512 lines
20 KiB
C++
512 lines
20 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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*
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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 commericial and non commericial
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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/ref_ptr>
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#include <osg/Array>
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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/Matrix>
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#include <osg/GL2Extensions>
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#include <string>
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#include <vector>
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#ifndef GL_SAMPLER_1D
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#define GL_SAMPLER_1D 0x8B5D
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#define GL_SAMPLER_2D 0x8B5E
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#define GL_SAMPLER_3D 0x8B5F
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#define GL_SAMPLER_1D_SHADOW 0x8B61
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#define GL_SAMPLER_2D_SHADOW 0x8B62
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#endif
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namespace osg {
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// forward declare
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class GL2Extensions;
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class NodeVisitor;
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///////////////////////////////////////////////////////////////////////////
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// C++ classes to represent the GLSL-specific types.
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class OSG_EXPORT Matrix2
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{
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public:
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Matrix2() { makeIdentity(); }
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Matrix2( const Matrix2& mat ) { set(mat.ptr()); }
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Matrix2( float a00, float a01,
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float a10, float a11 )
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{
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set( a00, a01, a10, a11 );
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}
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~Matrix2() {}
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float& operator()(int row, int col) { return _mat[row][col]; }
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float operator()(int row, int col) const { return _mat[row][col]; }
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Matrix2& operator = (const Matrix2& rhs)
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{
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if( &rhs == this ) return *this;
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set(rhs.ptr());
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return *this;
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}
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void set(const Matrix2& rhs) { set(rhs.ptr()); }
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void set(float const * const ptr)
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{
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float* local_ptr = (float*)_mat;
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for(int i=0;i<4;++i) local_ptr[i]=ptr[i];
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}
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void set(float a00, float a01,
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float a10, float a11)
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{
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_mat[0][0]=a00; _mat[0][1]=a01;
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_mat[1][0]=a10; _mat[1][1]=a11;
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}
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float* ptr() { return (float*)_mat; }
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const float* ptr() const { return (const float*)_mat; }
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float& operator [] (int i) {return ptr()[i];}
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float operator [] (int i) const {return ptr()[i];}
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void makeIdentity() { set( 1, 0, 0, 1 ); }
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protected:
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float _mat[2][2];
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};
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class OSG_EXPORT Matrix3
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{
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public:
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Matrix3() { makeIdentity(); }
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Matrix3( const Matrix3& mat ) { set(mat.ptr()); }
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Matrix3( float a00, float a01, float a02,
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float a10, float a11, float a12,
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float a20, float a21, float a22 )
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{
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set( a00, a01, a02, a10, a11, a12, a20, a21, a22 );
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}
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~Matrix3() {}
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float& operator()(int row, int col) { return _mat[row][col]; }
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float operator()(int row, int col) const { return _mat[row][col]; }
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Matrix3& operator = (const Matrix3& rhs)
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{
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if( &rhs == this ) return *this;
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set(rhs.ptr());
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return *this;
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}
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void set(const Matrix3& rhs) { set(rhs.ptr()); }
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void set(float const * const ptr)
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{
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float* local_ptr = (float*)_mat;
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for(int i=0;i<9;++i) local_ptr[i]=ptr[i];
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}
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void set(float a00, float a01, float a02,
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float a10, float a11, float a12,
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float a20, float a21, float a22 )
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{
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_mat[0][0]=a00; _mat[0][1]=a01; _mat[0][2]=a02;
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_mat[1][0]=a10; _mat[1][1]=a11; _mat[1][2]=a12;
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_mat[2][0]=a20; _mat[2][1]=a21; _mat[2][2]=a22;
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}
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float* ptr() { return (float*)_mat; }
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const float* ptr() const { return (const float*)_mat; }
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float& operator [] (int i) {return ptr()[i];}
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float operator [] (int i) const {return ptr()[i];}
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void makeIdentity() { set( 1, 0, 0, 0, 1, 0, 0, 0, 1 ); }
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protected:
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float _mat[3][3];
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};
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// TODO add new GL 2.1 non-square matrix types
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// class OSG_EXPORT Matrix2x3
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// class OSG_EXPORT Matrix3x2
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// class OSG_EXPORT Matrix2x4
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// class OSG_EXPORT Matrix4x2
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// class OSG_EXPORT Matrix3x4
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// class OSG_EXPORT Matrix4x3
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///////////////////////////////////////////////////////////////////////////
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/** Uniform encapsulates glUniform values */
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class OSG_EXPORT Uniform : public Object
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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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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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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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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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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_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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// TODO the following must be integrated fully here and Uniform.cpp
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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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SAMPLER_BUFFER = GL_SAMPLER_BUFFER_EXT,
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SAMPLER_CUBE_SHADOW = GL_SAMPLER_CUBE_SHADOW_EXT,
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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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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_2D_RECT = GL_INT_SAMPLER_2D_RECT_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_BUFFER = GL_INT_SAMPLER_BUFFER_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_2D_RECT = GL_UNSIGNED_INT_SAMPLER_2D_RECT_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_BUFFER = GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT,
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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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/** Set the type of glUniform, ensuring it is only set once.*/
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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 name of the glUniform, ensuring it is only set once.*/
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void setName( const std::string& name );
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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 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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/** 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, int i );
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explicit Uniform( const char* name, unsigned int i );
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explicit Uniform( const char* name, bool b );
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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::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::Matrixd& m4 );
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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 i0, unsigned int i1 );
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Uniform( const char* name, unsigned int i0, unsigned int i1, unsigned int i2 );
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Uniform( const char* name, unsigned int i0, unsigned int i1, unsigned int i2, unsigned int i3 );
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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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// TODO must add new types
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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 Uniform& rhs) const;
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virtual int compareData(const Uniform& rhs) const;
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bool operator < (const Uniform& rhs) const { return compare(rhs)<0; }
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bool operator == (const Uniform& rhs) const { return compare(rhs)==0; }
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bool operator != (const Uniform& rhs) const { return compare(rhs)!=0; }
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void copyData( const Uniform& rhs );
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/** A vector of osg::StateSet pointers which is used to store the parent(s) of this Uniform, the parents could be osg::Node or osg::Drawable.*/
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typedef std::vector<StateSet*> ParentList;
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/** Get the parent list of this Uniform. */
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inline const ParentList& getParents() const { return _parents; }
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/** Get the a copy of parent list of node. A copy is returned to
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* prevent modification of the parent list.*/
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inline ParentList getParents() { return _parents; }
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inline StateSet* getParent(unsigned int i) { return _parents[i]; }
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/**
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* Get a single const parent of this Uniform.
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* @param i index of the parent to get.
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* @return the parent i.
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*/
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inline const StateSet* getParent(unsigned int i) const { return _parents[i]; }
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/**
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* Get the number of parents of this Uniform.
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* @return the number of parents of this Uniform.
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*/
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inline unsigned int getNumParents() const { return _parents.size(); }
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/** convenient scalar (non-array) value assignment */
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bool set( float f );
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bool set( int i );
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bool set( unsigned int i );
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bool set( bool b );
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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::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::Matrixd& m4 );
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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 i0, unsigned int i1 );
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bool set( unsigned int i0, unsigned int i1, unsigned int i2 );
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bool set( unsigned int i0, unsigned int i1, unsigned int i2, unsigned int i3 );
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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 */
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bool get( float& f ) const;
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bool get( int& i ) const;
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bool get( unsigned int& i ) const;
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bool get( bool& b ) 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::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::Matrixd& m4 ) const;
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bool get( int& i0, int& i1 ) const;
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bool get( int& i0, int& i1, int& i2 ) const;
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bool get( int& i0, int& i1, int& i2, int& i3 ) const;
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bool get( unsigned int& i0, unsigned int& i1 ) const;
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bool get( unsigned int& i0, unsigned int& i1, unsigned int& i2 ) const;
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bool get( unsigned int& i0, unsigned int& i1, unsigned int& i2, unsigned int& i3 ) const;
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bool get( bool& b0, bool& b1 ) const;
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bool get( bool& b0, bool& b1, bool& b2 ) const;
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bool get( bool& b0, bool& b1, bool& b2, bool& b3 ) const;
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/** value assignment for array uniforms */
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bool setElement( unsigned int index, float f );
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bool setElement( unsigned int index, int i );
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bool setElement( unsigned int index, unsigned int i );
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bool setElement( unsigned int index, bool b );
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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::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::Matrixd& m4 );
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bool setElement( unsigned int index, int i0, int i1 );
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bool setElement( unsigned int index, int i0, int i1, int i2 );
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bool setElement( unsigned int index, int i0, int i1, int i2, int i3 );
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bool setElement( unsigned int index, unsigned int i0, unsigned int i1 );
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bool setElement( unsigned int index, unsigned int i0, unsigned int i1, unsigned int i2 );
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bool setElement( unsigned int index, unsigned int i0, unsigned int i1, unsigned int i2, unsigned int i3 );
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bool setElement( unsigned int index, bool b0, bool b1 );
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bool setElement( unsigned int index, bool b0, bool b1, bool b2 );
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bool setElement( unsigned int index, bool b0, bool b1, bool b2, bool b3 );
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/** value query for array uniforms */
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bool getElement( unsigned int index, float& f ) const;
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bool getElement( unsigned int index, int& i ) const;
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bool getElement( unsigned int index, unsigned int& i ) const;
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bool getElement( unsigned int index, bool& b ) const;
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bool getElement( unsigned int index, osg::Vec2& v2 ) const;
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bool getElement( unsigned int index, osg::Vec3& v3 ) const;
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bool getElement( unsigned int index, osg::Vec4& v4 ) const;
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bool getElement( unsigned int index, osg::Matrix2& m2 ) const;
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bool getElement( unsigned int index, osg::Matrix3& m3 ) const;
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bool getElement( unsigned int index, osg::Matrixf& m4 ) const;
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bool getElement( unsigned int index, osg::Matrixd& m4 ) const;
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bool getElement( unsigned int index, int& i0, int& i1 ) const;
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bool getElement( unsigned int index, int& i0, int& i1, int& i2 ) const;
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bool getElement( unsigned int index, int& i0, int& i1, int& i2, int& i3 ) const;
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bool getElement( unsigned int index, unsigned int& i0, unsigned int& i1 ) const;
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bool getElement( unsigned int index, unsigned int& i0, unsigned int& i1, unsigned int& i2 ) const;
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bool getElement( unsigned int index, unsigned int& i0, unsigned int& i1, unsigned int& i2, unsigned int& i3 ) const;
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bool getElement( unsigned int index, bool& b0, bool& b1 ) const;
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bool getElement( unsigned int index, bool& b0, bool& b1, bool& b2 ) const;
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bool getElement( unsigned int index, bool& b0, bool& b1, bool& b2, bool& b3 ) const;
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struct Callback : public virtual osg::Object
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{
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Callback() {}
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Callback(const Callback&,const CopyOp&) {}
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META_Object(osg,Callback);
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/** do customized update code.*/
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virtual void operator () (Uniform*, NodeVisitor*) {}
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};
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/** Set the UpdateCallback which allows users to attach customize the updating of an object during the update traversal.*/
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void setUpdateCallback(Callback* uc);
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/** Get the non const UpdateCallback.*/
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Callback* getUpdateCallback() { return _updateCallback.get(); }
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/** Get the const UpdateCallback.*/
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const Callback* getUpdateCallback() const { return _updateCallback.get(); }
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/** Set the EventCallback which allows users to attach customize the updating of an object during the Event traversal.*/
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void setEventCallback(Callback* ec);
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/** Get the non const EventCallback.*/
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Callback* getEventCallback() { return _eventCallback.get(); }
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/** Get the const EventCallback.*/
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const Callback* getEventCallback() const { return _eventCallback.get(); }
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/** Increment the modified count on the Uniform so Programs watching it know it update themselves.
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* NOTE: automatically called during osg::Uniform::set*();
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* you must call if modifying the internal data array directly. */
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inline void dirty() { ++_modifiedCount; }
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/** Set the internal data array for a osg::Uniform */
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bool setArray( FloatArray* array );
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bool setArray( IntArray* array );
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bool setArray( UIntArray* array );
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/** Get the internal data array for a float osg::Uniform. */
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FloatArray* getFloatArray() { return _floatArray.get(); }
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const FloatArray* getFloatArray() const { return _floatArray.get(); }
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/** Get the internal data array for an int osg::Uniform. */
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IntArray* getIntArray() { return _intArray.get(); }
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const IntArray* getIntArray() const { return _intArray.get(); }
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/** Get the internal data array for an unsigned int osg::Uniform. */
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UIntArray* getUIntArray() { return _uintArray.get(); }
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const UIntArray* getUIntArray() const { return _uintArray.get(); }
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inline void setModifiedCount(unsigned int mc) { _modifiedCount = mc; }
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inline unsigned int getModifiedCount() const { return _modifiedCount; }
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void apply(const GL2Extensions* ext, GLint location) const;
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protected:
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virtual ~Uniform();
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Uniform& operator=(const Uniform&) { return *this; }
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|
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bool isCompatibleType( Type t ) const;
|
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bool isScalar() const { return _numElements==1; }
|
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void allocateDataArray();
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|
|
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void addParent(osg::StateSet* object);
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|
void removeParent(osg::StateSet* object);
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|
|
ParentList _parents;
|
|
friend class osg::StateSet;
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|
|
|
Type _type;
|
|
unsigned int _numElements;
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|
|
|
// The internal data for osg::Uniforms are stored as an array of
|
|
// getInternalArrayType() of length getInternalArrayNumElements().
|
|
ref_ptr<FloatArray> _floatArray;
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ref_ptr<IntArray> _intArray;
|
|
ref_ptr<UIntArray> _uintArray;
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|
|
ref_ptr<Callback> _updateCallback;
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|
ref_ptr<Callback> _eventCallback;
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|
|
|
unsigned int _modifiedCount;
|
|
};
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}
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#endif
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