/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library 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. See the * OpenSceneGraph Public License for more details. */ #include #include #include #include using namespace osg; ShaderAttribute::ShaderAttribute(): _type(osg::StateAttribute::Type(-1)) { _shaderComponent = new osg::ShaderComponent; } ShaderAttribute::ShaderAttribute(const ShaderAttribute& sa,const CopyOp& copyop): StateAttribute(sa,copyop), _type(sa._type), _uniforms(sa._uniforms) { } ShaderAttribute::~ShaderAttribute() { } int ShaderAttribute::compare(const StateAttribute& sa) const { // check the types are equal and then create the rhs variable // used by the COMPARE_StateAttribute_Parameter macros below. COMPARE_StateAttribute_Types(ShaderAttribute,sa) // check if types are same if (_type < rhs._type) return -1; if (_type > rhs._type) return 1; // all properties are the equal so return 0. return 0; } void ShaderAttribute::setType(Type type) { _type = type; } unsigned int ShaderAttribute::addUniform(Uniform* uniform) { // check to see if uniform already add, if so return the index of it for(unsigned int i=0; i<_uniforms.size(); ++i) { if (_uniforms[i] == uniform) return i; } // add uniform and return it's position _uniforms.push_back(uniform); return _uniforms.size()-1; } void ShaderAttribute::removeUniform(unsigned int i) { _uniforms.erase(_uniforms.begin()+i); } bool ShaderAttribute::getModeUsage(StateAttribute::ModeUsage& usage) const { OSG_NOTICE<<"ShaderAttribute::getModeUsage(..)"<get()); } } void ShaderAttribute::compileGLObjects(State& state) const { if (_shaderComponent.valid()) _shaderComponent->compileGLObjects(state); } void ShaderAttribute::resizeGLObjectBuffers(unsigned int maxSize) { if (_shaderComponent.valid()) _shaderComponent->resizeGLObjectBuffers(maxSize); } void ShaderAttribute::releaseGLObjects(State* state) const { if (_shaderComponent.valid()) _shaderComponent->releaseGLObjects(state); }