80 lines
2.5 KiB
C++
80 lines
2.5 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file shaderContext.h
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* @author jyelon
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* @date 2005-09-01
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*/
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#ifndef SHADERCONTEXT_H
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#define SHADERCONTEXT_H
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#include "pandabase.h"
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#include "internalName.h"
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#include "savedContext.h"
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#include "shader.h"
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/**
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* The ShaderContext is meant to contain the compiled version of a shader
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* string. ShaderContext is an abstract base class, there will be a subclass
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* of it for each shader language and graphics API. Since the languages are so
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* different and the graphics APIs have so little in common, the base class
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* contains almost nothing. All the implementation details are in the
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* subclasses.
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*/
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class EXPCL_PANDA_GOBJ ShaderContext: public SavedContext {
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public:
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INLINE ShaderContext(Shader *se);
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virtual void set_state_and_transform(const RenderState *,
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const TransformState *,
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const TransformState *,
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const TransformState *) {};
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INLINE virtual bool valid() { return false; }
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INLINE virtual void bind() {};
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INLINE virtual void unbind() {};
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INLINE virtual void issue_parameters(int altered) {};
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INLINE virtual void disable_shader_vertex_arrays() {};
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INLINE virtual bool update_shader_vertex_arrays(ShaderContext *prev, bool force) { return false; };
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INLINE virtual void disable_shader_texture_bindings() {};
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INLINE virtual void update_shader_texture_bindings(ShaderContext *prev) {};
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INLINE virtual void update_shader_buffer_bindings(ShaderContext *prev) {};
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INLINE virtual bool uses_standard_vertex_arrays(void) { return true; };
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INLINE virtual bool uses_custom_vertex_arrays(void) { return false; };
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PUBLISHED:
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INLINE Shader *get_shader() const;
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MAKE_PROPERTY(shader, get_shader);
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public:
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Shader *_shader;
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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TypedObject::init_type();
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register_type(_type_handle, "ShaderContext",
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TypedObject::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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};
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#include "shaderContext.I"
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#endif
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