open_toontown_panda3d/panda/src/glstuff/glShaderContext_src.I

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// Filename: glShaderContext_src.h
// Created by: jyelon (01Sep05)
//
////////////////////////////////////////////////////////////////////
//
// 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: GLShaderContext::valid
// Access: Public
// Description: Returns true if the shader is "valid", ie, if the
// compilation was successful. The compilation could
// fail if there is a syntax error in the shader, or
// if the current video card isn't shader-capable,
// or if no shader languages are compiled into panda.
////////////////////////////////////////////////////////////////////
INLINE bool CLP(ShaderContext)::
valid() {
if (_shader->get_error_flag()) return false;
if (_shader->get_language() != Shader::SL_GLSL) {
return false;
}
if (_glsl_program != 0) {
return true;
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::uses_standard_vertex_arrays
// Access: Public
// Description: Returns true if the shader may need to access
// standard vertex attributes as passed by
// glVertexPointer and the like.
////////////////////////////////////////////////////////////////////
INLINE bool CLP(ShaderContext)::
uses_standard_vertex_arrays() {
return _uses_standard_vertex_arrays;
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::uses_custom_vertex_arrays
// Access: Public
// Description: Always true, for now.
////////////////////////////////////////////////////////////////////
INLINE bool CLP(ShaderContext)::
uses_custom_vertex_arrays() {
return true;
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::uses_custom_texture_bindings
// Access: Public
// Description: Always true, for now.
////////////////////////////////////////////////////////////////////
INLINE bool CLP(ShaderContext)::
uses_custom_texture_bindings() {
return true;
}