open_toontown_panda3d/panda/src/pgraph/shaderInput.h

94 lines
2.6 KiB
C++

// Filename: shaderInput.h
// 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 .
//
////////////////////////////////////////////////////////////////////
#ifndef SHADERINPUT_H
#define SHADERINPUT_H
#include "pandabase.h"
#include "typedWritableReferenceCount.h"
#include "pointerTo.h"
#include "nodePath.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 ShaderInput: public TypedWritableReferenceCount {
public:
INLINE ~ShaderInput();
PUBLISHED:
static const ShaderInput *get_blank();
INLINE ShaderInput(InternalName *id, int priority=0);
INLINE ShaderInput(InternalName *id, const NodePath &np, int priority=0);
INLINE ShaderInput(InternalName *id, const LVector4f &v, int priority=0);
INLINE ShaderInput(InternalName *id, Texture *tex, int priority=0);
enum ShaderInputType {
M_invalid = 0,
M_texture,
M_nodepath,
M_vector
};
INLINE InternalName *get_name() const;
INLINE int get_value_type() const;
INLINE int get_priority() const;
INLINE Texture *get_texture() const;
INLINE const NodePath &get_nodepath() const;
INLINE const LVector4f &get_vector() const;
public:
static void register_with_read_factory();
private:
PT(InternalName) _name;
int _type;
int _priority;
PT(Texture) _stored_texture;
NodePath _stored_nodepath;
LVector4f _stored_vector;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
ReferenceCount::init_type();
register_type(_type_handle, "ShaderInput",
ReferenceCount::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