/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2014 Robert Osfield * Copyright (C) 2017 Julien Valentin * * 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_COMPUTEDISPATCH #define OSG_COMPUTEDISPATCH 1 #include #include namespace osg{ class OSG_EXPORT ComputeDispatch : public osg::Drawable { public: ComputeDispatch(GLint numGroupsX=0, GLint numGroupsY=0, GLint numGroupsZ=0): Drawable(), _numGroupsX(numGroupsX), _numGroupsY(numGroupsY), _numGroupsZ(numGroupsZ) {} ComputeDispatch(const ComputeDispatch&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); META_Node(osg, ComputeDispatch); virtual void compileGLObjects(RenderInfo&) const {} virtual VertexArrayState* createVertexArrayStateImplememtation(RenderInfo&) const { return 0; } virtual void drawImplementation(RenderInfo& renderInfo) const; /** Set compute shader work groups */ void setComputeGroups( GLint numGroupsX, GLint numGroupsY, GLint numGroupsZ ) { _numGroupsX=numGroupsX; _numGroupsY=numGroupsY; _numGroupsZ=numGroupsZ; } /** Get compute shader work groups */ void getComputeGroups( GLint& numGroupsX, GLint& numGroupsY, GLint& numGroupsZ ) const{ numGroupsX=_numGroupsX; numGroupsY=_numGroupsY; numGroupsZ=_numGroupsZ; } protected: GLint _numGroupsX, _numGroupsY, _numGroupsZ; }; } #endif