/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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. */ #ifndef OSG_TEXTURETRIBUTE #define OSG_TEXTURETRIBUTE 1 #include namespace osg { // forward declare class StateSet; class TextureAttribute : public StateAttribute { public: TextureAttribute(): _textureUnit(0) {} TextureAttribute(const TextureAttribute& ta, const CopyOp& copyop=CopyOp::SHALLOW_COPY): StateAttribute(ta, copyop), _textureUnit(0) {} virtual bool isTextureAttribute() const { return true; } virtual unsigned int getMember() const { return _textureUnit; } protected: virtual ~TextureAttribute() {} // called when the TextureAttribute is assigned to a StateSet; virtual void setTextureUnit(unsigned int unit) { if (unit!=_textureUnit) { _textureUnit = unit; // configure the uniform names to reflect new texture unit value configureUniformNames(); } } // TextureAttribute subclasses that manage uniforms will need to override configureUniformNames() and adjust uniform names to reflect texture unit that the attribute is assigned to. virtual void configureUniformNames() {} friend class StateSet; unsigned int _textureUnit; }; } #endif