63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_TEXTURETRIBUTE
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#define OSG_TEXTURETRIBUTE 1
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#include <osg/StateAttribute>
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namespace osg {
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// forward declare
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class StateSet;
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class TextureAttribute : public StateAttribute
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{
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public:
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TextureAttribute():
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_textureUnit(0) {}
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TextureAttribute(const TextureAttribute& ta, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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StateAttribute(ta, copyop),
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_textureUnit(0) {}
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virtual bool isTextureAttribute() const { return true; }
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virtual unsigned int getMember() const { return _textureUnit; }
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protected:
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virtual ~TextureAttribute() {}
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// called when the TextureAttribute is assigned to a StateSet;
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virtual void setTextureUnit(unsigned int unit)
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{
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if (unit!=_textureUnit)
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{
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_textureUnit = unit;
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// configure the uniform names to reflect new texture unit value
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configureUniformNames();
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}
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}
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// TextureAttribute subclasses that manage uniforms will need to override configureUniformNames() and adjust uniform names to reflect texture unit that the attribute is assigned to.
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virtual void configureUniformNames() {}
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friend class StateSet;
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unsigned int _textureUnit;
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};
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}
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#endif
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