open_toontown_panda3d/panda/src/glstuff/glCgShaderContext_src.h

110 lines
3.4 KiB
C++
Executable File

// Filename: glCgShaderContext_src.h
// Created by: sshodhan (19Jul04)
//
////////////////////////////////////////////////////////////////////
//
// 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 "cgShader.h"
#include "cgShaderContext.h"
#include "luse.h"
#include "pmap.h"
#include "texture.h"
#include "dcast.h"
#include <Cg/cgGL.h>
////////////////////////////////////////////////////////////////////
// Class : GLCgShaderContext
// Description : The GL version of CgShaderContext.
// This class binds and unbinds shaders, does the
// actual API specific parameter passing based on
// the CgShader object pointed to in CgShaderContext
////////////////////////////////////////////////////////////////////
class EXPCL_GL CLP(CgShaderContext) : public CgShaderContext {
public:
CLP(CgShaderContext)(PT(CgShader) cg_shader);
INLINE void set_param(const string &pname, const float value,
bool vert_or_frag);
INLINE void set_param(const string &pname, const double value,
bool vert_or_frag);
INLINE void set_param(const string &pname, const float value1,
const float value2, bool vert_or_frag);
INLINE void set_param(const string &pname, const double value1,
const double value2, bool vert_or_frag);
INLINE void set_param(const string &pname, const float value1,
const float value2, const float value3, bool vert_or_frag);
INLINE void set_param(const string &pname, const double value1,
const double value2, const double value3, bool vert_or_frag);
INLINE void set_param(const string &pname, const float value1,
const float value2, const float value3, const float value4,
bool vert_or_frag);
INLINE void set_param(const string &pname, const double value1,
const double value2, const double value3, const double value4,
bool vert_or_frag);
INLINE void set_param(const string &pname, Texture *t, bool vert_or_frag, GraphicsStateGuardianBase *gsg);
void set_param(const string &pname, CgShader::Matrix_Type m,
CgShader::Transform_Type t, bool vert_or_frag);
INLINE void enable_texture_param(const string &pname, bool vert_or_frag);
INLINE void disable_texture_param(const string &pname, bool vert_or_frag);
void load_shaders();
public:
INLINE void bind(GraphicsStateGuardianBase *gsg);
INLINE void un_bind();
bool init_cg_shader_context();
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
CgShaderContext::init_type();
register_type(_type_handle, CLASSPREFIX_QUOTED "CgShaderContext",
CgShaderContext::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 "glCgShaderContext_src.I"
#endif