open_toontown_panda3d/panda/src/pgraph/shader.cxx

164 lines
5.7 KiB
C++

// Filename: shader.cxx
// Created by: jyelon (01Sep05)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, 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://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#include "shader.h"
#include "virtualFileSystem.h"
TypeHandle Shader::_type_handle;
Shader::LoadTable Shader::_load_table;
Shader::MakeTable Shader::_make_table;
////////////////////////////////////////////////////////////////////
// Function: Shader::Constructor
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
Shader::
Shader() {
}
////////////////////////////////////////////////////////////////////
// Function: Shader::Destructor
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
Shader::
~Shader() {
if (_loaded) {
LoadTableKey key(_file, _preprocessor);
_load_table.erase(key);
} else {
MakeTableKey key(_body, _preprocessor);
_make_table.erase(key);
}
}
////////////////////////////////////////////////////////////////////
// Function: Shader::load
// Access: Published, Static
// Description:
////////////////////////////////////////////////////////////////////
CPT(Shader) Shader::
load(const string &file, int preprocessor) {
return load(Filename(file), preprocessor);
}
////////////////////////////////////////////////////////////////////
// Function: Shader::load
// Access: Published, Static
// Description:
////////////////////////////////////////////////////////////////////
CPT(Shader) Shader::
load(const Filename &file, int preprocessor) {
LoadTableKey key(file, preprocessor);
LoadTable::const_iterator i = _load_table.find(key);
if (i != _load_table.end()) {
return i->second;
}
Shader *result = new Shader;
result->_name = file;
result->_file = file;
result->_loaded = true;
result->_preprocessor = preprocessor;
result->_fixed_expansion = 0;
VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
if (!vfs->read_file(file, result->_body, true)) {
cerr << "Could not read shader file: " << file << "\n";
result->_body = "";
}
_load_table[key] = result;
return result;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::make
// Access: Published, Static
// Description:
////////////////////////////////////////////////////////////////////
CPT(Shader) Shader::
make(const string &body, int preprocessor) {
MakeTableKey key(body, preprocessor);
MakeTable::const_iterator i = _make_table.find(key);
if (i != _make_table.end()) {
return i->second;
}
Shader *result = new Shader;
result->_name = "generated shader";
result->_file = "";
result->_loaded = false;
result->_preprocessor = preprocessor;
result->_fixed_expansion = 0;
result->_body = body;
_make_table[key] = result;
return result;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::macroexpand
// Access: Public
// Description: The eventual plan is that shaders will be run through
// a macro preprocessor in order to generate the actual
// shader text in Cg, GLSL, HLSL, or whatever. The
// macro preprocessor will be able to query the RenderState
// and generate different shader code for different states.
//
// The macroexpansion of the shader is stored in an object
// of class ShaderExpansion. This is somewhat expensive
// to generate, so the ShaderExpansion is cached inside the
// the RenderState itself. The ShaderExpansion contains
// a map of ShaderContexts, each containing a compiled
// copy of the shader's macroexpansion.
//
// Any given shader might not contain any ifdefs that
// depend on the RenderState. If macroexpand determines
// that a given shader is not state-sensitive, it can cache
// the macroexpansion in the field "_fixed_expansion."
//
// The preprocessing is usually done by a built-in macro
// preprocessing function. However, the user can write
// his own preprocessor if he wishes to do so. A user-
// supplied preprocessor can generate arbitrary code ---
// in fact, it doesn't need to look at the input string
// if it does not wish to do so.
//
// Currently, macroexpand is just a stub that returns an
// expansion which is exactly equal to the input string.
////////////////////////////////////////////////////////////////////
PT(ShaderExpansion) Shader::
macroexpand(const RenderState *context) const {
if (_fixed_expansion) {
return _fixed_expansion;
}
// I am casting away the 'const' so as to be able
// to write to this field. This field is just a cache.
((Shader*)this)->_fixed_expansion = ShaderExpansion::make(_name,_body);
return _fixed_expansion;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::register_with_read_factory
// Access: Public, Static
// Description:
////////////////////////////////////////////////////////////////////
void Shader::
register_with_read_factory() {
// IMPLEMENT ME
}