historical/toontown-classic.git/panda/include/shaderInput.h
2024-01-16 11:20:27 -06:00

148 lines
5.5 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 shaderInput.h
* @author jyelon
* @date 2005-09-01
* @author fperazzi, PandaSE
* @date 2010-04-06
*/
#ifndef SHADERINPUT_H
#define SHADERINPUT_H
#include "pandabase.h"
#include "pointerTo.h"
#include "internalName.h"
#include "paramValue.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 "samplerState.h"
#include "shader.h"
#include "texture.h"
#include "shaderBuffer.h"
#include "extension.h"
/**
* This is a small container class that can hold any one of the value types
* that can be passed as input to a shader.
*/
class EXPCL_PANDA_PGRAPH ShaderInput {
PUBLISHED:
// Used when binding texture images.
enum AccessFlags {
A_read = 0x01,
A_write = 0x02,
A_layered = 0x04,
};
static const ShaderInput &get_blank();
INLINE explicit ShaderInput(CPT_InternalName name, int priority=0);
EXTENSION(explicit ShaderInput(CPT_InternalName name, PyObject *value, int priority=0));
public:
INLINE ShaderInput(CPT_InternalName name, Texture *tex, int priority=0);
INLINE ShaderInput(CPT_InternalName name, ParamValueBase *param, int priority=0);
INLINE ShaderInput(CPT_InternalName name, ShaderBuffer *buf, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_float &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase4f &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase3f &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase2f &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LMatrix4f &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LMatrix3f &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase4f &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase3f &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase2f &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LMatrix4f &mat, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LMatrix3f &mat, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_double &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase4d &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase3d &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase2d &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LMatrix4d &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LMatrix3d &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase4d &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase3d &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase2d &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LMatrix4d &mat, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LMatrix3d &mat, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_int &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase4i &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase3i &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase2i &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase4i &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase3i &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase2i &vec, int priority=0);
ShaderInput(CPT_InternalName name, const NodePath &np, int priority=0);
PUBLISHED:
explicit ShaderInput(CPT_InternalName name, Texture *tex, bool read, bool write, int z=-1, int n=0, int priority=0);
explicit ShaderInput(CPT_InternalName name, Texture *tex, const SamplerState &sampler, int priority=0);
enum ShaderInputType {
M_invalid = 0,
M_texture,
M_nodepath,
M_vector,
M_numeric,
M_texture_sampler,
M_param,
M_texture_image,
M_buffer,
};
INLINE operator bool() const;
INLINE bool operator == (const ShaderInput &other) const;
INLINE bool operator != (const ShaderInput &other) const;
INLINE bool operator < (const ShaderInput &other) const;
size_t add_hash(size_t hash) const;
INLINE const InternalName *get_name() const;
INLINE int get_value_type() const;
INLINE int get_priority() const;
INLINE const LVecBase4 &get_vector() const;
INLINE const Shader::ShaderPtrData &get_ptr() const;
NodePath get_nodepath() const;
Texture *get_texture() const;
const SamplerState &get_sampler() const;
public:
ShaderInput() = default;
INLINE ParamValueBase *get_param() const;
INLINE TypedWritableReferenceCount *get_value() const;
static void register_with_read_factory();
private:
LVecBase4 _stored_vector;
Shader::ShaderPtrData _stored_ptr;
CPT_InternalName _name;
PT(TypedWritableReferenceCount) _value;
int _priority;
int _type;
friend class ShaderAttrib;
friend class Extension<ShaderInput>;
};
#include "shaderInput.I"
#endif // SHADERINPUT_H