Panda3D
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00001 // Filename: shaderInput.h 00002 // Created by: jyelon (01Sep05) 00003 // Updated by: fperazzi, PandaSE (06Apr10) 00004 // 00005 //////////////////////////////////////////////////////////////////// 00006 // 00007 // PANDA 3D SOFTWARE 00008 // Copyright (c) Carnegie Mellon University. All rights reserved. 00009 // 00010 // All use of this software is subject to the terms of the revised BSD 00011 // license. You should have received a copy of this license along 00012 // with this source code in a file named "LICENSE." 00013 // 00014 //////////////////////////////////////////////////////////////////// 00015 00016 #ifndef SHADERINPUT_H 00017 #define SHADERINPUT_H 00018 00019 #include "pandabase.h" 00020 #include "typedWritableReferenceCount.h" 00021 #include "pointerTo.h" 00022 #include "nodePath.h" 00023 #include "texture.h" 00024 #include "internalName.h" 00025 #include "shader.h" 00026 #include "pta_float.h" 00027 #include "pta_double.h" 00028 #include "pta_LMatrix4.h" 00029 #include "pta_LMatrix3.h" 00030 #include "pta_LVecBase4.h" 00031 #include "pta_LVecBase3.h" 00032 #include "pta_LVecBase2.h" 00033 00034 //////////////////////////////////////////////////////////////////// 00035 // Class : ShaderInput 00036 // Description : This is a small container class that can hold any 00037 // one of the value types that can be passed as input 00038 // to a shader. 00039 //////////////////////////////////////////////////////////////////// 00040 00041 class EXPCL_PANDA_PGRAPH ShaderInput: public TypedWritableReferenceCount { 00042 public: 00043 INLINE ~ShaderInput(); 00044 00045 PUBLISHED: 00046 static const ShaderInput *get_blank(); 00047 INLINE ShaderInput(const InternalName *id, int priority=0); 00048 INLINE ShaderInput(const InternalName *id, const NodePath &np, int priority=0); 00049 INLINE ShaderInput(const InternalName *id, Texture *tex, int priority=0); 00050 INLINE ShaderInput(const InternalName *id, const PTA_float &ptr, int priority=0); 00051 INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4f &ptr, int priority=0); 00052 INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3f &ptr, int priority=0); 00053 INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2f &ptr, int priority=0); 00054 INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4f &ptr, int priority=0); 00055 INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3f &ptr, int priority=0); 00056 INLINE ShaderInput(const InternalName *id, const LVecBase4f &vec, int priority=0); 00057 INLINE ShaderInput(const InternalName *id, const LVecBase3f &vec, int priority=0); 00058 INLINE ShaderInput(const InternalName *id, const LVecBase2f &vec, int priority=0); 00059 INLINE ShaderInput(const InternalName *id, const LMatrix4f &mat, int priority=0); 00060 INLINE ShaderInput(const InternalName *id, const LMatrix3f &mat, int priority=0); 00061 00062 INLINE ShaderInput(const InternalName *id, const PTA_double &ptr, int priority=0); 00063 INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4d &ptr, int priority=0); 00064 INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3d &ptr, int priority=0); 00065 INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2d &ptr, int priority=0); 00066 INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4d &ptr, int priority=0); 00067 INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3d &ptr, int priority=0); 00068 INLINE ShaderInput(const InternalName *id, const LVecBase4d &vec, int priority=0); 00069 INLINE ShaderInput(const InternalName *id, const LVecBase3d &vec, int priority=0); 00070 INLINE ShaderInput(const InternalName *id, const LVecBase2d &vec, int priority=0); 00071 INLINE ShaderInput(const InternalName *id, const LMatrix4d &mat, int priority=0); 00072 INLINE ShaderInput(const InternalName *id, const LMatrix3d &mat, int priority=0); 00073 00074 enum ShaderInputType { 00075 M_invalid = 0, 00076 M_texture, 00077 M_nodepath, 00078 M_numeric 00079 }; 00080 00081 INLINE const InternalName *get_name() const; 00082 00083 INLINE int get_value_type() const; 00084 INLINE int get_priority() const; 00085 INLINE Texture *get_texture() const; 00086 INLINE const NodePath &get_nodepath() const; 00087 INLINE const LVecBase4 &get_vector() const; 00088 INLINE const Shader::ShaderPtrData &get_ptr() const; 00089 00090 public: 00091 static void register_with_read_factory(); 00092 00093 private: 00094 CPT(InternalName) _name; 00095 int _type; 00096 int _priority; 00097 Shader::ShaderPtrData _stored_ptr; 00098 PT(Texture) _stored_texture; 00099 NodePath _stored_nodepath; 00100 LVecBase4 _stored_vector; 00101 00102 public: 00103 static TypeHandle get_class_type() { 00104 return _type_handle; 00105 } 00106 static void init_type() { 00107 ReferenceCount::init_type(); 00108 register_type(_type_handle, "ShaderInput", 00109 TypedWritableReferenceCount::get_class_type()); 00110 } 00111 virtual TypeHandle get_type() const { 00112 return get_class_type(); 00113 } 00114 virtual TypeHandle force_init_type() {init_type(); return get_class_type();} 00115 00116 private: 00117 static TypeHandle _type_handle; 00118 }; 00119 00120 00121 #include "shaderInput.I" 00122 00123 #endif // SHADERINPUT_H 00124