163 lines
4.8 KiB
C++
Executable File
163 lines
4.8 KiB
C++
Executable File
// Filename: glShaderContext_src.h
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// Created by: jyelon (01Sep05)
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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) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "pandabase.h"
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#ifdef HAVE_CGGL
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#include "Cg/cgGL.h"
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#endif
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#include "string_utils.h"
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#include "internalName.h"
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#include "shaderExpansion.h"
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#include "shaderContext.h"
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class CLP(GraphicsStateGuardian);
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////////////////////////////////////////////////////////////////////
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// Class : GLShaderContext
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// Description : xyz
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////////////////////////////////////////////////////////////////////
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class EXPCL_GL CLP(ShaderContext): public ShaderContext {
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public:
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typedef CLP(GraphicsStateGuardian) GSG;
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CLP(ShaderContext)(ShaderExpansion *s, GSG *gsg);
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~CLP(ShaderContext)();
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INLINE bool valid(void);
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void bind(GSG *gsg);
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void unbind();
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void issue_parameters(GSG *gsg);
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void issue_transform(GSG *gsg);
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void disable_shader_vertex_arrays(GSG *gsg);
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void update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg);
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void disable_shader_texture_bindings(GSG *gsg);
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void update_shader_texture_bindings(CLP(ShaderContext) *prev, GSG *gsg);
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bool _state;
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private:
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#ifdef HAVE_CGGL
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enum ShaderAutoValue {
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// This first batch of constants cleverly lines up
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// with the Cg constant values. Don't insert anything.
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SIC_mat_modelview,
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SIC_inv_modelview,
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SIC_tps_modelview,
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SIC_itp_modelview,
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SIC_mat_projection,
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SIC_inv_projection,
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SIC_tps_projection,
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SIC_itp_projection,
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SIC_mat_texture,
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SIC_inv_texture,
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SIC_tps_texture,
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SIC_itp_texture,
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SIC_mat_modelproj,
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SIC_inv_modelproj,
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SIC_tps_modelproj,
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SIC_itp_modelproj,
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// From this point forward, it's okay to insert stuff.
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SIC_sys_windowsize,
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SIC_sys_pixelsize,
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SIC_sys_cardcenter,
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};
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struct ShaderAutoBind {
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CGparameter parameter;
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int value;
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};
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struct ShaderArgBind {
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CGparameter parameter;
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PT(InternalName) name;
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};
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struct ShaderTexBind {
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CGparameter parameter;
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PT(InternalName) name;
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int stage;
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int desiredtype;
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PT(InternalName) suffix;
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};
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struct ShaderTransBind {
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CGparameter parameter;
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PT(InternalName) src_name;
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PT(InternalName) rel_name;
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int trans_piece;
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};
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struct ShaderVarying {
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CGparameter parameter;
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PT(InternalName) name;
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int append_uv;
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};
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CGcontext _cg_context;
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CGprofile _cg_profile[2];
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CGprogram _cg_program[2];
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string _cg_errors;
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// These arrays contain lists of "bindings." They
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// tell us how to fill the shader's input parameters.
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vector <ShaderAutoBind> _cg_auto_trans;
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vector <ShaderAutoBind> _cg_auto_param;
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vector <ShaderArgBind> _cg_fbind;
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vector <ShaderArgBind> _cg_npbind;
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vector <ShaderTexBind> _cg_texbind;
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vector <ShaderTransBind> _cg_transform_bind;
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vector <ShaderTransBind> _cg_parameter_bind;
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vector <ShaderVarying> _cg_varying;
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bool try_cg_compile(ShaderExpansion *s, GSG *gsg);
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void bind_cg_transform(const ShaderTransBind &stb,
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CLP(GraphicsStateGuardian) *gsg);
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void suggest_cg_profile(const string &vpro, const string &fpro);
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CGprofile parse_cg_profile(const string &id, bool vertex);
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void issue_cg_auto_bind(const ShaderAutoBind &bind, GSG *gsg);
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bool compile_cg_parameter(CGparameter p);
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bool errchk_cg_parameter_words(CGparameter p, int len);
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bool errchk_cg_parameter_direction(CGparameter p, CGenum dir);
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bool errchk_cg_parameter_variance(CGparameter p, CGenum var);
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bool errchk_cg_parameter_prog(CGparameter p, CGprogram prog, const string &msg);
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bool errchk_cg_parameter_type(CGparameter p, CGtype dt);
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bool errchk_cg_parameter_float(CGparameter p);
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bool errchk_cg_parameter_sampler(CGparameter p);
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void errchk_cg_output(CGparameter p, const string &msg);
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void print_cg_compile_errors(const string &file, CGcontext ctx);
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#endif
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void release_resources(void);
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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TypedObject::init_type();
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register_type(_type_handle, CLASSPREFIX_QUOTED "ShaderContext",
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TypedObject::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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};
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#include "glShaderContext_src.I"
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