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shaderInput.I
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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 shaderInput.I
10 * @author jyelon
11 * @date 2005-09-01
12 * @author fperazzi, PandaSE
13 * @date 2010-04-06
14 */
15
16/**
17 *
18 */
19INLINE ShaderInput::
20ShaderInput(CPT_InternalName name, int priority) :
21 _name(std::move(name)),
22 _type(M_invalid),
23 _priority(priority)
24{
25}
26
27/**
28 *
29 */
30INLINE ShaderInput::
31ShaderInput(CPT_InternalName name, Texture *tex, int priority) :
32 _name(std::move(name)),
33 _type(M_texture),
34 _priority(priority),
35 _value(tex)
36{
37}
38
39/**
40 *
41 */
42INLINE ShaderInput::
43ShaderInput(CPT_InternalName name, ParamValueBase *param, int priority) :
44 _name(std::move(name)),
45 _type(M_param),
46 _priority(priority),
47 _value(param)
48{
49}
50
51/**
52 *
53 */
54INLINE ShaderInput::
55ShaderInput(CPT_InternalName name, ShaderBuffer *buf, int priority) :
56 _name(std::move(name)),
57 _type(M_buffer),
58 _priority(priority),
59 _value(buf)
60{
61}
62
63/**
64 *
65 */
66INLINE ShaderInput::
67ShaderInput(CPT_InternalName name, const PTA_float &ptr, int priority) :
68 _name(std::move(name)),
69 _type(M_numeric),
70 _priority(priority),
71 _stored_ptr(ptr)
72{
73}
74
75/**
76 *
77 */
78INLINE ShaderInput::
79ShaderInput(CPT_InternalName name, const PTA_LVecBase4f &ptr, int priority) :
80 _name(std::move(name)),
81 _type(M_numeric),
82 _priority(priority),
83 _stored_ptr(ptr)
84{
85}
86
87/**
88 *
89 */
90INLINE ShaderInput::
91ShaderInput(CPT_InternalName name, const PTA_LVecBase3f &ptr, int priority) :
92 _name(std::move(name)),
93 _type(M_numeric),
94 _priority(priority),
95 _stored_ptr(ptr)
96{
97}
98
99/**
100 *
101 */
102INLINE ShaderInput::
103ShaderInput(CPT_InternalName name, const PTA_LVecBase2f &ptr, int priority) :
104 _name(std::move(name)),
105 _type(M_numeric),
106 _priority(priority),
107 _stored_ptr(ptr)
108{
109}
110
111/**
112 *
113 */
114INLINE ShaderInput::
115ShaderInput(CPT_InternalName name, const LVecBase4f &vec, int priority) :
116 _name(std::move(name)),
117 _type(M_vector),
118 _priority(priority),
119 _stored_ptr(vec),
120 _stored_vector(LCAST(PN_stdfloat, vec))
121{
122}
123
124/**
125 *
126 */
127INLINE ShaderInput::
128ShaderInput(CPT_InternalName name, const LVecBase3f &vec, int priority) :
129 _name(std::move(name)),
130 _type(M_vector),
131 _priority(priority),
132 _stored_ptr(vec),
133 _stored_vector(vec.get_x(), vec.get_y(), vec.get_z(), 0.0)
134{
135}
136
137/**
138 *
139 */
140INLINE ShaderInput::
141ShaderInput(CPT_InternalName name, const LVecBase2f &vec, int priority) :
142 _name(std::move(name)),
143 _type(M_vector),
144 _priority(priority),
145 _stored_ptr(vec),
146 _stored_vector(vec.get_x(), vec.get_y(), 0.0, 0.0)
147{
148}
149
150/**
151 *
152 */
153INLINE ShaderInput::
154ShaderInput(CPT_InternalName name, const PTA_LMatrix4f &ptr, int priority) :
155 _name(std::move(name)),
156 _type(M_numeric),
157 _priority(priority),
158 _stored_ptr(ptr)
159{
160}
161
162/**
163 *
164 */
165INLINE ShaderInput::
166ShaderInput(CPT_InternalName name, const PTA_LMatrix3f &ptr, int priority) :
167 _name(std::move(name)),
168 _type(M_numeric),
169 _priority(priority),
170 _stored_ptr(ptr)
171{
172}
173
174/**
175 *
176 */
177INLINE ShaderInput::
178ShaderInput(CPT_InternalName name, const LMatrix4f &mat, int priority) :
179 _name(std::move(name)),
180 _type(M_numeric),
181 _priority(priority),
182 _stored_ptr(mat)
183{
184}
185
186/**
187 *
188 */
189INLINE ShaderInput::
190ShaderInput(CPT_InternalName name, const LMatrix3f &mat, int priority) :
191 _name(std::move(name)),
192 _type(M_numeric),
193 _priority(priority),
194 _stored_ptr(mat)
195{
196}
197
198/**
199 *
200 */
201INLINE ShaderInput::
202ShaderInput(CPT_InternalName name, const PTA_double &ptr, int priority) :
203 _name(std::move(name)),
204 _type(M_numeric),
205 _priority(priority),
206 _stored_ptr(ptr)
207{
208}
209
210/**
211 *
212 */
213INLINE ShaderInput::
214ShaderInput(CPT_InternalName name, const PTA_LVecBase4d &ptr, int priority) :
215 _name(std::move(name)),
216 _type(M_numeric),
217 _priority(priority),
218 _stored_ptr(ptr)
219{
220}
221
222/**
223 *
224 */
225INLINE ShaderInput::
226ShaderInput(CPT_InternalName name, const PTA_LVecBase3d &ptr, int priority) :
227 _name(std::move(name)),
228 _type(M_numeric),
229 _priority(priority),
230 _stored_ptr(ptr)
231{
232}
233
234/**
235 *
236 */
237INLINE ShaderInput::
238ShaderInput(CPT_InternalName name, const PTA_LVecBase2d &ptr, int priority) :
239 _name(std::move(name)),
240 _type(M_numeric),
241 _priority(priority),
242 _stored_ptr(ptr)
243{
244}
245
246/**
247 *
248 */
249INLINE ShaderInput::
250ShaderInput(CPT_InternalName name, const LVecBase4d &vec, int priority) :
251 _name(std::move(name)),
252 _type(M_numeric),
253 _priority(priority),
254 _stored_ptr(vec),
255 _stored_vector(LCAST(PN_stdfloat, vec))
256{
257}
258
259/**
260 *
261 */
262INLINE ShaderInput::
263ShaderInput(CPT_InternalName name, const LVecBase3d &vec, int priority) :
264 _name(std::move(name)),
265 _type(M_numeric),
266 _priority(priority),
267 _stored_ptr(vec),
268 _stored_vector(vec.get_x(), vec.get_y(), vec.get_z(), 0.0)
269{
270}
271
272/**
273 *
274 */
275INLINE ShaderInput::
276ShaderInput(CPT_InternalName name, const LVecBase2d &vec, int priority) :
277 _name(std::move(name)),
278 _type(M_numeric),
279 _priority(priority),
280 _stored_ptr(vec),
281 _stored_vector(vec.get_x(), vec.get_y(), 0.0, 0.0)
282{
283}
284
285/**
286 *
287 */
288INLINE ShaderInput::
289ShaderInput(CPT_InternalName name, const PTA_LMatrix4d &ptr, int priority) :
290 _name(std::move(name)),
291 _type(M_numeric),
292 _priority(priority),
293 _stored_ptr(ptr)
294{
295}
296
297/**
298 *
299 */
300INLINE ShaderInput::
301ShaderInput(CPT_InternalName name, const PTA_LMatrix3d &ptr, int priority) :
302 _name(std::move(name)),
303 _type(M_numeric),
304 _priority(priority),
305 _stored_ptr(ptr)
306{
307}
308
309/**
310 *
311 */
312INLINE ShaderInput::
313ShaderInput(CPT_InternalName name, const LMatrix4d &mat, int priority) :
314 _name(std::move(name)),
315 _type(M_numeric),
316 _priority(priority),
317 _stored_ptr(mat)
318{
319}
320
321/**
322 *
323 */
324INLINE ShaderInput::
325ShaderInput(CPT_InternalName name, const LMatrix3d &mat, int priority) :
326 _name(std::move(name)),
327 _type(M_numeric),
328 _priority(priority),
329 _stored_ptr(mat)
330{
331}
332
333/**
334 *
335 */
336INLINE ShaderInput::
337ShaderInput(CPT_InternalName name, const PTA_int &ptr, int priority) :
338 _name(std::move(name)),
339 _type(M_numeric),
340 _priority(priority),
341 _stored_ptr(ptr)
342{
343}
344
345/**
346 *
347 */
348INLINE ShaderInput::
349ShaderInput(CPT_InternalName name, const PTA_LVecBase4i &ptr, int priority) :
350 _name(std::move(name)),
351 _type(M_numeric),
352 _priority(priority),
353 _stored_ptr(ptr)
354{
355}
356
357/**
358 *
359 */
360INLINE ShaderInput::
361ShaderInput(CPT_InternalName name, const PTA_LVecBase3i &ptr, int priority) :
362 _name(std::move(name)),
363 _type(M_numeric),
364 _priority(priority),
365 _stored_ptr(ptr)
366{
367}
368
369/**
370 *
371 */
372INLINE ShaderInput::
373ShaderInput(CPT_InternalName name, const PTA_LVecBase2i &ptr, int priority) :
374 _name(std::move(name)),
375 _type(M_numeric),
376 _priority(priority),
377 _stored_ptr(ptr)
378{
379}
380
381/**
382 *
383 */
384INLINE ShaderInput::
385ShaderInput(CPT_InternalName name, const LVecBase4i &vec, int priority) :
386 _name(std::move(name)),
387 _type(M_numeric),
388 _priority(priority),
389 _stored_ptr(vec),
390 _stored_vector((int)vec.get_x(), (int)vec.get_y(), (int)vec.get_z(), (int)vec.get_w())
391{
392}
393
394/**
395 *
396 */
397INLINE ShaderInput::
398ShaderInput(CPT_InternalName name, const LVecBase3i &vec, int priority) :
399 _name(std::move(name)),
400 _type(M_numeric),
401 _priority(priority),
402 _stored_ptr(vec),
403 _stored_vector((int)vec.get_x(), (int)vec.get_y(), (int)vec.get_z(), 0.0)
404{
405}
406
407/**
408 *
409 */
410INLINE ShaderInput::
411ShaderInput(CPT_InternalName name, const LVecBase2i &vec, int priority) :
412 _name(std::move(name)),
413 _type(M_numeric),
414 _priority(priority),
415 _stored_ptr(vec),
416 _stored_vector((int)vec.get_x(), (int)vec.get_y(), 0.0, 0.0)
417{
418}
419
420/**
421 *
422 */
423INLINE ShaderInput::
424operator bool () const {
425 return _type != M_invalid;
426}
427
428/**
429 *
430 */
431INLINE bool ShaderInput::
432operator == (const ShaderInput &other) const {
433 if (_type != other._type || _name != other._name || _priority != other._priority) {
434 return false;
435 }
436 switch (_type) {
437 case M_invalid:
438 return true;
439
440 case M_vector:
441 return _stored_vector == other._stored_vector;
442
443 case M_numeric:
444 return _stored_ptr._ptr == other._stored_ptr._ptr;
445
446 default:
447 return _value == other._value;
448 }
449}
450
451/**
452 *
453 */
454INLINE bool ShaderInput::
455operator != (const ShaderInput &other) const {
456 if (_type != other._type || _name != other._name || _priority != other._priority) {
457 return true;
458 }
459 switch (_type) {
460 case M_invalid:
461 return false;
462
463 case M_vector:
464 return _stored_vector != other._stored_vector;
465
466 case M_numeric:
467 return _stored_ptr._ptr != other._stored_ptr._ptr;
468
469 default:
470 return _value != other._value;
471 }
472}
473
474/**
475 *
476 */
477INLINE bool ShaderInput::
478operator < (const ShaderInput &other) const {
479 if (_type != other._type) {
480 return (_type < other._type);
481 }
482 if (_name != other._name) {
483 return (_name < other._name);
484 }
485 if (_priority != other._priority) {
486 return (_priority < other._priority);
487 }
488 switch (_type) {
489 case M_invalid:
490 return false;
491
492 case M_vector:
493 if (_stored_vector[0] != other._stored_vector[0]) {
494 return _stored_vector[0] < other._stored_vector[0];
495 }
496 if (_stored_vector[1] != other._stored_vector[1]) {
497 return _stored_vector[1] < other._stored_vector[1];
498 }
499 if (_stored_vector[2] != other._stored_vector[2]) {
500 return _stored_vector[2] < other._stored_vector[2];
501 }
502 if (_stored_vector[3] != other._stored_vector[3]) {
503 return _stored_vector[3] < other._stored_vector[3];
504 }
505 return false;
506
507 case M_numeric:
508 return _stored_ptr._ptr < other._stored_ptr._ptr;
509
510 default:
511 return _value < other._value;
512 }
513}
514
515/**
516 *
517 */
518INLINE const InternalName *ShaderInput::
519get_name() const {
520 return _name;
521}
522
523/**
524 *
525 */
526INLINE int ShaderInput::
527get_value_type() const {
528 return _type;
529}
530
531/**
532 *
533 */
534INLINE int ShaderInput::
535get_priority() const {
536 return _priority;
537}
538
539/**
540 *
541 */
542INLINE const LVecBase4 &ShaderInput::
543get_vector() const {
544 return _stored_vector;
545}
546
547/**
548 *
549 */
550INLINE const Shader::ShaderPtrData &ShaderInput::
551get_ptr() const {
552 return _stored_ptr;
553}
554
555/**
556 *
557 */
558INLINE ParamValueBase *ShaderInput::
559get_param() const {
560 return DCAST(ParamValueBase, _value);
561}
562
563/**
564 *
565 */
566INLINE TypedWritableReferenceCount *ShaderInput::
567get_value() const {
568 return _value.p();
569}
This is a const pointer to an InternalName, and should be used in lieu of a CPT(InternalName) in func...
Encodes a string name in a hash table, mapping it to a pointer.
A non-template base class of ParamValue (below), which serves mainly to define the placeholder for th...
Definition paramValue.h:31
This is a generic buffer object that lives in graphics memory.
This is a small container class that can hold any one of the value types that can be passed as input ...
Definition shaderInput.h:40
Represents a texture object, which is typically a single 2-d image but may also represent a 1-d or 3-...
Definition texture.h:72
A base class for things which need to inherit from both TypedWritable and from ReferenceCount.
STL namespace.