
}
/**
* Reads the object from a Datagram.
*/
INLINE void Shader::ShaderFile::
read_datagram(DatagramIterator &scan) {
short count = scan.get_uint8();
if (count > 0) {
_separate = true;
if (count-- > 0) _vertex = scan.get_string();
if (count-- > 0) _fragment = scan.get_string();
if (count-- > 0) _geometry = scan.get_string();
if (count-- > 0) _tess_control = scan.get_string();
if (count-- > 0) _tess_evaluation = scan.get_string();
if (count-- > 0) _compute = scan.get_string();
while (count-- > 0) {
scan.get_string();
}
} else {
_separate = false;
_shared = scan.get_string();
}
}
/**
* Ordering operator
*/
INLINE bool Shader::ShaderFile::
operator < (const Shader::ShaderFile &other) const {
if (_separate != other._separate) {
return (!_separate && other._separate);
}
if (_shared != other._shared) {
return (_shared < other._shared);
}
if (_vertex != other._vertex) {
return (_vertex < other._vertex);
}
if (_fragment != other._fragment) {
return (_fragment < other._fragment);
}
if (_geometry != other._geometry) {
return (_geometry < other._geometry);
}
if (_tess_control != other._tess_control) {
return (_tess_control < other._tess_control);
}
if (_tess_evaluation != other._tess_evaluation) {
return (_tess_evaluation < other._tess_evaluation);
}
if (_compute != other._compute) {
return (_compute < other._compute);
}
return false;
}