112 lines
2.9 KiB
C++
112 lines
2.9 KiB
C++
/* -*-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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#include <osg/ShaderAttribute>
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#include <osg/Notify>
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#include <osg/StateSet>
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#include <osg/State>
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using namespace osg;
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ShaderAttribute::ShaderAttribute():
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_type(osg::StateAttribute::Type(-1))
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{
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_shaderComponent = new osg::ShaderComponent;
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}
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ShaderAttribute::ShaderAttribute(const ShaderAttribute& sa,const CopyOp& copyop):
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StateAttribute(sa,copyop),
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_type(sa._type),
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_uniforms(sa._uniforms)
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{
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}
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ShaderAttribute::~ShaderAttribute()
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{
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}
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osg::Object* ShaderAttribute::cloneType() const
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{
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ShaderAttribute* sa = new ShaderAttribute;
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sa->setType(getType());
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return sa;
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}
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int ShaderAttribute::compare(const StateAttribute& sa) const
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{
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// check the types are equal and then create the rhs variable
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// used by the COMPARE_StateAttribute_Parameter macros below.
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COMPARE_StateAttribute_Types(ShaderAttribute,sa)
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// check if types are same
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if (_type < rhs._type) return -1;
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if (_type > rhs._type) return 1;
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// all properties are the equal so return 0.
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return 0;
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}
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void ShaderAttribute::setType(Type type)
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{
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_type = type;
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}
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unsigned int ShaderAttribute::addUniform(Uniform* uniform)
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{
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// check to see if uniform already add, if so return the index of it
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for(unsigned int i=0; i<_uniforms.size(); ++i)
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{
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if (_uniforms[i] == uniform) return i;
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}
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// add uniform and return it's position
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_uniforms.push_back(uniform);
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return _uniforms.size()-1;
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}
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void ShaderAttribute::removeUniform(unsigned int i)
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{
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_uniforms.erase(_uniforms.begin()+i);
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}
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bool ShaderAttribute::getModeUsage(StateAttribute::ModeUsage& /*usage*/) const
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{
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return false;
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}
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void ShaderAttribute::apply(State& state) const
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{
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for(Uniforms::const_iterator itr = _uniforms.begin();
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itr != _uniforms.end();
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++itr)
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{
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state.applyShaderCompositionUniform(itr->get());
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}
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}
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void ShaderAttribute::compileGLObjects(State& state) const
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{
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if (_shaderComponent.valid()) _shaderComponent->compileGLObjects(state);
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}
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void ShaderAttribute::resizeGLObjectBuffers(unsigned int maxSize)
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{
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if (_shaderComponent.valid()) _shaderComponent->resizeGLObjectBuffers(maxSize);
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}
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void ShaderAttribute::releaseGLObjects(State* state) const
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{
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if (_shaderComponent.valid()) _shaderComponent->releaseGLObjects(state);
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}
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