// 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" #ifdef HAVE_CGGL #include "Cg/cgGL.h" #endif #include "string_utils.h" #include "internalName.h" #include "shaderExpansion.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)(ShaderExpansion *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); void update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg); void disable_shader_texture_bindings(GSG *gsg); void update_shader_texture_bindings(CLP(ShaderContext) *prev, GSG *gsg); bool _state; private: #ifdef HAVE_CGGL CGcontext _cg_context; CGprofile _cg_profile[2]; CGprogram _cg_program[3]; void report_cg_compile_errors(const string &file, CGcontext ctx); bool try_cg_compile(ShaderExpansion *s, GSG *gsg); void suggest_cg_profile(const string &vpro, const string &fpro); CGprofile parse_cg_profile(const string &id, bool vertex); #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"