OpenSceneGraph/src/osg/ShaderAttribute.cpp

112 lines
2.9 KiB
C++

/* -*-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 <osg/ShaderAttribute>
#include <osg/Notify>
#include <osg/StateSet>
#include <osg/State>
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()
{
}
osg::Object* ShaderAttribute::cloneType() const
{
ShaderAttribute* sa = new ShaderAttribute;
sa->setType(getType());
return sa;
}
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
{
return false;
}
void ShaderAttribute::apply(State& state) const
{
for(Uniforms::const_iterator itr = _uniforms.begin();
itr != _uniforms.end();
++itr)
{
state.applyShaderCompositionUniform(itr->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);
}