open_toontown_panda3d/panda/src/pgraph/shaderInput.h

156 lines
5.8 KiB
C++

// Filename: shaderInput.h
// Created by: jyelon (01Sep05)
// Updated by: fperazzi, PandaSE (06Apr10)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
#ifndef SHADERINPUT_H
#define SHADERINPUT_H
#include "pandabase.h"
#include "typedWritableReferenceCount.h"
#include "pointerTo.h"
#include "internalName.h"
#include "paramValue.h"
#include "pta_float.h"
#include "pta_double.h"
#include "pta_LMatrix4.h"
#include "pta_LMatrix3.h"
#include "pta_LVecBase4.h"
#include "pta_LVecBase3.h"
#include "pta_LVecBase2.h"
#include "samplerState.h"
#include "shader.h"
#include "texture.h"
////////////////////////////////////////////////////////////////////
// Class : ShaderInput
// Description : This is a small container class that can hold any
// one of the value types that can be passed as input
// to a shader.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA_PGRAPH ShaderInput : public TypedWritableReferenceCount {
public:
INLINE ~ShaderInput();
PUBLISHED:
// Used when binding texture images.
enum AccessFlags {
A_read = 0x01,
A_write = 0x02,
A_layered = 0x04,
};
static const ShaderInput *get_blank();
INLINE ShaderInput(CPT_InternalName name, int priority=0);
INLINE ShaderInput(CPT_InternalName name, Texture *tex, int priority=0);
INLINE ShaderInput(CPT_InternalName name, Texture *tex, const SamplerState &sampler, int priority=0);
INLINE ShaderInput(CPT_InternalName name, Texture *tex, bool read, bool write, int z=-1, int n=0, int priority=0);
INLINE ShaderInput(CPT_InternalName name, ParamValueBase *param, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_float &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase4f &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase3f &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase2f &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LMatrix4f &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LMatrix3f &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase4f &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase3f &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase2f &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LMatrix4f &mat, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LMatrix3f &mat, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_double &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase4d &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase3d &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase2d &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LMatrix4d &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LMatrix3d &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase4d &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase3d &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase2d &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LMatrix4d &mat, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LMatrix3d &mat, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_int &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase4i &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase3i &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const PTA_LVecBase2i &ptr, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase4i &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase3i &vec, int priority=0);
INLINE ShaderInput(CPT_InternalName name, const LVecBase2i &vec, int priority=0);
ShaderInput(CPT_InternalName name, const NodePath &np, int priority=0);
enum ShaderInputType {
M_invalid = 0,
M_texture,
M_nodepath,
M_vector,
M_numeric,
M_texture_sampler,
M_param
};
INLINE const InternalName *get_name() const;
INLINE int get_value_type() const;
INLINE int get_priority() const;
INLINE Texture *get_texture() const;
INLINE const LVecBase4 &get_vector() const;
INLINE const Shader::ShaderPtrData &get_ptr() const;
INLINE const SamplerState &get_sampler() const;
const NodePath &get_nodepath() const;
public:
INLINE ParamValueBase *get_param() const;
static void register_with_read_factory();
private:
SamplerState _sampler;
LVecBase4 _stored_vector;
Shader::ShaderPtrData _stored_ptr;
CPT_InternalName _name;
PT(TypedWritableReferenceCount) _value;
int _priority;
public:
int _type : 8;
int _access : 8;
int _bind_level : 16;
int _bind_layer;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
ReferenceCount::init_type();
register_type(_type_handle, "ShaderInput",
TypedWritableReferenceCount::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 "shaderInput.I"
#endif // SHADERINPUT_H