open_toontown_panda3d/panda/src/gobj/shaderContext.h

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1.9 KiB
C++
Executable File

// Filename: shaderContext.h
// Created by: jyelon (01Sep05)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#ifndef SHADERCONTEXT_H
#define SHADERCONTEXT_H
#include "pandabase.h"
#include "internalName.h"
#include "savedContext.h"
#include "shader.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_GOBJ ShaderContext: public SavedContext {
public:
INLINE ShaderContext(Shader *se);
PUBLISHED:
INLINE Shader *get_shader() const;
public:
Shader *_shader;
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