open_toontown_panda3d/panda/src/gobj/shaderContext.h

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// Filename: shaderContext.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 .
//
////////////////////////////////////////////////////////////////////
#ifndef SHADERCONTEXT_H
#define SHADERCONTEXT_H
#include "pandabase.h"
#include "internalName.h"
#include "savedContext.h"
#include "shaderExpansion.h"
////////////////////////////////////////////////////////////////////
// Class : ShaderContext
// Description : The ShaderContext is meant to contain the compiled
// version of a shader string. ShaderContext is an
// abstract base class, there will be a subclass of it
// for each shader language and graphics API.
// Since the languages are so different and the
// graphics APIs have so little in common, the base
// class contains almost nothing. All the implementation
// details are in the subclasses.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA ShaderContext: public SavedContext {
public:
INLINE ShaderContext(ShaderExpansion *se);
PUBLISHED:
INLINE ShaderExpansion *get_expansion() const;
public:
ShaderExpansion *_expansion;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
TypedObject::init_type();
register_type(_type_handle, "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 "shaderContext.I"
#endif