Updates to osgGL2 from Mike Weiblen
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@ -11,7 +11,7 @@
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*/
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/* file: examples/osgshaders/GL2Scene.cpp
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* author: Mike Weiblen 2003-10-03
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* author: Mike Weiblen 2003-12-28
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*
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* Compose a scene of several instances of a model, with a different
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* OpenGL Shading Language shader applied to each.
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@ -138,19 +138,21 @@ make1DSineTexture( int texSize )
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///////////////////////////////////////////////////////////////////////////
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// static osg::Node* createGlobe()
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// {
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// osg::Geode* geode = new osg::Geode();
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// osg::StateSet* stateset = geode->getOrCreateStateSet();
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//
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// osg::Texture2D* texture = new osg::Texture2D;
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// texture->setImage( osgDB::readImageFile("Images/land_shallow_topo_2048.jpg") );
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// stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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//
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// geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0,0,0), 2.0f)));
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//
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// return geode;
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// }
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#if 0 //[
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static osg::Node* createGlobe()
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{
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osg::Geode* geode = new osg::Geode();
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osg::StateSet* stateset = geode->getOrCreateStateSet();
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage( osgDB::readImageFile("Images/land_shallow_topo_2048.jpg") );
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stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0,0,0), 2.0f)));
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return geode;
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}
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#endif //]
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///////////////////////////////////////////////////////////////////////////
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// OpenGL Shading Language source code for the "microshader" example,
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@ -169,7 +171,7 @@ static const char *microshaderFragSource = {
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"varying vec4 color;"
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"void main(void)"
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"{"
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"gl_FragColor = color;"
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"gl_FragColor = clamp( color, 0.0, 1.0 );"
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"}"
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};
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@ -347,18 +349,20 @@ GL2Scene::buildScene()
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ss->setAttributeAndModes(MarbleProgObj, osg::StateAttribute::ON);
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}
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#ifdef INTERNAL_3DLABS //[
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// regular GL 1.x texturing for comparison.
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if( 0 ) {
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osg::StateSet* ss = ModelInstance();
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osg::Texture2D* tex0 = new osg::Texture2D;
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tex0->setImage( osgDB::readImageFile( "images/3dl-ge100.png" ) );
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ss->setTextureAttributeAndModes(0, tex0, osg::StateAttribute::ON);
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}
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osg::StateSet* ss = ModelInstance();
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osg::Texture2D* tex0 = new osg::Texture2D;
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tex0->setImage( osgDB::readImageFile( "images/3dl-ge100.png" ) );
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ss->setTextureAttributeAndModes(0, tex0, osg::StateAttribute::ON);
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#endif //]
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reloadShaderSource();
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#ifdef INTERNAL_3DLABS //[
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// add logo overlays
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// rootNode->addChild( osgDB::readNodeFile( "3dl_ogl.logo" ) );
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rootNode->addChild( osgDB::readNodeFile( "3dl_ogl.logo" ) );
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#endif //]
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return rootNode;
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}
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@ -2,7 +2,7 @@
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* *
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* Copyright (C) 2002 3Dlabs Inc. Ltd. *
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* *
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/************************************************************************/
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************************************************************************/
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#include <math.h>
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#include <stdlib.h>
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@ -11,7 +11,7 @@
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*/
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/* file: include/osgGL2/ProgramObject
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* author: Mike Weiblen 2003-10-03
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* author: Mike Weiblen 2003-12-28
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*
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* See http://www.3dlabs.com/opengl2/ for more information regarding
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* the OpenGL Shading Language.
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@ -28,7 +28,6 @@
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#include <osg/Vec2>
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#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/Notify>
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#include <osgGL2/Export>
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#include <osgGL2/Extensions>
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@ -47,8 +46,17 @@ class ShaderObject;
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typedef osg::ref_ptr<ShaderObject> ShaderObjectPtr;
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///////////////////////////////////////////////////////////////////////////
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/** osgGL2::ProgramObject is an application-level abstraction of the OpenGL Shading Language glProgramObject.
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* It is an osg::StateAttribute that, when applied, will install an OGLSL
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* shader program for subsequent rendering.
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* osgGL2::ShaderObjects containing the actual shader source code are
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* attached to the ProgramObject, which will then manage the compilation,
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* linking, and installation of the GL shader program.
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* ProgramObject will automatically manage per-context instancing of the
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* internal objects, if that is necessary for a particular display
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* configuration.
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*/
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/** Encapsulates the OpenGL Shading Language ProgramObject */
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class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
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{
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public:
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@ -75,24 +83,30 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
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virtual void getAssociatedModes(std::vector<GLMode>& ) const {}
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/** If enabled, install our shader program in the GL pipeline,
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* performing any shader program rebuild operations that might
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* be pending. */
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virtual void apply(osg::State& state) const;
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virtual void compile(osg::State& state) const { apply(state); }
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// data access methods.
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/** Force a relink on next apply() of associated glProgramObject. */
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/** Mark us as "dirty" and in need of relinking. */
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void dirtyProgramObject();
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/** Force a recompile of all ShaderObjects on next apply(). */
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/** Mark our attached ShaderObjects as "dirty" and in need of
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* recompilation. */
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void dirtyShaderObjects();
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/** Set whether rendering of ProgramObject is enabled or disabled */
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/** An override to control whether the shader program will
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* actually be installed when OSG attempts to apply() */
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void enable( bool enabled ) { _enabled = enabled; }
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/** Attach a ShaderObject to this ProgramObject */
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void addShader( ShaderObject* shadObj );
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/** Assign a value to a ProgramObject's uniform variable */
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void setUniform( const char* uniformName, int value );
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void setUniform( const char* uniformName, float value );
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void setUniform( const char* uniformName, osg::Vec2 value );
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@ -105,10 +119,9 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
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setUniform( uniformName, static_cast<int>(value) );
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}
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/** use deleteObject instead of glDeleteObject to allow
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* GL2 Objects to cached until they can be deleted
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* by the OpenGL context in which they were created, specified
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* by contextID.*/
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/** Mark internal GL objects for deletion.
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* Deletion requests are queued until they can be executed
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* in the proper GL context. */
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static void deleteObject(unsigned int contextID, GLhandleARB handle);
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/** flush all the cached glProgramObjects which need to be deleted
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@ -117,6 +130,7 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
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protected:
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/** PCPO is an OSG-internal encapsulation of glProgramObjects per-GL context. */
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class PerContextProgObj : public osg::Referenced
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{
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public:
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@ -130,27 +144,37 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
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void build();
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void use() const;
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/** Add a list of UniformValues to our per-context queue */
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void updateUniforms( const UniformValueList& univalList );
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void applyUniformValues();
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void printInfoLog(osg::NotifySeverity severity) const;
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/** Apply our queue of pending UniformValue updates to the glProgramObjects */
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void applyUniformValues();
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protected: /*methods*/
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PerContextProgObj();
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~PerContextProgObj();
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protected: /*data*/
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/** Pointer to our parent ProgramObject */
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const ProgramObject* _progObj;
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/** Pointer to this context's extension functions */
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osg::ref_ptr<Extensions> _extensions;
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/** Handle to the actual glProgramObject */
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GLhandleARB _glProgObjHandle;
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/** Do we need to be linked? */
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bool _dirty;
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/** Queue of UniformValues awaiting assignment */
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UniformValueList _univalList;
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const unsigned int _contextID;
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};
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protected: /*methods*/
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virtual ~ProgramObject();
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/** Get the PCPO for a particular GL context */
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PerContextProgObj* getPCPO(unsigned int contextID) const;
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/** Per frame, copy the list of pending UniformValue updates to
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* each of the PCPOs. */
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void updateUniforms( int frameNumber ) const;
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protected: /*data*/
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@ -159,11 +183,21 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
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mutable osg::buffered_value< osg::ref_ptr<PerContextProgObj> > _pcpoList;
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mutable int _frameNumberOfLastPCPOUpdate;
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mutable UniformValueList _univalList;
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private:
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const ProgramObject& operator=(const ProgramObject&);
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};
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///////////////////////////////////////////////////////////////////////////
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/** osgGL2::ShaderObject is an application-level abstraction of the OpenGL Shading Language glShaderObject.
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* It is a container to load the shader source code text and manage its
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* compilation.
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* A ShaderObject may be attached to more than one osgGL2::ProgramObject.
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* ShaderObject will automatically manage per-context instancing of the
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* internal objects, if that is necessary for a particular display
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* configuration.
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*/
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/** Encapsulates the OpenGL Shading Language ShaderObject */
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class OSGGL2_EXPORT ShaderObject : public osg::Object
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{
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public:
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@ -184,20 +218,33 @@ class OSGGL2_EXPORT ShaderObject : public osg::Object
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// data access methods.
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/** Load the ShaderObject's source code text from a string. */
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void setShaderSource( const char* sourceText );
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/** Retreive the source code text */
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inline const std::string& getShaderSource() const {return _shaderSource; }
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/** Load the ShaderObject's source code text from a file. */
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bool loadShaderSourceFromFile( const char* fileName );
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/** Get the ShaderObject type as an enum. */
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inline Type getType() const { return _type; }
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/** Get the ShaderObject type as a descriptive string. */
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const char* getTypename() const;
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/** Force a recompile on next apply() of associated glShaderObject. */
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/** Mark us as "dirty" and in need of recompilation */
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void dirtyShaderObject();
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/** Perform a recompilation of all our PCSOs */
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void build(unsigned int contextID) const;
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/** For a given GL context, attach a glShaderObject to a glProgramObject */
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void attach(unsigned int contextID, GLhandleARB progObj) const;
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protected:
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/** PCSO is an OSG-internal encapsulation of glShaderObjects per-GL context. */
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class PerContextShaderObj : public osg::Referenced
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{
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public:
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@ -210,18 +257,21 @@ class OSGGL2_EXPORT ShaderObject : public osg::Object
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void markAsDirty() {_dirty = true; }
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void build();
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/** Attach our glShaderObject to a glProgramObject */
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void attach(GLhandleARB progObj) const;
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void printInfoLog(osg::NotifySeverity severity) const;
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protected: /*methods*/
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PerContextShaderObj();
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~PerContextShaderObj();
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protected: /*data*/
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/** Pointer to our parent ShaderObject */
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const ShaderObject* _shadObj;
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/** Pointer to this context's extension functions. */
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osg::ref_ptr<Extensions> _extensions;
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/** Handle to the actual glShaderObject. */
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GLhandleARB _glShaderObjHandle;
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/** Do we need to be recompiled? */
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bool _dirty;
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const unsigned int _contextID;
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};
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@ -238,9 +288,13 @@ class OSGGL2_EXPORT ShaderObject : public osg::Object
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std::string _shaderSource;
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std::vector< ProgramObjectPtr > _programObjectList;
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mutable osg::buffered_value< osg::ref_ptr<PerContextShaderObj> > _pcsoList;
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private:
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const ShaderObject& operator=(const ShaderObject&);
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};
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}
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#endif
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/*EOF*/
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*/
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/* file: include/osgGL2/UniformValue
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* author: Mike Weiblen 2003-09-18
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* author: Mike Weiblen 2003-12-28
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*
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* See http://www.3dlabs.com/opengl2/ for more information regarding
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* the OpenGL Shading Language.
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@ -34,13 +34,13 @@
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namespace osgGL2 {
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///////////////////////////////////////////////////////////////////////////
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/** An abstract class to encapsulate a new value for a glUniform.
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/** osgGL2::UniformValue is for internal use by osgGL2::ProgramObject.
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* UniformValue is an abstract class to encapsulate a new value for a glUniform.
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* osgGL2::ProgramObject.setUniform() constructs and sends a UniformValue
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* to all its PCPOs (per-context glProgramObjects) to set the value of a
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* glUniform; that value is propogated to the glProgramObjects during the
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* next osgGL2::ProgramObject.apply().
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* This class is for internal use by osgGL2::ProgramObject.
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* to all its PerContextProgramObjects (PCPOs) to set the value of a
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* glUniform.
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* The value contained in each UniformValue value is propagated to the
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* glProgramObjects during the next osgGL2::ProgramObject.apply().
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*/
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class UniformValue : public osg::Referenced
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@ -51,6 +51,9 @@ class UniformValue : public osg::Referenced
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protected:
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UniformValue( const char* uniformName ) : _name( uniformName ) {};
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virtual ~UniformValue() {};
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UniformValue();
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UniformValue(const UniformValue&);
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UniformValue& operator=(const UniformValue&);
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int getLocation( Extensions *ext, const GLhandleARB progObj ) const;
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@ -61,28 +64,30 @@ typedef std::vector< osg::ref_ptr<UniformValue> > UniformValueList;
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///////////////////////////////////////////////////////////////////////////
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/** UniformValueTemplate creates the concrete classes for each of the
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* uniform value types */
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#define META_UniformValue( typeName ) \
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class UniformValue_##typeName : public UniformValue \
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{ \
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public: \
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UniformValue_##typeName( const char* uniformName, typeName value ); \
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virtual void apply( Extensions *ext, const GLhandleARB progObj ) const; \
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protected: \
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typeName _value; \
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}
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template<typename T>
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class UniformValueTemplate: public UniformValue
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{
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public:
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UniformValueTemplate( const char* uniformName, T value ) :
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UniformValue( uniformName ), _value( value ) {}
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virtual void apply( Extensions *ext, const GLhandleARB progObj ) const;
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META_UniformValue( int );
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META_UniformValue( float );
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protected:
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UniformValueTemplate();
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const T _value;
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};
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using namespace osg;
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META_UniformValue( Vec2 );
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META_UniformValue( Vec3 );
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META_UniformValue( Vec4 );
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typedef UniformValueTemplate<int> UniformValue_int;
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typedef UniformValueTemplate<float> UniformValue_float;
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typedef UniformValueTemplate<osg::Vec2> UniformValue_Vec2;
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typedef UniformValueTemplate<osg::Vec3> UniformValue_Vec3;
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typedef UniformValueTemplate<osg::Vec4> UniformValue_Vec4;
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}
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#endif
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/*EOF*/
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@ -12,7 +12,7 @@
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*/
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/* file: src/osgGL2/ProgramObject.cpp
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* author: Mike Weiblen 2003-09-18
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* author: Mike Weiblen 2003-12-27
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*
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* See http://www.3dlabs.com/opengl2/ for more information regarding
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* the OpenGL Shading Language.
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@ -34,6 +34,38 @@
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using namespace osgGL2;
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///////////////////////////////////////////////////////////////////////////
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namespace {
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class InfoLog
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{
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public:
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InfoLog( Extensions* ext, const GLhandleARB handle )
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{
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int blen = 0; // length of buffer to allocate
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int slen = 0; // strlen GL actually wrote to buffer
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ext->glGetObjectParameteriv(handle, GL_OBJECT_INFO_LOG_LENGTH_ARB , &blen);
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if (blen > 1)
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{
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GLcharARB* infoLog = new GLcharARB[blen];
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ext->glGetInfoLog( handle, blen, &slen, infoLog );
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_text = infoLog;
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delete [] infoLog;
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}
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}
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const std::string& operator()() { return _text; }
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private:
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InfoLog();
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std::string _text;
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};
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}
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///////////////////////////////////////////////////////////////////////////
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// static cache of deleted GL2 objects which may only
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// by actually deleted in the correct GL context.
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@ -305,8 +337,8 @@ void ProgramObject::PerContextProgObj::build()
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_dirty = (linked == 0);
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if( _dirty )
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{
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osg::notify(osg::WARN) << "glLinkProgram FAILED:" << std::endl;
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printInfoLog(osg::WARN);
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InfoLog log( _extensions.get(), _glProgObjHandle );
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osg::notify(osg::WARN) << "glLinkProgram FAILED:\n" << log() << std::endl;
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}
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}
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@ -333,22 +365,6 @@ void ProgramObject::PerContextProgObj::applyUniformValues()
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}
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void ProgramObject::PerContextProgObj::printInfoLog(osg::NotifySeverity severity) const
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{
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int blen = 0; // length of buffer to allocate
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int slen = 0; // strlen GL actually wrote to buffer
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_extensions->glGetObjectParameteriv(_glProgObjHandle, GL_OBJECT_INFO_LOG_LENGTH_ARB , &blen);
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if (blen > 1)
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||||
{
|
||||
GLcharARB* infoLog = new GLcharARB[blen];
|
||||
_extensions->glGetInfoLog(_glProgObjHandle, blen, &slen, infoLog);
|
||||
osg::notify(severity) << infoLog << std::endl;
|
||||
delete infoLog;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
// osgGL2::ShaderObject
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
@ -426,7 +442,7 @@ bool ShaderObject::loadShaderSourceFromFile( const char* fileName )
|
||||
text[length] = '\0';
|
||||
|
||||
setShaderSource( text );
|
||||
delete text;
|
||||
delete [] text;
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -437,7 +453,7 @@ const char* ShaderObject::getTypename() const
|
||||
{
|
||||
case VERTEX: return "Vertex";
|
||||
case FRAGMENT: return "Fragment";
|
||||
default: return "UNKNOWN";
|
||||
default: return "UNKNOWN";
|
||||
}
|
||||
}
|
||||
|
||||
@ -515,8 +531,9 @@ void ShaderObject::PerContextShaderObj::build()
|
||||
_dirty = (compiled == 0);
|
||||
if( _dirty )
|
||||
{
|
||||
osg::notify(osg::WARN) << _shadObj->getTypename() << " glCompileShader FAILED:" << std::endl;
|
||||
printInfoLog(osg::WARN);
|
||||
InfoLog log( _extensions.get(), _glShaderObjHandle );
|
||||
osg::notify(osg::WARN) << _shadObj->getTypename() <<
|
||||
" glCompileShader FAILED:\n" << log() << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
@ -525,20 +542,4 @@ void ShaderObject::PerContextShaderObj::attach(GLhandleARB progObj) const
|
||||
_extensions->glAttachObject( progObj, _glShaderObjHandle );
|
||||
}
|
||||
|
||||
void ShaderObject::PerContextShaderObj::printInfoLog(osg::NotifySeverity severity) const
|
||||
{
|
||||
int blen = 0; // length of buffer to allocate
|
||||
int slen = 0; // strlen GL actually wrote to buffer
|
||||
|
||||
_extensions->glGetObjectParameteriv(_glShaderObjHandle, GL_OBJECT_INFO_LOG_LENGTH_ARB , &blen);
|
||||
if (blen > 1)
|
||||
{
|
||||
GLcharARB* infoLog = new GLcharARB[blen];
|
||||
_extensions->glGetInfoLog(_glShaderObjHandle, blen, &slen, infoLog);
|
||||
osg::notify(severity) << infoLog << std::endl;
|
||||
delete infoLog;
|
||||
}
|
||||
}
|
||||
|
||||
/*EOF*/
|
||||
|
||||
|
@ -11,7 +11,7 @@
|
||||
*/
|
||||
|
||||
/* file: src/osgGL2/UniformValue
|
||||
* author: Mike Weiblen 2003-09-12
|
||||
* author: Mike Weiblen 2003-12-27
|
||||
*
|
||||
* See http://www.3dlabs.com/opengl2/ for more information regarding
|
||||
* the OpenGL Shading Language.
|
||||
@ -38,13 +38,6 @@ int UniformValue::getLocation( Extensions *ext, const GLhandleARB progObj ) cons
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#define META_UniformValueCtor( typeName ) \
|
||||
UniformValue_##typeName::UniformValue_##typeName( const char* uniformName, typeName value ) : \
|
||||
UniformValue( uniformName ) \
|
||||
{ _value = value; } \
|
||||
|
||||
|
||||
META_UniformValueCtor( int );
|
||||
void UniformValue_int::apply( Extensions *ext, const GLhandleARB progObj ) const
|
||||
{
|
||||
int loc = getLocation( ext, progObj );
|
||||
@ -54,7 +47,6 @@ void UniformValue_int::apply( Extensions *ext, const GLhandleARB progObj ) const
|
||||
}
|
||||
}
|
||||
|
||||
META_UniformValueCtor( float );
|
||||
void UniformValue_float::apply( Extensions *ext, const GLhandleARB progObj ) const
|
||||
{
|
||||
int loc = getLocation( ext, progObj );
|
||||
@ -64,7 +56,6 @@ void UniformValue_float::apply( Extensions *ext, const GLhandleARB progObj ) con
|
||||
}
|
||||
}
|
||||
|
||||
META_UniformValueCtor( Vec2 );
|
||||
void UniformValue_Vec2::apply( Extensions *ext, const GLhandleARB progObj ) const
|
||||
{
|
||||
int loc = getLocation( ext, progObj );
|
||||
@ -74,7 +65,6 @@ void UniformValue_Vec2::apply( Extensions *ext, const GLhandleARB progObj ) cons
|
||||
}
|
||||
}
|
||||
|
||||
META_UniformValueCtor( Vec3 );
|
||||
void UniformValue_Vec3::apply( Extensions *ext, const GLhandleARB progObj ) const
|
||||
{
|
||||
int loc = getLocation( ext, progObj );
|
||||
@ -84,7 +74,6 @@ void UniformValue_Vec3::apply( Extensions *ext, const GLhandleARB progObj ) cons
|
||||
}
|
||||
}
|
||||
|
||||
META_UniformValueCtor( Vec4 );
|
||||
void UniformValue_Vec4::apply( Extensions *ext, const GLhandleARB progObj ) const
|
||||
{
|
||||
int loc = getLocation( ext, progObj );
|
||||
@ -95,4 +84,3 @@ void UniformValue_Vec4::apply( Extensions *ext, const GLhandleARB progObj ) cons
|
||||
}
|
||||
|
||||
/*EOF*/
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
const char* osgGL2GetVersion()
|
||||
{
|
||||
return "0.2.3";
|
||||
return "0.2.6";
|
||||
}
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user