165 lines
5.5 KiB
Plaintext
Executable File
165 lines
5.5 KiB
Plaintext
Executable File
// Filename: shader.I
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// Heavily Modified: jyelon (Sep05)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: Shader::get_filename
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// Access: Public
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// Description: Return the Shader's filename for the given shader
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// type.
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////////////////////////////////////////////////////////////////////
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INLINE const Filename Shader::
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get_filename(const ShaderType &type) const {
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if (_filename->_separate) {
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nassertr(type != ST_none || !_filename->_shared.empty(), "");
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switch (type) {
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case ST_vertex:
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return _filename->_vertex;
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break;
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case ST_fragment:
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return _filename->_fragment;
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break;
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case ST_geometry:
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return _filename->_geometry;
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break;
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default:
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return _filename->_shared;
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}
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} else {
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return _filename->_shared;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: Shader::get_text
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// Access: Public
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// Description: Return the Shader's text for the given shader type.
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////////////////////////////////////////////////////////////////////
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INLINE const string Shader::
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get_text(const ShaderType &type) const {
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if (_text->_separate) {
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nassertr(type != ST_none || !_text->_shared.empty(), "");
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switch (type) {
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case ST_vertex:
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return _text->_vertex;
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break;
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case ST_fragment:
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return _text->_fragment;
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break;
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case ST_geometry:
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return _text->_geometry;
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break;
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default:
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return _text->_shared;
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}
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} else {
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return _text->_shared;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: Shader::get_error_flag
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// Access: Public
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// Description: Returns true if the shader contains a compile-time
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// error. This doesn't tell you whether or not the
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// shader is supported on the current video card.
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////////////////////////////////////////////////////////////////////
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INLINE const bool Shader::
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get_error_flag() const {
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return _error_flag;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Shader::set_shader_utilization
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// Access: Published, Static
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// Description: Set this flag to SUT_none, SUT_basic, or
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// SUT_advanced to limit panda's automatic shader
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// generation facilities.
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////////////////////////////////////////////////////////////////////
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INLINE void Shader::
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set_shader_utilization(ShaderUtilization sut) {
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_shader_utilization = sut;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Shader::get_shader_utilization
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// Access: Published, Static
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// Description: This flag returns SUT_none, SUT_basic, or
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// SUT_advanced and controls the automatic generation
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// of shaders. It is initialized from the config
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// variable of the same name, but it can be
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// subsequently adjusted.
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////////////////////////////////////////////////////////////////////
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INLINE ShaderUtilization Shader::
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get_shader_utilization() {
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if (_shader_utilization == SUT_UNSPECIFIED) {
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return shader_utilization;
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} else {
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return _shader_utilization;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: Shader::have_shader_utilization
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// Access: Published, Static
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// Description: If true, then get_shader_utilization has been
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// set using set_shader_utilization.
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// If false, then get_shader_utilization simply
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// returns the config variable of the same name.
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////////////////////////////////////////////////////////////////////
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INLINE bool Shader::
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have_shader_utilization() {
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return (_shader_utilization != SUT_UNSPECIFIED);
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}
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////////////////////////////////////////////////////////////////////
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// Function: Shader::get_language
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// Access: Published
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// Description: Returns the shader language in which this shader
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// was written.
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////////////////////////////////////////////////////////////////////
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INLINE const Shader::ShaderLanguage Shader::
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get_language() const {
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return _language;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Shader::ShaderCapabilities Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE Shader::ShaderCaps::
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ShaderCaps() {
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clear();
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}
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////////////////////////////////////////////////////////////////////
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// Function: Shader::ShaderCapabilities::operator ==
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE bool Shader::ShaderCaps::
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operator == (const ShaderCaps &other) const {
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#ifdef HAVE_CG
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if ((_active_vprofile != other._active_vprofile) ||
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(_active_fprofile != other._active_fprofile) ||
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(_active_gprofile != other._active_gprofile) ||
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(_ultimate_vprofile != other._ultimate_vprofile) ||
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(_ultimate_fprofile != other._ultimate_fprofile) ||
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(_ultimate_gprofile != other._ultimate_gprofile)) {
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return false;
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}
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#endif
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return true;
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}
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