76e7853971
IRIX compile warnings.
270 lines
9.3 KiB
C++
270 lines
9.3 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
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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 2005-05-05
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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/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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namespace osg {
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// forward declare
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class GL2Extensions;
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class NodeVisitor;
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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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UNDEFINED = -1
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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 );
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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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bool setType( Type t );
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bool setName( const std::string& name );
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/** Get the name of glUniform. */
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const std::string& getName() const { return _name; }
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/** Get the type of glUniform as enum. */
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const Type getType() const { return _type; }
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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 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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/** convenient construction 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, 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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//TODO Uniform( const char* name, const osg::Matrix2& m2 );
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//TODO 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, 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 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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/** value assignment */
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bool set( float f );
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bool set( 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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//TODO bool set( const osg::Matrix2& m2 );
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//TODO 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( 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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/** 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( 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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//TODO bool get( osg::Matrix2& m2 ) const;
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//TODO 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( 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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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 ProgramObjects watching it know it update themselves.
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* note, autoatmatically call bet Uniform::set(*). */
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inline void dirty() { ++_modifiedCount; }
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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; } // disallowed
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bool isCompatibleType( Type t ) const;
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void addParent(osg::StateSet* object);
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void removeParent(osg::StateSet* object);
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ParentList _parents;
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friend class osg::StateSet;
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Type _type;
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std::string _name;
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union
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{
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GLfloat f1; // float
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GLfloat f2[2]; // vec2
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GLfloat f3[3]; // vec3
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GLfloat f4[4]; // vec4, mat2
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GLfloat f9[9]; // mat3
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GLfloat f16[16]; // mat4
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GLint i1; // int, bool, sampler*
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GLint i2[2]; // ivec2, bvec2
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GLint i3[3]; // ivec3, bvec3
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GLint i4[4]; // ivec4, bvec4
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} _data;
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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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}
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#endif
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/*EOF*/
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