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83 lines
2.3 KiB
C++
Executable File
83 lines
2.3 KiB
C++
Executable File
// Filename: glShaderContext_src.h
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// Created by: jyelon (01Sep05)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "pandabase.h"
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#include "string_utils.h"
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#include "internalName.h"
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#include "shader.h"
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#include "shaderContext.h"
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#include "deletedChain.h"
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class CLP(GraphicsStateGuardian);
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////////////////////////////////////////////////////////////////////
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// Class : GLShaderContext
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// Description : xyz
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////////////////////////////////////////////////////////////////////
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class EXPCL_GL CLP(ShaderContext): public ShaderContext {
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public:
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typedef CLP(GraphicsStateGuardian) GSG;
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CLP(ShaderContext)(Shader *s, GSG *gsg);
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~CLP(ShaderContext)();
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ALLOC_DELETED_CHAIN(CLP(ShaderContext));
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INLINE bool valid(void);
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void bind(GSG *gsg);
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void unbind();
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void issue_parameters(GSG *gsg, bool all);
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void disable_shader_vertex_arrays(GSG *gsg);
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bool update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg,
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bool force);
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void disable_shader_texture_bindings(GSG *gsg);
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void update_shader_texture_bindings(CLP(ShaderContext) *prev, GSG *gsg);
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private:
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#ifdef HAVE_CG
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CGcontext _cg_context;
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CGprogram _cg_vprogram;
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CGprogram _cg_fprogram;
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pvector <CGparameter> _cg_parameter_map;
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void cg_report_errors();
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#endif
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void release_resources(void);
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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, CLASSPREFIX_QUOTED "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 "glShaderContext_src.I"
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