OpenSceneGraph/doc/doc++/osgGL2/ShaderObject.html

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2003-07-23 19:27:31 +08:00
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<TITLE>class OSGGL2_EXPORT osgGL2::ShaderObject</TITLE>
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<H2>class OSGGL2_EXPORT <A HREF="#DOC.DOCU">osgGL2::ShaderObject</A></H2></H2><BLOCKQUOTE>Encapsulates the OpenGL Shading Language ShaderObject </BLOCKQUOTE>
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<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=65>
<param name=classes value="Mosg::Object,M,CShaderObject,MShaderObject.html">
<param name=before value="M,M">
<param name=after value="Md_,M">
<param name=indent value="0,1">
<param name=arrowdir value="down">
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<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.57.3.2">ShaderObject</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.57.3.3">ShaderObject</A></B>(<!1><A HREF="ShaderObject.html#DOC.57.3.1">Type</A> type)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.57.3.4">ShaderObject</A></B>(<!1><A HREF="ShaderObject.html#DOC.57.3.1">Type</A> type, const char* sourceText)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.57.3.5">ShaderObject</A></B>(const <!1><A HREF="ShaderObject.html#DOC.57.3.5">ShaderObject</A>&amp; rhs, const osg::CopyOp&amp; copyop=osg::CopyOp::SHALLOW_COPY)
<DD><I>Copy constructor using CopyOp to manage deep vs shallow copy</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.57.3.6">META_Object</A></B>(<!1><A HREF="osgGL2.html">osgGL2</A>, <!1><A HREF="ShaderObject.html">ShaderObject</A>)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.57.3.7">setShaderSource</A></B>( const char* sourceText )
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const std::string&amp; <B><A HREF="#DOC.57.3.8">getShaderSource</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.57.3.9">loadShaderSourceFromFile</A></B>( const char* fileName )
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ShaderObject.html#DOC.57.3.1">Type</A> <B><A HREF="#DOC.57.3.10">getType</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.57.3.11">dirtyShaderObject</A></B>()
<DD><I>Force a recompile on next apply() of associated glShaderObject.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.57.3.12">build</A></B>(unsigned int contextID) const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.57.3.13">attach</A></B>(unsigned int contextID, GLhandleARB progObj) const
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<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.57.3.1">Type</A></B>
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<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>std::string <B><A HREF="#DOC.57.3.15">_shaderSource</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ShaderObject.html#DOC.57.3.1">Type</A> <B><A HREF="#DOC.57.3.16">_type</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ShaderObject.html#DOC.57.3.18">PCSOList</A> <B><A HREF="#DOC.57.3.19">_pcsoList</A></B>
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<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.57.3.14">~ShaderObject</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="PerContextShaderObj.html">PerContextShaderObj</A>* <B><A HREF="#DOC.57.3.20">getPCSO</A></B>(unsigned int contextID) const
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<DT><H3>Protected Members</H3><DD><DT>
class OSGGL2_EXPORT <B><A HREF="PerContextShaderObj.html">PerContextShaderObj</A></B>: public osg::Referenced
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef osg::buffered_value&lt; osg::ref_ptr&lt;<!1><A HREF="PerContextShaderObj.html">PerContextShaderObj</A>&gt; &gt; <B><A HREF="#DOC.57.3.18">PCSOList</A></B>
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<A NAME="DOC.DOCU"></A>
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<H2>Documentation</H2>
<BLOCKQUOTE>Encapsulates the OpenGL Shading Language ShaderObject </BLOCKQUOTE>
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<A NAME="Type"></A>
<A NAME="DOC.57.3.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum Type</B></TT>
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<A NAME="VERTEX"></A>
<A NAME="DOC.57.3.1.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> VERTEX</B></TT>
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<A NAME="FRAGMENT"></A>
<A NAME="DOC.57.3.1.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> FRAGMENT</B></TT>
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<A NAME="UNKNOWN"></A>
<A NAME="DOC.57.3.1.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> UNKNOWN</B></TT>
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<A NAME="ShaderObject"></A>
<A NAME="DOC.57.3.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ShaderObject()</B></TT>
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<A NAME="ShaderObject"></A>
<A NAME="DOC.57.3.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ShaderObject(<!1><A HREF="ShaderObject.html#DOC.57.3.1">Type</A> type)</B></TT>
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<A NAME="ShaderObject"></A>
<A NAME="DOC.57.3.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ShaderObject(<!1><A HREF="ShaderObject.html#DOC.57.3.1">Type</A> type, const char* sourceText)</B></TT>
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<A NAME="ShaderObject"></A>
<A NAME="DOC.57.3.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ShaderObject(const <!1><A HREF="ShaderObject.html#DOC.57.3.5">ShaderObject</A>&amp; rhs, const osg::CopyOp&amp; copyop=osg::CopyOp::SHALLOW_COPY)</B></TT>
<DD>Copy constructor using CopyOp to manage deep vs shallow copy
<DL><DT><DD></DL><P>
<A NAME="META_Object"></A>
<A NAME="DOC.57.3.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_Object(<!1><A HREF="osgGL2.html">osgGL2</A>, <!1><A HREF="ShaderObject.html">ShaderObject</A>)</B></TT>
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<A NAME="setShaderSource"></A>
<A NAME="DOC.57.3.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setShaderSource( const char* sourceText )</B></TT>
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<A NAME="getShaderSource"></A>
<A NAME="DOC.57.3.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const std::string&amp; getShaderSource() const </B></TT>
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<A NAME="loadShaderSourceFromFile"></A>
<A NAME="DOC.57.3.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool loadShaderSourceFromFile( const char* fileName )</B></TT>
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<A NAME="getType"></A>
<A NAME="DOC.57.3.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ShaderObject.html#DOC.57.3.1">Type</A> getType() const </B></TT>
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<A NAME="dirtyShaderObject"></A>
<A NAME="DOC.57.3.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void dirtyShaderObject()</B></TT>
<DD>Force a recompile on next apply() of associated glShaderObject.
<DL><DT><DD></DL><P>
<A NAME="build"></A>
<A NAME="DOC.57.3.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool build(unsigned int contextID) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="attach"></A>
<A NAME="DOC.57.3.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void attach(unsigned int contextID, GLhandleARB progObj) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="~ShaderObject"></A>
<A NAME="DOC.57.3.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~ShaderObject()</B></TT>
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<A NAME="_shaderSource"></A>
<A NAME="DOC.57.3.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>std::string _shaderSource</B></TT>
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<A NAME="_type"></A>
<A NAME="DOC.57.3.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ShaderObject.html#DOC.57.3.1">Type</A> _type</B></TT>
<DL><DT><DD></DL><P>
<A NAME="PCSOList"></A>
<A NAME="DOC.57.3.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef osg::buffered_value&lt; osg::ref_ptr&lt;<!1><A HREF="PerContextShaderObj.html">PerContextShaderObj</A>&gt; &gt; PCSOList</B></TT>
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<A NAME="_pcsoList"></A>
<A NAME="DOC.57.3.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ShaderObject.html#DOC.57.3.18">PCSOList</A> _pcsoList</B></TT>
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<A NAME="getPCSO"></A>
<A NAME="DOC.57.3.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="PerContextShaderObj.html">PerContextShaderObj</A>* getPCSO(unsigned int contextID) const </B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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