panda3d/panda/src/glstuff/glShaderContext_src.h

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2.3 KiB
C++
Executable File

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