open_toontown_panda3d/panda/src/shader/shader.h

154 lines
4.1 KiB
C++

// Filename: shader.h
// Created by: mike (09Jan97)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, 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://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#ifndef SHADER_H
#define SHADER_H
//
////////////////////////////////////////////////////////////////////
// Includes
////////////////////////////////////////////////////////////////////
#include "pandabase.h"
#include <configurable.h>
#include <namedNode.h>
#include <lensNode.h>
#include <typedReferenceCount.h>
#include <graphicsStateGuardian.h>
#include <allAttributesWrapper.h>
#include <allTransitionsWrapper.h>
#include "pointerTo.h"
////////////////////////////////////////////////////////////////////
// Defines
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Class : Shader
// Description : Renders an effect on a list of receiving objects
////////////////////////////////////////////////////////////////////
class EXPCL_SHADER Shader : public ReferenceCount, public Configurable
{
protected:
Shader();
int _priority;
bool _multipass_on;
public:
virtual ~Shader(void) { }
virtual void pre_apply(Node *, const AllAttributesWrapper &,
const AllTransitionsWrapper &,
GraphicsStateGuardian *);
virtual void apply(Node *, const AllAttributesWrapper &,
const AllTransitionsWrapper &,
GraphicsStateGuardian *);
virtual void set_priority(int priority);
virtual int get_priority(void) const;
virtual void set_multipass(bool on);
public:
// This is used to visualize partial results, for debugging (and demos)
class EXPCL_SHADER Visualize {
public:
Visualize(void);
virtual ~Visualize(void);
virtual void DisplayTexture(PT(Texture)&, Shader*) = 0;
virtual void DisplayPixelBuffer(PT(PixelBuffer)&, Shader*) = 0;
virtual void Flush(void) = 0;
};
static INLINE Visualize* get_viz(void);
static INLINE void set_viz(Visualize*);
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
ReferenceCount::init_type();
Configurable::init_type();
register_type(_type_handle, "Shader",
ReferenceCount::get_class_type(),
Configurable::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
static Visualize* _viz;
private:
static TypeHandle _type_handle;
};
////////////////////////////////////////////////////////////////////
// Class : FrustumShader
// Description : Shader that computes effect based on a frustum
// (most often a light or a camera) for a list of
// receiving objects
////////////////////////////////////////////////////////////////////
class EXPCL_SHADER FrustumShader : public Shader
{
protected:
FrustumShader(void) : Shader() { }
public:
virtual ~FrustumShader(void) { }
INLINE int get_num_frusta(void) const { return _frusta.size(); }
INLINE int add_frustum(LensNode* frust);
INLINE int remove_frustum(LensNode* frust);
typedef pvector<LensNode *> LensVector;
protected:
LensVector _frusta;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
Shader::init_type();
register_type(_type_handle, "FrustumShader",
Shader::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
private:
static TypeHandle _type_handle;
};
#include "shader.I"
#endif