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104 lines
3.0 KiB
C++
Executable File
104 lines
3.0 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) 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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////////////////////////////////////////////////////////////////////
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#ifndef OPENGLES_1
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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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friend class CLP(GraphicsStateGuardian);
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CLP(ShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s);
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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(bool reissue_parameters = true);
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void unbind();
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void issue_parameters(int altered);
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void disable_shader_vertex_arrays();
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bool update_shader_vertex_arrays(ShaderContext *prev, bool force);
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void disable_shader_texture_bindings();
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void update_shader_texture_bindings(ShaderContext *prev);
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INLINE bool uses_standard_vertex_arrays(void);
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INLINE bool uses_custom_vertex_arrays(void);
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INLINE bool uses_custom_texture_bindings(void);
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private:
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GLuint _glsl_program;
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typedef pvector<GLuint> GLSLShaders;
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GLSLShaders _glsl_shaders;
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//struct ParamContext {
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// CPT(InternalName) _name;
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// GLint _location;
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// GLsizei _count;
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// WPT(ParamValue) _value;
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// UpdateSeq _updated;
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//};
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//typedef pvector<ParamContext> ParamContexts;
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//ParamContexts _params;
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pvector<GLint> _glsl_parameter_map;
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pmap<GLint, GLuint64> _glsl_uniform_handles;
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pvector<CPT(InternalName)> _glsl_img_inputs;
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pvector<CLP(TextureContext)*> _glsl_img_textures;
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CLP(GraphicsStateGuardian) *_glgsg;
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bool _uses_standard_vertex_arrays;
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void glsl_report_shader_errors(GLuint shader);
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void glsl_report_program_errors(GLuint program);
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bool glsl_compile_shader(Shader::ShaderType type);
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bool glsl_compile_and_link();
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bool parse_and_set_short_hand_shader_vars(Shader::ShaderArgId &arg_id, Shader *s);
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void release_resources();
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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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#endif // OPENGLES_1
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