open_toontown_panda3d/panda/src/gobj/shader.I

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