bbbfa19ce2
Added osg::UniformBase::setName(const std::string&) ability to be reset. Added osg::UniformBase::setName(const std::string& baseName, unsigned int unit) so set the uniform name in the form "baseName[unit]".
670 lines
31 KiB
C++
670 lines
31 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
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* Copyright (C) 2008 Zebra Imaging
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* Copyright (C) 2012 David Callu
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commercial and non commercial
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* applications, as long as this copyright notice is maintained.
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*
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* This application 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.
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*/
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/* file: include/osg/Uniform
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* author: Mike Weiblen 2008-01-02
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*/
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#ifndef OSG_UNIFORM
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#define OSG_UNIFORM 1
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#include <osg/UniformBase>
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#include <osg/Array>
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#include <osg/Callback>
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#include <osg/Vec2>
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#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/Vec2i>
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#include <osg/Vec3i>
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#include <osg/Vec4i>
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#include <osg/Vec2ui>
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#include <osg/Vec3ui>
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#include <osg/Vec4ui>
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#include <osg/Vec2d>
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#include <osg/Vec3d>
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#include <osg/Vec4d>
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#include <osg/Plane>
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#include <osg/GLExtensions>
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namespace osg {
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template< typename T >
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struct UniformClassNameTrait
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{
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static const char* className() { return "TemplateUniform"; }
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};
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template<typename T>
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class TemplateUniform : public osg::UniformBase
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{
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public:
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typedef T value_type;
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TemplateUniform() {}
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TemplateUniform(const std::string& name) : osg::UniformBase(name) {}
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TemplateUniform(const value_type& value) : _value(value) {}
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TemplateUniform(const std::string& name, const value_type& value) : osg::UniformBase(name), _value(value) {}
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TemplateUniform(const TemplateUniform& rhs, const osg::CopyOp copyop=osg::CopyOp::SHALLOW_COPY) :
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osg::UniformBase(rhs,copyop),
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_value(rhs._value) {}
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virtual Object* cloneType() const { return new TemplateUniform(); }
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virtual Object* clone(const CopyOp& copyop) const { return new TemplateUniform(*this, copyop); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const TemplateUniform*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return UniformClassNameTrait<T>::className(); }
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virtual void apply(const osg::GLExtensions* ext, GLint location) const
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{
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ext->glUniform(location, _value);
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}
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void setValue(const value_type& value) { if (_value!=value) { _value = value; dirty(); } }
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value_type& getValue() { return _value; }
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const value_type& getValue() const { return _value; }
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protected:
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value_type _value;
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};
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#define META_Uniform(TYPE,NAME) \
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template<> struct UniformClassNameTrait<TYPE> { static const char* className() { return #NAME; } }; \
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typedef TemplateUniform<TYPE> NAME;
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META_Uniform(int, IntUniform)
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META_Uniform(unsigned int, UIntUniform)
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META_Uniform(float, FloatUniform)
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META_Uniform(double, DoubleUniform)
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META_Uniform(osg::Vec2i, Vec2iUniform)
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META_Uniform(osg::Vec3i, Vec3iUniform)
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META_Uniform(osg::Vec4i, Vec4iUniform)
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META_Uniform(osg::Vec2ui, Vec2uiUniform)
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META_Uniform(osg::Vec3ui, Vec3uiUniform)
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META_Uniform(osg::Vec4ui, Vec4uiUniform)
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META_Uniform(osg::Vec2, Vec2Uniform)
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META_Uniform(osg::Vec3, Vec3Uniform)
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META_Uniform(osg::Vec4, Vec4Uniform)
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META_Uniform(osg::Vec2d, Vec2dUniform)
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META_Uniform(osg::Vec3d, Vec3dUniform)
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META_Uniform(osg::Vec4d, Vec4dUniform)
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META_Uniform(osg::Plane, PlaneUniform)
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META_Uniform(osg::Matrixf, MatrixfUniform)
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META_Uniform(osg::Matrixd, MatrixdUniform)
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template< typename T >
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struct ArrayUniformClassNameTrait
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{
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static const char* className() { return "TemplateArrayUniform"; }
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};
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template<typename T>
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class TemplateArrayUniform : public osg::UniformBase
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{
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public:
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typedef T value_type;
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typedef std::vector<value_type> array_type;
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TemplateArrayUniform() {}
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TemplateArrayUniform(const std::string& name) : osg::UniformBase(name) {}
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TemplateArrayUniform(const std::string& name, unsigned int new_size) : osg::UniformBase(name), _array(new_size) {}
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TemplateArrayUniform(const TemplateArrayUniform& rhs, const osg::CopyOp copyop=osg::CopyOp::SHALLOW_COPY) :
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osg::UniformBase(rhs,copyop),
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_array(rhs._array) {}
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virtual Object* cloneType() const { return new TemplateArrayUniform(); }
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virtual Object* clone(const CopyOp& copyop) const { return new TemplateArrayUniform(*this, copyop); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const TemplateArrayUniform*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return ArrayUniformClassNameTrait<T>::className(); }
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virtual void apply(const osg::GLExtensions* ext, GLint location) const
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{
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OSG_NOTICE<<__PRETTY_FUNCTION__<<std::endl;
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ext->glUniform(location, _array);
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}
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bool empty() const { return _array.empty(); }
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void resize(unsigned int new_size) { _array.resize(new_size); }
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unsigned int size() const { return static_cast<unsigned int>(_array.size()); }
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void setElement(unsigned int i, const value_type& value) { if (_array[i]!=value) { _array[i] = value; dirty(); } }
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value_type& getElement(unsigned int i) { return _array[i]; }
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const value_type& getElement(unsigned int i) const { return _array[i]; }
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void setArray(const array_type& array) { if (_array!=array) { _array = array; dirty(); } }
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array_type& getArray() { return _array; }
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const array_type& getArray() const { return _array; }
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protected:
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array_type _array;
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};
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#define META_ArrayUniform(TYPE,NAME) \
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template<> struct ArrayUniformClassNameTrait<TYPE> { static const char* className() { return #NAME; } }; \
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typedef TemplateArrayUniform<TYPE> NAME;
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META_ArrayUniform(int, IntArrayUniform)
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META_ArrayUniform(unsigned int, UIntArrayUniform)
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META_ArrayUniform(float, FloatArrayUniform)
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META_ArrayUniform(double, DoubleArrayUniform)
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META_ArrayUniform(osg::Vec2, Vec2ArrayUniform)
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META_ArrayUniform(osg::Vec3, Vec3ArrayUniform)
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META_ArrayUniform(osg::Vec4, Vec4ArrayUniform)
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META_ArrayUniform(osg::Vec2d, Vec2dArrayUniform)
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META_ArrayUniform(osg::Vec3d, Vec3dArrayUniform)
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META_ArrayUniform(osg::Vec4d, Vec4dArrayUniform)
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META_ArrayUniform(osg::Vec2i, Vec2iArrayUniform)
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META_ArrayUniform(osg::Vec3i, Vec3iArrayUniform)
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META_ArrayUniform(osg::Vec4i, Vec4iArrayUniform)
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META_ArrayUniform(osg::Vec2ui, Vec2uiArrayUniform)
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META_ArrayUniform(osg::Vec3ui, Vec3uiArrayUniform)
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META_ArrayUniform(osg::Vec4ui, Vec4uiArrayUniform)
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META_ArrayUniform(osg::Matrixf, MatrixfArrayUniform)
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META_ArrayUniform(osg::Matrixd, MatrixdArrayUniform)
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/** Deprecated Uniform provides backwards compatibility. */
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class OSG_EXPORT Uniform : public UniformBase
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{
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public:
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enum Type {
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FLOAT = GL_FLOAT,
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FLOAT_VEC2 = GL_FLOAT_VEC2,
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FLOAT_VEC3 = GL_FLOAT_VEC3,
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FLOAT_VEC4 = GL_FLOAT_VEC4,
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DOUBLE = GL_DOUBLE,
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DOUBLE_VEC2 = GL_DOUBLE_VEC2,
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DOUBLE_VEC3 = GL_DOUBLE_VEC3,
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DOUBLE_VEC4 = GL_DOUBLE_VEC4,
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INT = GL_INT,
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INT_VEC2 = GL_INT_VEC2,
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INT_VEC3 = GL_INT_VEC3,
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INT_VEC4 = GL_INT_VEC4,
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UNSIGNED_INT = GL_UNSIGNED_INT,
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UNSIGNED_INT_VEC2 = GL_UNSIGNED_INT_VEC2_EXT,
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UNSIGNED_INT_VEC3 = GL_UNSIGNED_INT_VEC3_EXT,
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UNSIGNED_INT_VEC4 = GL_UNSIGNED_INT_VEC4_EXT,
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BOOL = GL_BOOL,
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BOOL_VEC2 = GL_BOOL_VEC2,
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BOOL_VEC3 = GL_BOOL_VEC3,
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BOOL_VEC4 = GL_BOOL_VEC4,
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INT64 = GL_INT64_ARB,
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UNSIGNED_INT64 = GL_UNSIGNED_INT64_ARB,
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FLOAT_MAT2 = GL_FLOAT_MAT2,
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FLOAT_MAT3 = GL_FLOAT_MAT3,
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FLOAT_MAT4 = GL_FLOAT_MAT4,
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FLOAT_MAT2x3 = GL_FLOAT_MAT2x3,
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FLOAT_MAT2x4 = GL_FLOAT_MAT2x4,
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FLOAT_MAT3x2 = GL_FLOAT_MAT3x2,
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FLOAT_MAT3x4 = GL_FLOAT_MAT3x4,
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FLOAT_MAT4x2 = GL_FLOAT_MAT4x2,
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FLOAT_MAT4x3 = GL_FLOAT_MAT4x3,
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DOUBLE_MAT2 = GL_DOUBLE_MAT2,
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DOUBLE_MAT3 = GL_DOUBLE_MAT3,
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DOUBLE_MAT4 = GL_DOUBLE_MAT4,
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DOUBLE_MAT2x3 = GL_DOUBLE_MAT2x3,
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DOUBLE_MAT2x4 = GL_DOUBLE_MAT2x4,
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DOUBLE_MAT3x2 = GL_DOUBLE_MAT3x2,
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DOUBLE_MAT3x4 = GL_DOUBLE_MAT3x4,
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DOUBLE_MAT4x2 = GL_DOUBLE_MAT4x2,
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DOUBLE_MAT4x3 = GL_DOUBLE_MAT4x3,
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SAMPLER_1D = GL_SAMPLER_1D,
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SAMPLER_2D = GL_SAMPLER_2D,
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SAMPLER_3D = GL_SAMPLER_3D,
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SAMPLER_CUBE = GL_SAMPLER_CUBE,
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SAMPLER_1D_SHADOW = GL_SAMPLER_1D_SHADOW,
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SAMPLER_2D_SHADOW = GL_SAMPLER_2D_SHADOW,
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SAMPLER_1D_ARRAY = GL_SAMPLER_1D_ARRAY_EXT,
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SAMPLER_2D_ARRAY = GL_SAMPLER_2D_ARRAY_EXT,
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SAMPLER_CUBE_MAP_ARRAY = GL_SAMPLER_CUBE_MAP_ARRAY,
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SAMPLER_1D_ARRAY_SHADOW = GL_SAMPLER_1D_ARRAY_SHADOW_EXT,
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SAMPLER_2D_ARRAY_SHADOW = GL_SAMPLER_2D_ARRAY_SHADOW_EXT,
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SAMPLER_2D_MULTISAMPLE = GL_SAMPLER_2D_MULTISAMPLE,
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SAMPLER_2D_MULTISAMPLE_ARRAY = GL_SAMPLER_2D_MULTISAMPLE_ARRAY,
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SAMPLER_CUBE_SHADOW = GL_SAMPLER_CUBE_SHADOW_EXT,
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SAMPLER_CUBE_MAP_ARRAY_SHADOW = GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW,
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SAMPLER_BUFFER = GL_SAMPLER_BUFFER_EXT,
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SAMPLER_2D_RECT = GL_SAMPLER_2D_RECT,
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SAMPLER_2D_RECT_SHADOW = GL_SAMPLER_2D_RECT_SHADOW,
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INT_SAMPLER_1D = GL_INT_SAMPLER_1D_EXT,
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INT_SAMPLER_2D = GL_INT_SAMPLER_2D_EXT,
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INT_SAMPLER_3D = GL_INT_SAMPLER_3D_EXT,
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INT_SAMPLER_CUBE = GL_INT_SAMPLER_CUBE_EXT,
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INT_SAMPLER_1D_ARRAY = GL_INT_SAMPLER_1D_ARRAY_EXT,
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INT_SAMPLER_2D_ARRAY = GL_INT_SAMPLER_2D_ARRAY_EXT,
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INT_SAMPLER_CUBE_MAP_ARRAY = GL_INT_SAMPLER_CUBE_MAP_ARRAY,
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INT_SAMPLER_2D_MULTISAMPLE = GL_INT_SAMPLER_2D_MULTISAMPLE,
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INT_SAMPLER_2D_MULTISAMPLE_ARRAY = GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY,
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INT_SAMPLER_BUFFER = GL_INT_SAMPLER_BUFFER_EXT,
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INT_SAMPLER_2D_RECT = GL_INT_SAMPLER_2D_RECT_EXT,
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UNSIGNED_INT_SAMPLER_1D = GL_UNSIGNED_INT_SAMPLER_1D_EXT,
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UNSIGNED_INT_SAMPLER_2D = GL_UNSIGNED_INT_SAMPLER_2D_EXT,
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UNSIGNED_INT_SAMPLER_3D = GL_UNSIGNED_INT_SAMPLER_3D_EXT,
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UNSIGNED_INT_SAMPLER_CUBE = GL_UNSIGNED_INT_SAMPLER_CUBE_EXT,
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UNSIGNED_INT_SAMPLER_1D_ARRAY = GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT,
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UNSIGNED_INT_SAMPLER_2D_ARRAY = GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT,
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UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY = GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY,
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UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE,
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UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY,
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UNSIGNED_INT_SAMPLER_BUFFER = GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT,
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UNSIGNED_INT_SAMPLER_2D_RECT = GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT,
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IMAGE_1D = GL_IMAGE_1D,
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IMAGE_2D = GL_IMAGE_2D,
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IMAGE_3D = GL_IMAGE_3D,
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IMAGE_2D_RECT = GL_IMAGE_2D_RECT,
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IMAGE_CUBE = GL_IMAGE_CUBE,
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IMAGE_BUFFER = GL_IMAGE_BUFFER,
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IMAGE_1D_ARRAY = GL_IMAGE_1D_ARRAY,
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IMAGE_2D_ARRAY = GL_IMAGE_2D_ARRAY,
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IMAGE_CUBE_MAP_ARRAY = GL_IMAGE_CUBE_MAP_ARRAY,
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IMAGE_2D_MULTISAMPLE = GL_IMAGE_2D_MULTISAMPLE,
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IMAGE_2D_MULTISAMPLE_ARRAY = GL_IMAGE_2D_MULTISAMPLE_ARRAY,
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INT_IMAGE_1D = GL_INT_IMAGE_1D,
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INT_IMAGE_2D = GL_INT_IMAGE_2D,
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INT_IMAGE_3D = GL_INT_IMAGE_3D,
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INT_IMAGE_2D_RECT = GL_INT_IMAGE_2D_RECT,
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INT_IMAGE_CUBE = GL_INT_IMAGE_CUBE,
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INT_IMAGE_BUFFER = GL_INT_IMAGE_BUFFER,
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INT_IMAGE_1D_ARRAY = GL_INT_IMAGE_1D_ARRAY,
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INT_IMAGE_2D_ARRAY = GL_INT_IMAGE_2D_ARRAY,
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INT_IMAGE_CUBE_MAP_ARRAY = GL_INT_IMAGE_CUBE_MAP_ARRAY,
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INT_IMAGE_2D_MULTISAMPLE = GL_INT_IMAGE_2D_MULTISAMPLE,
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INT_IMAGE_2D_MULTISAMPLE_ARRAY = GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY,
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UNSIGNED_INT_IMAGE_1D = GL_UNSIGNED_INT_IMAGE_1D,
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UNSIGNED_INT_IMAGE_2D = GL_UNSIGNED_INT_IMAGE_2D,
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UNSIGNED_INT_IMAGE_3D = GL_UNSIGNED_INT_IMAGE_3D,
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UNSIGNED_INT_IMAGE_2D_RECT = GL_UNSIGNED_INT_IMAGE_2D_RECT,
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UNSIGNED_INT_IMAGE_CUBE = GL_UNSIGNED_INT_IMAGE_CUBE,
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UNSIGNED_INT_IMAGE_BUFFER = GL_UNSIGNED_INT_IMAGE_BUFFER,
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UNSIGNED_INT_IMAGE_1D_ARRAY = GL_UNSIGNED_INT_IMAGE_1D_ARRAY,
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UNSIGNED_INT_IMAGE_2D_ARRAY = GL_UNSIGNED_INT_IMAGE_2D_ARRAY,
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UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY = GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY,
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UNSIGNED_INT_IMAGE_2D_MULTISAMPLE = GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE,
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UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY = GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY,
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UNDEFINED = 0x0
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};
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public:
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Uniform();
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Uniform( Type type, const std::string& name, int numElements=1 );
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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Uniform(const Uniform& rhs, const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_Object(osg, Uniform);
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/** Convert 'this' into a Uniform pointer if Object is a Uniform, otherwise return 0.
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* Equivalent to dynamic_cast<Uniform*>(this).*/
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virtual Uniform* asUniform() { return this; }
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/** convert 'const this' into a const Uniform pointer if Object is a Uniform, otherwise return 0.
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* Equivalent to dynamic_cast<const Uniform*>(this).*/
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virtual const Uniform* asUniform() const { return this; }
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/** Set the type of glUniform, ensuring it is only set once.*/
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virtual bool setType( Type t );
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/** Get the type of glUniform as enum. */
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Type getType() const { return _type; }
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/** Set the length of a uniform, ensuring it is only set once (1==scalar)*/
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void setNumElements( unsigned int numElements );
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/** Get the number of GLSL elements of the osg::Uniform (1==scalar) */
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unsigned int getNumElements() const { return _numElements; }
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/** Get the number of elements required for the internal data array.
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* Returns 0 if the osg::Uniform is not properly configured. */
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unsigned int getInternalArrayNumElements() const;
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/** Return the name of a Type enum as string. */
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static const char* getTypename( Type t );
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/** Return the number of components for a GLSL type. */
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static int getTypeNumComponents( Type t );
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/** Return the Type enum of a Uniform typename string */
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static Uniform::Type getTypeId( const std::string& tname );
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/** Return the GL API type corresponding to a GLSL type */
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static Type getGlApiType( Type t );
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/** Return the internal data array type corresponding to a GLSL type */
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static GLenum getInternalArrayType( Type t );
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/** Return the number that the name maps to uniquely */
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static unsigned int getNameID(const std::string& name);
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/** convenient scalar (non-array) constructors w/ assignment */
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explicit Uniform( const char* name, float f );
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explicit Uniform( const char* name, double d );
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explicit Uniform( const char* name, int i );
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explicit Uniform( const char* name, unsigned int ui );
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explicit Uniform( const char* name, bool b );
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explicit Uniform( const char* name, unsigned long long ull);
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explicit Uniform( const char* name, long long ll );
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Uniform( const char* name, const osg::Vec2& v2 );
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Uniform( const char* name, const osg::Vec3& v3 );
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Uniform( const char* name, const osg::Vec4& v4 );
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Uniform( const char* name, const osg::Vec2d& v2 );
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Uniform( const char* name, const osg::Vec3d& v3 );
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Uniform( const char* name, const osg::Vec4d& v4 );
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Uniform( const char* name, const osg::Matrix2& m2 );
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Uniform( const char* name, const osg::Matrix3& m3 );
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Uniform( const char* name, const osg::Matrixf& m4 );
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Uniform( const char* name, const osg::Matrix2x3& m2x3 );
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Uniform( const char* name, const osg::Matrix2x4& m2x4 );
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Uniform( const char* name, const osg::Matrix3x2& m3x2 );
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Uniform( const char* name, const osg::Matrix3x4& m3x4 );
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Uniform( const char* name, const osg::Matrix4x2& m4x2 );
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Uniform( const char* name, const osg::Matrix4x3& m4x3 );
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Uniform( const char* name, const osg::Matrix2d& m2 );
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Uniform( const char* name, const osg::Matrix3d& m3 );
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Uniform( const char* name, const osg::Matrixd& m4 );
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Uniform( const char* name, const osg::Matrix2x3d& m2x3 );
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Uniform( const char* name, const osg::Matrix2x4d& m2x4 );
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Uniform( const char* name, const osg::Matrix3x2d& m3x2 );
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Uniform( const char* name, const osg::Matrix3x4d& m3x4 );
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Uniform( const char* name, const osg::Matrix4x2d& m4x2 );
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Uniform( const char* name, const osg::Matrix4x3d& m4x3 );
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Uniform( const char* name, int i0, int i1 );
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Uniform( const char* name, int i0, int i1, int i2 );
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Uniform( const char* name, int i0, int i1, int i2, int i3 );
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Uniform( const char* name, unsigned int ui0, unsigned int ui1 );
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Uniform( const char* name, unsigned int ui0, unsigned int ui1, unsigned int ui2 );
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Uniform( const char* name, unsigned int ui0, unsigned int ui1, unsigned int ui2, unsigned int ui3 );
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Uniform( const char* name, bool b0, bool b1 );
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Uniform( const char* name, bool b0, bool b1, bool b2 );
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Uniform( const char* name, bool b0, bool b1, bool b2, bool b3 );
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
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virtual int compare(const UniformBase& rhs) const;
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virtual int compareData(const UniformBase& rhs) const;
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void copyData( const Uniform& rhs );
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/** convenient scalar (non-array) value assignment */
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bool set( float f );
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bool set( double d );
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bool set( int i );
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bool set( unsigned int ui );
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bool set( bool b );
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bool set( unsigned long long ull );
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bool set( long long ll );
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bool set( const osg::Vec2& v2 );
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bool set( const osg::Vec3& v3 );
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bool set( const osg::Vec4& v4 );
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bool set( const osg::Vec2d& v2 );
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bool set( const osg::Vec3d& v3 );
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bool set( const osg::Vec4d& v4 );
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bool set( const osg::Matrix2& m2 );
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bool set( const osg::Matrix3& m3 );
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bool set( const osg::Matrixf& m4 );
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bool set( const osg::Matrix2x3& m2x3 );
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bool set( const osg::Matrix2x4& m2x4 );
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bool set( const osg::Matrix3x2& m3x2 );
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bool set( const osg::Matrix3x4& m3x4 );
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bool set( const osg::Matrix4x2& m4x2 );
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bool set( const osg::Matrix4x3& m4x3 );
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bool set( const osg::Matrix2d& m2 );
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bool set( const osg::Matrix3d& m3 );
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bool set( const osg::Matrixd& m4 );
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bool set( const osg::Matrix2x3d& m2x3 );
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bool set( const osg::Matrix2x4d& m2x4 );
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bool set( const osg::Matrix3x2d& m3x2 );
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bool set( const osg::Matrix3x4d& m3x4 );
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bool set( const osg::Matrix4x2d& m4x2 );
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bool set( const osg::Matrix4x3d& m4x3 );
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bool set( int i0, int i1 );
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bool set( int i0, int i1, int i2 );
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bool set( int i0, int i1, int i2, int i3 );
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bool set( unsigned int ui0, unsigned int ui1 );
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bool set( unsigned int ui0, unsigned int ui1, unsigned int ui2 );
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bool set( unsigned int ui0, unsigned int ui1, unsigned int ui2, unsigned int ui3 );
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bool set( bool b0, bool b1 );
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bool set( bool b0, bool b1, bool b2 );
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bool set( bool b0, bool b1, bool b2, bool b3 );
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/** convenient scalar (non-array) value query */
|
|
bool get( float& f ) const;
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|
bool get( double& d ) const;
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|
bool get( int& i ) const;
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|
bool get( unsigned int& ui ) const;
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|
bool get( bool& b ) const;
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|
bool get( unsigned long long & ull ) const;
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|
bool get( long long& ll ) const;
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|
bool get( osg::Vec2& v2 ) const;
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|
bool get( osg::Vec3& v3 ) const;
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|
bool get( osg::Vec4& v4 ) const;
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|
bool get( osg::Vec2d& v2 ) const;
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|
bool get( osg::Vec3d& v3 ) const;
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|
bool get( osg::Vec4d& v4 ) const;
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|
bool get( osg::Matrix2& m2 ) const;
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|
bool get( osg::Matrix3& m3 ) const;
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|
bool get( osg::Matrixf& m4 ) const;
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|
bool get( osg::Matrix2x3& m2x3 ) const;
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|
bool get( osg::Matrix2x4& m2x4 ) const;
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|
bool get( osg::Matrix3x2& m3x2 ) const;
|
|
bool get( osg::Matrix3x4& m3x4 ) const;
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|
bool get( osg::Matrix4x2& m4x2 ) const;
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|
bool get( osg::Matrix4x3& m4x3 ) const;
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|
bool get( osg::Matrix2d& m2 ) const;
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|
bool get( osg::Matrix3d& m3 ) const;
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|
bool get( osg::Matrixd& m4 ) const;
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|
bool get( osg::Matrix2x3d& m2x3 ) const;
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|
bool get( osg::Matrix2x4d& m2x4 ) const;
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|
bool get( osg::Matrix3x2d& m3x2 ) const;
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|
bool get( osg::Matrix3x4d& m3x4 ) const;
|
|
bool get( osg::Matrix4x2d& m4x2 ) const;
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|
bool get( osg::Matrix4x3d& m4x3 ) const;
|
|
bool get( int& i0, int& i1 ) const;
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|
bool get( int& i0, int& i1, int& i2 ) const;
|
|
bool get( int& i0, int& i1, int& i2, int& i3 ) const;
|
|
bool get( unsigned int& ui0, unsigned int& ui1 ) const;
|
|
bool get( unsigned int& ui0, unsigned int& ui1, unsigned int& ui2 ) const;
|
|
bool get( unsigned int& ui0, unsigned int& ui1, unsigned int& ui2, unsigned int& ui3 ) const;
|
|
bool get( bool& b0, bool& b1 ) const;
|
|
bool get( bool& b0, bool& b1, bool& b2 ) const;
|
|
bool get( bool& b0, bool& b1, bool& b2, bool& b3 ) const;
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|
|
|
/** value assignment for array uniforms */
|
|
bool setElement( unsigned int index, float f );
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|
bool setElement( unsigned int index, double d );
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|
bool setElement( unsigned int index, int i );
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|
bool setElement( unsigned int index, unsigned int ui );
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|
bool setElement( unsigned int index, bool b );
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|
bool setElement( unsigned int index, unsigned long long ull );
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|
bool setElement( unsigned int index, long long ll );
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|
bool setElement( unsigned int index, const osg::Vec2& v2 );
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|
bool setElement( unsigned int index, const osg::Vec3& v3 );
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|
bool setElement( unsigned int index, const osg::Vec4& v4 );
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|
bool setElement( unsigned int index, const osg::Vec2d& v2 );
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|
bool setElement( unsigned int index, const osg::Vec3d& v3 );
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|
bool setElement( unsigned int index, const osg::Vec4d& v4 );
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|
bool setElement( unsigned int index, const osg::Matrix2& m2 );
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|
bool setElement( unsigned int index, const osg::Matrix3& m3 );
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|
bool setElement( unsigned int index, const osg::Matrixf& m4 );
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|
bool setElement( unsigned int index, const osg::Matrix2x3& m2x3 );
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|
bool setElement( unsigned int index, const osg::Matrix2x4& m2x4 );
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|
bool setElement( unsigned int index, const osg::Matrix3x2& m3x2 );
|
|
bool setElement( unsigned int index, const osg::Matrix3x4& m3x4 );
|
|
bool setElement( unsigned int index, const osg::Matrix4x2& m4x2 );
|
|
bool setElement( unsigned int index, const osg::Matrix4x3& m4x3 );
|
|
bool setElement( unsigned int index, const osg::Matrix2d& m2 );
|
|
bool setElement( unsigned int index, const osg::Matrix3d& m3 );
|
|
bool setElement( unsigned int index, const osg::Matrixd& m4 );
|
|
bool setElement( unsigned int index, const osg::Matrix2x3d& m2x3 );
|
|
bool setElement( unsigned int index, const osg::Matrix2x4d& m2x4 );
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|
bool setElement( unsigned int index, const osg::Matrix3x2d& m3x2 );
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|
bool setElement( unsigned int index, const osg::Matrix3x4d& m3x4 );
|
|
bool setElement( unsigned int index, const osg::Matrix4x2d& m4x2 );
|
|
bool setElement( unsigned int index, const osg::Matrix4x3d& m4x3 );
|
|
bool setElement( unsigned int index, int i0, int i1 );
|
|
bool setElement( unsigned int index, int i0, int i1, int i2 );
|
|
bool setElement( unsigned int index, int i0, int i1, int i2, int i3 );
|
|
bool setElement( unsigned int index, unsigned int ui0, unsigned int ui1 );
|
|
bool setElement( unsigned int index, unsigned int ui0, unsigned int ui1, unsigned int ui2 );
|
|
bool setElement( unsigned int index, unsigned int ui0, unsigned int ui1, unsigned int ui2, unsigned int ui3 );
|
|
bool setElement( unsigned int index, bool b0, bool b1 );
|
|
bool setElement( unsigned int index, bool b0, bool b1, bool b2 );
|
|
bool setElement( unsigned int index, bool b0, bool b1, bool b2, bool b3 );
|
|
|
|
/** value query for array uniforms */
|
|
bool getElement( unsigned int index, float& f ) const;
|
|
bool getElement( unsigned int index, double& d ) const;
|
|
bool getElement( unsigned int index, int& i ) const;
|
|
bool getElement( unsigned int index, unsigned int& ui ) const;
|
|
bool getElement( unsigned int index, bool& b ) const;
|
|
bool getElement( unsigned int index, unsigned long long & ull ) const;
|
|
bool getElement( unsigned int index, long long& ll ) const;
|
|
bool getElement( unsigned int index, osg::Vec2& v2 ) const;
|
|
bool getElement( unsigned int index, osg::Vec3& v3 ) const;
|
|
bool getElement( unsigned int index, osg::Vec4& v4 ) const;
|
|
bool getElement( unsigned int index, osg::Vec2d& v2 ) const;
|
|
bool getElement( unsigned int index, osg::Vec3d& v3 ) const;
|
|
bool getElement( unsigned int index, osg::Vec4d& v4 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix2& m2 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix3& m3 ) const;
|
|
bool getElement( unsigned int index, osg::Matrixf& m4 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix2x3& m2x3 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix2x4& m2x4 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix3x2& m3x2 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix3x4& m3x4 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix4x2& m4x2 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix4x3& m4x3 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix2d& m2 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix3d& m3 ) const;
|
|
bool getElement( unsigned int index, osg::Matrixd& m4 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix2x3d& m2x3 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix2x4d& m2x4 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix3x2d& m3x2 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix3x4d& m3x4 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix4x2d& m4x2 ) const;
|
|
bool getElement( unsigned int index, osg::Matrix4x3d& m4x3 ) const;
|
|
bool getElement( unsigned int index, int& i0, int& i1 ) const;
|
|
bool getElement( unsigned int index, int& i0, int& i1, int& i2 ) const;
|
|
bool getElement( unsigned int index, int& i0, int& i1, int& i2, int& i3 ) const;
|
|
bool getElement( unsigned int index, unsigned int& ui0, unsigned int& ui1 ) const;
|
|
bool getElement( unsigned int index, unsigned int& ui0, unsigned int& ui1, unsigned int& ui2 ) const;
|
|
bool getElement( unsigned int index, unsigned int& ui0, unsigned int& ui1, unsigned int& ui2, unsigned int& ui3 ) const;
|
|
bool getElement( unsigned int index, bool& b0, bool& b1 ) const;
|
|
bool getElement( unsigned int index, bool& b0, bool& b1, bool& b2 ) const;
|
|
bool getElement( unsigned int index, bool& b0, bool& b1, bool& b2, bool& b3 ) const;
|
|
|
|
|
|
/** Set the internal data array for a osg::Uniform */
|
|
bool setArray( FloatArray* array );
|
|
bool setArray( DoubleArray* array );
|
|
bool setArray( IntArray* array );
|
|
bool setArray( UIntArray* array );
|
|
bool setArray( UInt64Array* array );
|
|
bool setArray( Int64Array* array );
|
|
/** Get the internal data array for a float osg::Uniform. */
|
|
FloatArray* getFloatArray() { return _floatArray.get(); }
|
|
const FloatArray* getFloatArray() const { return _floatArray.get(); }
|
|
|
|
/** Get the internal data array for a double osg::Uniform. */
|
|
DoubleArray* getDoubleArray() { return _doubleArray.get(); }
|
|
const DoubleArray* getDoubleArray() const { return _doubleArray.get(); }
|
|
|
|
/** Get the internal data array for an int osg::Uniform. */
|
|
IntArray* getIntArray() { return _intArray.get(); }
|
|
const IntArray* getIntArray() const { return _intArray.get(); }
|
|
|
|
/** Get the internal data array for an unsigned int osg::Uniform. */
|
|
UIntArray* getUIntArray() { return _uintArray.get(); }
|
|
const UIntArray* getUIntArray() const { return _uintArray.get(); }
|
|
|
|
/** Get the internal data array for an unsigned int osg::Uniform. */
|
|
UInt64Array* getUInt64Array() { return _uint64Array.get(); }
|
|
const UInt64Array* getUInt64Array() const { return _uint64Array.get(); }
|
|
|
|
/** Get the internal data array for an unsigned int osg::Uniform. */
|
|
Int64Array* getInt64Array() { return _int64Array.get(); }
|
|
const Int64Array* getInt64Array() const { return _int64Array.get(); }
|
|
|
|
/** Get the number that the Uniform's name maps to uniquely */
|
|
unsigned int getNameID() const;
|
|
|
|
virtual void apply(const GLExtensions* ext, GLint location) const;
|
|
|
|
|
|
protected:
|
|
|
|
virtual ~Uniform();
|
|
Uniform& operator=(const Uniform&) { return *this; }
|
|
|
|
bool isCompatibleType( Type t ) const;
|
|
// for backward compatibility only
|
|
// see getElement(index, osg::Matrixd &)
|
|
// see setElement(index, osg::Matrixd &)
|
|
bool isCompatibleType( Type t1, Type t2 ) const;
|
|
bool isScalar() const { return _numElements==1; }
|
|
void allocateDataArray();
|
|
|
|
Type _type;
|
|
unsigned int _numElements;
|
|
|
|
|
|
// The internal data for osg::Uniforms are stored as an array of
|
|
// getInternalArrayType() of length getInternalArrayNumElements().
|
|
ref_ptr<FloatArray> _floatArray;
|
|
ref_ptr<DoubleArray> _doubleArray;
|
|
ref_ptr<IntArray> _intArray;
|
|
ref_ptr<UIntArray> _uintArray;
|
|
ref_ptr<Int64Array> _int64Array;
|
|
ref_ptr<UInt64Array> _uint64Array;
|
|
|
|
ref_ptr<UniformCallback> _updateCallback;
|
|
ref_ptr<UniformCallback> _eventCallback;
|
|
|
|
unsigned int _modifiedCount;
|
|
};
|
|
|
|
}
|
|
|
|
#endif
|