OpenSceneGraph/include/osgGL2/UniformValue

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
* Copyright (C) 2003 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/osgGL2/UniformValue
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* author: Mike Weiblen 2003-12-28
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#ifndef OSGGL2_UNIFORMVALUE
#define OSGGL2_UNIFORMVALUE 1
#include <vector>
#include <typeinfo>
#include <osg/ref_ptr>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Referenced>
#include <osgGL2/Extensions>
namespace osgGL2 {
///////////////////////////////////////////////////////////////////////////
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/** osgGL2::UniformValue is for internal use by osgGL2::ProgramObject.
* UniformValue is an abstract class to encapsulate a new value for a glUniform.
* osgGL2::ProgramObject.setUniform() constructs and sends a UniformValue
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* to all its PerContextProgramObjects (PCPOs) to set the value of a
* glUniform.
* The value contained in each UniformValue value is propagated to the
* glProgramObjects during the next osgGL2::ProgramObject.apply().
*/
class UniformValue : public osg::Referenced
{
public:
virtual void apply( Extensions *ext, const GLhandleARB progObj ) const = 0;
virtual int compare(const UniformValue& uv) const;
protected:
UniformValue( const char* uniformName ) : _name( uniformName ) {};
virtual ~UniformValue() {};
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UniformValue();
UniformValue(const UniformValue&);
UniformValue& operator=(const UniformValue&);
int getLocation( Extensions *ext, const GLhandleARB progObj ) const;
std::string _name;
};
typedef std::vector< osg::ref_ptr<UniformValue> > UniformValueList;
///////////////////////////////////////////////////////////////////////////
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/** UniformValueTemplate creates the concrete classes for each of the
* uniform value types */
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template<typename T>
class UniformValueTemplate: public UniformValue
{
public:
UniformValueTemplate( const char* uniformName, T value ) :
UniformValue( uniformName ), _value( value ) {}
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virtual void apply( Extensions *ext, const GLhandleARB progObj ) const;
virtual int compare(const UniformValue& uv) const
{
if (this==&uv) return 0;
const std::type_info* type_lhs = &typeid(*this);
const std::type_info* type_rhs = &typeid(uv);
if (type_lhs->before(*type_rhs)) return -1;
if (*type_lhs != *type_rhs) return 1;
const UniformValueTemplate& rhs = static_cast<const UniformValueTemplate&>(uv);
if (_name<rhs._name) return -1;
if (rhs._name<_name) return 1;
if (_value<rhs._value) return -1;
if (rhs._value<_value) return 1;
return 0;
}
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protected:
UniformValueTemplate();
const T _value;
};
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typedef UniformValueTemplate<int> UniformValue_int;
typedef UniformValueTemplate<float> UniformValue_float;
typedef UniformValueTemplate<osg::Vec2> UniformValue_Vec2;
typedef UniformValueTemplate<osg::Vec3> UniformValue_Vec3;
typedef UniformValueTemplate<osg::Vec4> UniformValue_Vec4;
}
#endif
/*EOF*/