2010-06-25 01:15:27 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_SHADERATTRIBUTE
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#define OSG_SHADERATTRIBUTE 1
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#include <osg/StateAttribute>
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#include <osg/Shader>
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#include <osg/Uniform>
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namespace osg {
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class OSG_EXPORT ShaderAttribute : public StateAttribute
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{
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public :
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ShaderAttribute();
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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ShaderAttribute(const ShaderAttribute& sa,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_Object(osg, ShaderAttribute);
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
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virtual int compare(const StateAttribute& sa) const;
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void setType(Type type);
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virtual Type getType() const { return _type; }
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2010-07-02 20:04:20 +08:00
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unsigned int addShader(Shader* shader) { return _shaderComponent->addShader(shader); }
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void removeShader(unsigned int i) { _shaderComponent->removeShader(i); }
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unsigned int getNumShaders() const { return _shaderComponent->getNumShaders(); }
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Shader* getShader(unsigned int i) { return _shaderComponent->getShader(i); }
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const Shader* getShader(unsigned int i) const { return _shaderComponent->getShader(i); }
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2010-06-25 01:15:27 +08:00
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unsigned int addUniform(Uniform* uniform);
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void removeUniform(unsigned int i);
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unsigned int getNumUniforms() const { return _uniforms.size(); }
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Uniform* getUniform(unsigned int i) { return _uniforms[i].get(); }
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const Uniform* getUniform(unsigned int i) const { return _uniforms[i].get(); }
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virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const;
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virtual void apply(State& state) const;
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virtual void compileGLObjects(State& state) const;
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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virtual void releaseGLObjects(State* state=0) const;
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protected :
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virtual ~ShaderAttribute();
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typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms;
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Type _type;
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Uniforms _uniforms;
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};
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}
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#endif
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