open_toontown_panda3d/panda/src/pgraph/shaderAttrib.h

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3.7 KiB
C++
Executable File

// Filename: shaderAttrib.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 SHADERATTRIB_H
#define SHADERATTRIB_H
#include "pandabase.h"
#include "renderAttrib.h"
#include "pointerTo.h"
#include "shaderInput.h"
#include "shader.h"
////////////////////////////////////////////////////////////////////
// Class : ShaderAttrib
// Description :
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA ShaderAttrib: public RenderAttrib {
private:
INLINE ShaderAttrib();
INLINE ShaderAttrib(const ShaderAttrib &copy);
PUBLISHED:
static CPT(RenderAttrib) make();
static CPT(RenderAttrib) make_off();
INLINE bool has_shader() const;
INLINE int get_shader_priority() const;
CPT(RenderAttrib) set_shader(const Shader *s, int priority=0) const;
CPT(RenderAttrib) set_shader_off(int priority=0) const;
CPT(RenderAttrib) clear_shader() const;
CPT(RenderAttrib) set_shader_input(const ShaderInput *inp) const;
CPT(RenderAttrib) set_shader_input(InternalName *id, Texture *tex, int priority=0) const;
CPT(RenderAttrib) set_shader_input(InternalName *id, const NodePath &np, int priority=0) const;
CPT(RenderAttrib) set_shader_input(InternalName *id, const LVector4f &v, int priority=0) const;
CPT(RenderAttrib) set_shader_input(InternalName *id, double n1=0, double n2=0, double n3=0, double n4=1,
int priority=0) const;
CPT(RenderAttrib) set_shader_input(const string &id, Texture *tex, int priority=0) const;
CPT(RenderAttrib) set_shader_input(const string &id, const NodePath &np, int priority=0) const;
CPT(RenderAttrib) set_shader_input(const string &id, const LVector4f &v, int priority=0) const;
CPT(RenderAttrib) set_shader_input(const string &id, double n1=0, double n2=0, double n3=0, double n4=1,
int priority=0) const;
CPT(RenderAttrib) clear_shader_input(InternalName *id) const;
CPT(RenderAttrib) clear_shader_input(const string &id) const;
const Shader *get_shader() const;
const ShaderInput *get_shader_input(InternalName *id) const;
const ShaderInput *get_shader_input(const string &id) const;
static void register_with_read_factory();
public:
virtual void store_into_slot(AttribSlots *slots) const;
protected:
virtual RenderAttrib *make_default_impl() const;
virtual int compare_to_impl(const RenderAttrib *other) const;
virtual CPT(RenderAttrib) compose_impl(const RenderAttrib *other) const;
private:
CPT(Shader) _shader;
int _shader_priority;
bool _has_shader;
typedef pmap < CPT(InternalName), CPT(ShaderInput) > Inputs;
Inputs _inputs;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
RenderAttrib::init_type();
register_type(_type_handle, "ShaderAttrib",
RenderAttrib::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 "shaderAttrib.I"
#endif // SHADERATTRIB_H