Panda3D
shaderContext.h
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1 /**
2  * PANDA 3D SOFTWARE
3  * Copyright (c) Carnegie Mellon University. All rights reserved.
4  *
5  * All use of this software is subject to the terms of the revised BSD
6  * license. You should have received a copy of this license along
7  * with this source code in a file named "LICENSE."
8  *
9  * @file shaderContext.h
10  * @author jyelon
11  * @date 2005-09-01
12  */
13 
14 #ifndef SHADERCONTEXT_H
15 #define SHADERCONTEXT_H
16 
17 #include "pandabase.h"
18 #include "internalName.h"
19 #include "savedContext.h"
20 #include "shader.h"
21 
22 /**
23  * The ShaderContext is meant to contain the compiled version of a shader
24  * string. ShaderContext is an abstract base class, there will be a subclass
25  * of it for each shader language and graphics API. Since the languages are so
26  * different and the graphics APIs have so little in common, the base class
27  * contains almost nothing. All the implementation details are in the
28  * subclasses.
29  */
30 
31 class EXPCL_PANDA_GOBJ ShaderContext: public SavedContext {
32 public:
33  INLINE ShaderContext(Shader *se);
34 
35  virtual void set_state_and_transform(const RenderState *,
36  const TransformState *,
37  const TransformState *,
38  const TransformState *) {};
39 
40  INLINE virtual bool valid() { return false; }
41  INLINE virtual void bind() {};
42  INLINE virtual void unbind() {};
43  INLINE virtual void issue_parameters(int altered) {};
44  INLINE virtual void disable_shader_vertex_arrays() {};
45  INLINE virtual bool update_shader_vertex_arrays(ShaderContext *prev, bool force) { return false; };
46  INLINE virtual void disable_shader_texture_bindings() {};
47  INLINE virtual void update_shader_texture_bindings(ShaderContext *prev) {};
48  INLINE virtual void update_shader_buffer_bindings(ShaderContext *prev) {};
49 
50  INLINE virtual bool uses_standard_vertex_arrays(void) { return true; };
51  INLINE virtual bool uses_custom_vertex_arrays(void) { return false; };
52 
53 PUBLISHED:
54  INLINE Shader *get_shader() const;
55  MAKE_PROPERTY(shader, get_shader);
56 
57 public:
58  Shader *_shader;
59 
60 public:
61  static TypeHandle get_class_type() {
62  return _type_handle;
63  }
64  static void init_type() {
66  register_type(_type_handle, "ShaderContext",
67  TypedObject::get_class_type());
68  }
69  virtual TypeHandle get_type() const {
70  return get_class_type();
71  }
72  virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
73 
74 private:
75  static TypeHandle _type_handle;
76 };
77 
78 #include "shaderContext.I"
79 
80 #endif
static void init_type()
This function is declared non-inline to work around a compiler bug in g++ 2.96.
Definition: typedObject.cxx:44
Indicates a coordinate-system transform on vertices.
void register_type(TypeHandle &type_handle, const std::string &name)
This inline function is just a convenient way to call TypeRegistry::register_type(),...
Definition: register_type.I:22
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
Definition: shader.h:49
The ShaderContext is meant to contain the compiled version of a shader string.
Definition: shaderContext.h:31
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
This represents a unique collection of RenderAttrib objects that correspond to a particular renderabl...
Definition: renderState.h:47
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
TypeHandle is the identifier used to differentiate C++ class types.
Definition: typeHandle.h:81
This is the base class for all GSG-specific context objects, such as TextureContext and GeomContext.
Definition: savedContext.h:26