OpenSceneGraph/include/osg/Uniform

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial
* applications, as long as this copyright notice is maintained.
*
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
/* file: include/osg/Uniform
* author: Mike Weiblen 2005-02-20
*/
// NOTICE: This code is CLOSED during construction and/or renovation!
// It is in active development, so DO NOT yet use in application code.
// This notice will be removed when the code is open for business.
// For development plan and status see:
// http://www.openscenegraph.org/index.php?page=Community.DevelopmentWork
#ifndef OSG_UNIFORM
#define OSG_UNIFORM 1
#include <osg/ref_ptr>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Matrix>
#include <osg/GL>
#include <string>
#ifndef GL_VERSION_2_0
#define GL_VERSION_2_0 1
#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_STENCIL_BACK_FUNC 0x8800
#define GL_STENCIL_BACK_FAIL 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define GL_MAX_DRAW_BUFFERS 0x8824
#define GL_DRAW_BUFFER0 0x8825
#define GL_DRAW_BUFFER1 0x8826
#define GL_DRAW_BUFFER2 0x8827
#define GL_DRAW_BUFFER3 0x8828
#define GL_DRAW_BUFFER4 0x8829
#define GL_DRAW_BUFFER5 0x882A
#define GL_DRAW_BUFFER6 0x882B
#define GL_DRAW_BUFFER7 0x882C
#define GL_DRAW_BUFFER8 0x882D
#define GL_DRAW_BUFFER9 0x882E
#define GL_DRAW_BUFFER10 0x882F
#define GL_DRAW_BUFFER11 0x8830
#define GL_DRAW_BUFFER12 0x8831
#define GL_DRAW_BUFFER13 0x8832
#define GL_DRAW_BUFFER14 0x8833
#define GL_DRAW_BUFFER15 0x8834
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_POINT_SPRITE 0x8861
#define GL_COORD_REPLACE 0x8862
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_MAX_TEXTURE_COORDS 0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
#define GL_MAX_VARYING_FLOATS 0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_SHADER_TYPE 0x8B4F
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_1D 0x8B5D
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_3D 0x8B5F
#define GL_SAMPLER_CUBE 0x8B60
#define GL_SAMPLER_1D_SHADOW 0x8B61
#define GL_SAMPLER_2D_SHADOW 0x8B62
#define GL_DELETE_STATUS 0x8B80
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
#define GL_LOWER_LEFT 0x8CA1
#define GL_UPPER_LEFT 0x8CA2
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
typedef char GLchar;
#endif
namespace osg {
///////////////////////////////////////////////////////////////////////////
/** Uniform encapsulates glUniform values */
class SG_EXPORT Uniform : public Object
{
public:
class Value
{
public:
enum Type {
FLOAT = GL_FLOAT,
FLOAT_VEC2 = GL_FLOAT_VEC2,
FLOAT_VEC3 = GL_FLOAT_VEC3,
FLOAT_VEC4 = GL_FLOAT_VEC4,
INT = GL_INT,
INT_VEC2 = GL_INT_VEC2,
INT_VEC3 = GL_INT_VEC3,
INT_VEC4 = GL_INT_VEC4,
BOOL = GL_BOOL,
BOOL_VEC2 = GL_BOOL_VEC2,
BOOL_VEC3 = GL_BOOL_VEC3,
BOOL_VEC4 = GL_BOOL_VEC4,
FLOAT_MAT2 = GL_FLOAT_MAT2,
FLOAT_MAT3 = GL_FLOAT_MAT3,
FLOAT_MAT4 = GL_FLOAT_MAT4,
SAMPLER_1D = GL_SAMPLER_1D,
SAMPLER_2D = GL_SAMPLER_2D,
SAMPLER_3D = GL_SAMPLER_3D,
SAMPLER_CUBE = GL_SAMPLER_CUBE,
SAMPLER_1D_SHADOW = GL_SAMPLER_1D_SHADOW,
SAMPLER_2D_SHADOW = GL_SAMPLER_2D_SHADOW,
UNDEFINED = -1,
};
Value( const char* name, Type type );
Value( const Value& rhs );
/** Get the name of glUniform. */
const std::string& getName() const { return _name; }
/** Get the type of glUniform as enum. */
const Type getType() const { return _type; }
/** Return the name of a type as string. */
static const char* getTypename(Type t);
/** Does this Value contain real data? */
bool isValid() const { return _isValid; }
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
int compare(const Value& rhs) const;
bool isCompatibleType( Type t ) const;
/** assignment */
void set( float f );
void set( const osg::Vec2& v2 );
void set( const osg::Vec3& v3 );
void set( const osg::Vec4& v4 );
//TODO void set( const osg::Matrix2& m2 );
//TODO void set( const osg::Matrix3& m3 );
void set( const osg::Matrix& m4 );
void set( int i );
//TODO void set( int i0, int i1 );
//TODO void set( int i0, int i1, int i2 );
//TODO void set( int i0, int i1, int i2, int i3 );
//TODO void set( bool b );
//TODO void set( bool b0, bool b1 );
//TODO void set( bool b0, bool b1, bool b2 );
//TODO void set( bool b0, bool b1, bool b2, bool b3 );
protected:
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
int compareData(const Value& rhs) const;
void copyData(const Value& rhs);
protected:
const std::string _name;
const Type _type;
bool _isValid; // is _data valid?
union {
GLfloat f1; // float
GLfloat f2[2]; // vec2
GLfloat f3[3]; // vec3
GLfloat f4[4]; // vec4, mat2
GLfloat f9[9]; // mat3
GLfloat f16[16]; // mat4
GLint i1; // int, bool, sampler*
GLint i2[2]; // ivec2, bvec2
GLint i3[3]; // ivec3, bvec3
GLint i4[4]; // ivec4, bvec4
} _data;
private:
Value(); // disallowed
};
public:
Uniform();
Uniform( const char* name, Value::Type type );
/** convenient construction w/ assignment */
Uniform( const char* name, float f );
Uniform( const char* name, const osg::Vec2& v2 );
Uniform( const char* name, const osg::Vec3& v3 );
Uniform( const char* name, const osg::Vec4& v4 );
//TODO Uniform( const char* name, const osg::Matrix2& m2 );
//TODO Uniform( const char* name, const osg::Matrix3& m3 );
Uniform( const char* name, const osg::Matrix& m4 );
Uniform( const char* name, int i );
//TODO Uniform( const char* name, int i0, int i1 );
//TODO Uniform( const char* name, int i0, int i1, int i2 );
//TODO Uniform( const char* name, int i0, int i1, int i2, int i3 );
//TODO Uniform( const char* name, bool b );
//TODO Uniform( const char* name, bool b0, bool b1 );
//TODO Uniform( const char* name, bool b0, bool b1, bool b2 );
//TODO Uniform( const char* name, bool b0, bool b1, bool b2, bool b3 );
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Uniform(const Uniform& gu,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_Object(osg, Uniform);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
virtual int compare(const Uniform& rhs) const
{
return _value.compare( rhs._value );
}
bool operator < (const Uniform& rhs) const
{
if (_value.getName()<rhs._value.getName()) return true;
return false;
}
const std::string& getName() const { return _value.getName(); }
/** assignment */
bool set( float f );
bool set( const osg::Vec2& v2 );
bool set( const osg::Vec3& v3 );
bool set( const osg::Vec4& v4 );
//TODO bool set( const osg::Matrix2& m2 );
//TODO bool set( const osg::Matrix3& m3 );
bool set( const osg::Matrix& m4 );
bool set( int i );
//TODO bool set( int i0, int i1 );
//TODO bool set( int i0, int i1, int i2 );
//TODO bool set( int i0, int i1, int i2, int i3 );
//TODO bool set( bool b );
//TODO bool set( bool b0, bool b1 );
//TODO bool set( bool b0, bool b1, bool b2 );
//TODO bool set( bool b0, bool b1, bool b2, bool b3 );
protected:
virtual ~Uniform() {}
bool isCompatibleType( Value::Type t ) const;
protected:
Value _value;
private:
Uniform& operator=(const Uniform&); // disallowed
};
}
#endif
/*EOF*/