196 lines
7.3 KiB
C++
196 lines
7.3 KiB
C++
/**
|
|
* 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 ©);
|
|
|
|
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
|