OpenSceneGraph/include/osg/Uniform
Robert Osfield 485709f708 Moved GL2Extensions functionality into the include/osg/GLExtensions header and new GLExtensions object.
Moved the #defines into new include/osg/GLDefines
Converted all GL2Extensions usage to GLExtensions usage


git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14593 16af8721-9629-0410-8352-f15c8da7e697
2014-12-10 10:38:12 +00:00

935 lines
40 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2008 Zebra Imaging
* Copyright (C) 2012 David Callu
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commercial and non commercial
* applications, as long as this copyright notice is maintained.
*
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
/* file: include/osg/Uniform
* author: Mike Weiblen 2008-01-02
*/
#ifndef OSG_UNIFORM
#define OSG_UNIFORM 1
#include <osg/ref_ptr>
#include <osg/Array>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Vec2d>
#include <osg/Vec3d>
#include <osg/Vec4d>
#include <osg/Matrix>
#include <osg/GLExtensions>
#include <string.h> // for memset
#include <string>
#include <vector>
namespace osg {
// forward declare
class NodeVisitor;
///////////////////////////////////////////////////////////////////////////
// C++ classes to represent the GLSL-specific types.
//
// Warning :
// OSG is Row major
// GLSL is Column Major
//
// If you define an Uniform with type Uniform::FLOAT_MAT4X2 and so use a Matrix4x2 to setup your Uniform,
// like this :
// 1 2
// 3 4
// 5 6
// 7 8
//
// you will get in your shader a Column Major Matrix like this :
// 1 3 5 7
// 2 4 6 8
//
// In simple term, you matrix in OSG will be a transposed matrix in GLSL
//
//
// You can avoid this behaviours starting GLSL version 1.40 with uniform layout :
//
// <GLSL code>
// layout(row_major) uniform matrix4x2 myVariable;
// <GLSL code>
//
//
template <typename T, unsigned int RowN, unsigned int ColN>
class MatrixTemplate
{
public:
enum { col_count = ColN };
enum { row_count = RowN };
enum { value_count = ColN * RowN };
typedef T value_type;
public:
MatrixTemplate() {}
~MatrixTemplate() {}
value_type& operator()(int row, int col) { return _mat[row][col]; }
value_type operator()(int row, int col) const { return _mat[row][col]; }
MatrixTemplate& operator = (const MatrixTemplate& rhs)
{
if( &rhs == this ) return *this;
set(rhs.ptr());
return *this;
}
void set(const MatrixTemplate& rhs) { set(rhs.ptr()); }
void set(value_type const * const ptr)
{
value_type* local_ptr = (value_type*)_mat;
for(int i=0;i<value_count;++i) local_ptr[i]=ptr[i];
}
value_type* ptr() { return (value_type*)_mat; }
const value_type* ptr() const { return (const value_type*)_mat; }
value_type& operator [] (int i) {return ptr()[i];}
value_type operator [] (int i) const {return ptr()[i];}
void reset() { memset(_mat, 0, sizeof( value_type ) * value_count); }
protected:
value_type _mat[row_count][col_count];
};
template <typename T>
class Matrix2Template : public MatrixTemplate<T, 2, 2>
{
public:
typedef MatrixTemplate<T, 2, 2> base_class;
typedef typename base_class::value_type value_type;
public:
Matrix2Template() { makeIdentity(); }
Matrix2Template( const Matrix2Template& mat ) { set(mat.ptr()); }
Matrix2Template( value_type a00, value_type a01,
value_type a10, value_type a11 )
{
set( a00, a01,
a10, a11 );
}
~Matrix2Template() {}
using base_class::set;
void set(value_type a00, value_type a01,
value_type a10, value_type a11 )
{
base_class::_mat[0][0]=a00; base_class::_mat[0][1]=a01;
base_class::_mat[1][0]=a10; base_class::_mat[1][1]=a11;
}
void makeIdentity()
{
set( 1, 0,
0, 1 );
}
};
template <typename T>
class Matrix2x3Template : public MatrixTemplate<T, 2, 3>
{
public:
typedef MatrixTemplate<T, 2, 3> base_class;
typedef typename base_class::value_type value_type;
public:
Matrix2x3Template() { base_class::reset(); }
Matrix2x3Template( const Matrix2x3Template& mat ) { set(mat.ptr()); }
Matrix2x3Template( value_type a00, value_type a01, value_type a02,
value_type a10, value_type a11, value_type a12 )
{
set( a00, a01, a02,
a10, a11, a12 );
}
~Matrix2x3Template() {}
using base_class::set;
void set( value_type a00, value_type a01, value_type a02,
value_type a10, value_type a11, value_type a12 )
{
base_class::_mat[0][0]=a00; base_class::_mat[0][1]=a01; base_class::_mat[0][2]=a02;
base_class::_mat[1][0]=a10; base_class::_mat[1][1]=a11; base_class::_mat[1][2]=a12;
}
};
template <typename T>
class Matrix2x4Template : public MatrixTemplate<T, 2, 4>
{
public:
typedef MatrixTemplate<T, 2, 4> base_class;
typedef typename base_class::value_type value_type;
public:
Matrix2x4Template() { base_class::reset(); }
Matrix2x4Template( const Matrix2x4Template& mat ) { set(mat.ptr()); }
Matrix2x4Template( value_type a00, value_type a01, value_type a02, value_type a03,
value_type a10, value_type a11, value_type a12, value_type a13 )
{
set( a00, a01, a02, a03,
a10, a11, a12, a13 );
}
~Matrix2x4Template() {}
using base_class::set;
void set( value_type a00, value_type a01, value_type a02, value_type a03,
value_type a10, value_type a11, value_type a12, value_type a13 )
{
base_class::_mat[0][0]=a00; base_class::_mat[0][1]=a01; base_class::_mat[0][2]=a02; base_class::_mat[0][3]=a03;
base_class::_mat[1][0]=a10; base_class::_mat[1][1]=a11; base_class::_mat[1][2]=a12; base_class::_mat[1][3]=a13;
}
};
template <typename T>
class Matrix3x2Template : public MatrixTemplate<T, 3, 2>
{
public:
typedef MatrixTemplate<T, 3, 2> base_class;
typedef typename base_class::value_type value_type;
public:
Matrix3x2Template() { base_class::reset(); }
Matrix3x2Template( const Matrix3x2Template& mat ) { set(mat.ptr()); }
Matrix3x2Template( value_type a00, value_type a01,
value_type a10, value_type a11,
value_type a20, value_type a21 )
{
set( a00, a01,
a10, a11,
a20, a21 );
}
~Matrix3x2Template() {}
using base_class::set;
void set( value_type a00, value_type a01,
value_type a10, value_type a11,
value_type a20, value_type a21 )
{
base_class::_mat[0][0]=a00; base_class::_mat[0][1]=a01;
base_class::_mat[1][0]=a10; base_class::_mat[1][1]=a11;
base_class::_mat[2][0]=a20; base_class::_mat[2][1]=a21;
}
};
template <typename T>
class Matrix3Template : public MatrixTemplate<T, 3, 3>
{
public:
typedef MatrixTemplate<T, 3, 3> base_class;
typedef typename base_class::value_type value_type;
public:
Matrix3Template() { base_class::reset(); }
Matrix3Template( const Matrix3Template& mat ) { set(mat.ptr()); }
Matrix3Template( value_type a00, value_type a01, value_type a02,
value_type a10, value_type a11, value_type a12,
value_type a20, value_type a21, value_type a22 )
{
set( a00, a01, a02,
a10, a11, a12,
a20, a21, a22 );
}
~Matrix3Template() {}
using base_class::set;
void set( value_type a00, value_type a01, value_type a02,
value_type a10, value_type a11, value_type a12,
value_type a20, value_type a21, value_type a22 )
{
base_class::_mat[0][0]=a00; base_class::_mat[0][1]=a01; base_class::_mat[0][2]=a02;
base_class::_mat[1][0]=a10; base_class::_mat[1][1]=a11; base_class::_mat[1][2]=a12;
base_class::_mat[2][0]=a20; base_class::_mat[2][1]=a21; base_class::_mat[2][2]=a22;
}
void makeIdentity()
{
set( 1, 0, 0,
0, 1, 0,
0, 0, 1 );
}
};
template <typename T>
class Matrix3x4Template : public MatrixTemplate<T, 3, 4>
{
public:
typedef MatrixTemplate<T, 3, 4> base_class;
typedef typename base_class::value_type value_type;
public:
Matrix3x4Template() { base_class::reset(); }
Matrix3x4Template( const Matrix3x4Template& mat ) { set(mat.ptr()); }
Matrix3x4Template( value_type a00, value_type a01, value_type a02, value_type a03,
value_type a10, value_type a11, value_type a12, value_type a13,
value_type a20, value_type a21, value_type a22, value_type a23 )
{
set( a00, a01, a02, a03,
a10, a11, a12, a13,
a20, a21, a22, a23 );
}
~Matrix3x4Template() {}
using base_class::set;
void set( value_type a00, value_type a01, value_type a02, value_type a03,
value_type a10, value_type a11, value_type a12, value_type a13,
value_type a20, value_type a21, value_type a22, value_type a23 )
{
base_class::_mat[0][0]=a00; base_class::_mat[0][1]=a01; base_class::_mat[0][2]=a02; base_class::_mat[0][3]=a03;
base_class::_mat[1][0]=a10; base_class::_mat[1][1]=a11; base_class::_mat[1][2]=a12; base_class::_mat[1][3]=a13;
base_class::_mat[2][0]=a20; base_class::_mat[2][1]=a21; base_class::_mat[2][2]=a22; base_class::_mat[2][3]=a23;
}
};
template <typename T>
class Matrix4x2Template : public MatrixTemplate<T, 4, 2>
{
public:
typedef MatrixTemplate<T, 4, 2> base_class;
typedef typename base_class::value_type value_type;
public:
Matrix4x2Template() { base_class::reset(); }
Matrix4x2Template( const Matrix4x2Template& mat ) { set(mat.ptr()); }
Matrix4x2Template( value_type a00, value_type a01,
value_type a10, value_type a11,
value_type a20, value_type a21,
value_type a30, value_type a31 )
{
set( a00, a01,
a10, a11,
a20, a21,
a30, a31 );
}
~Matrix4x2Template() {}
using base_class::set;
void set( value_type a00, value_type a01,
value_type a10, value_type a11,
value_type a20, value_type a21,
value_type a30, value_type a31 )
{
base_class::_mat[0][0]=a00; base_class::_mat[0][1]=a01;
base_class::_mat[1][0]=a10; base_class::_mat[1][1]=a11;
base_class::_mat[2][0]=a20; base_class::_mat[2][1]=a21;
base_class::_mat[3][0]=a30; base_class::_mat[3][1]=a31;
}
};
template <typename T>
class Matrix4x3Template : public MatrixTemplate<T, 4, 3>
{
public:
typedef MatrixTemplate<T, 4, 3> base_class;
typedef typename base_class::value_type value_type;
public:
Matrix4x3Template() { base_class::reset(); }
Matrix4x3Template( const Matrix4x3Template& mat ) { set(mat.ptr()); }
Matrix4x3Template( value_type a00, value_type a01, value_type a02,
value_type a10, value_type a11, value_type a12,
value_type a20, value_type a21, value_type a22,
value_type a30, value_type a31, value_type a32 )
{
set( a00, a01, a02,
a10, a11, a12,
a20, a21, a22,
a30, a31, a32 );
}
~Matrix4x3Template() {}
using base_class::set;
void set( value_type a00, value_type a01, value_type a02,
value_type a10, value_type a11, value_type a12,
value_type a20, value_type a21, value_type a22,
value_type a30, value_type a31, value_type a32 )
{
base_class::_mat[0][0]=a00; base_class::_mat[0][1]=a01; base_class::_mat[0][2]=a02;
base_class::_mat[1][0]=a10; base_class::_mat[1][1]=a11; base_class::_mat[1][2]=a12;
base_class::_mat[2][0]=a20; base_class::_mat[2][1]=a21; base_class::_mat[2][2]=a22;
base_class::_mat[3][0]=a30; base_class::_mat[3][1]=a31; base_class::_mat[3][2]=a32;
}
};
typedef Matrix2Template<float> Matrix2;
typedef Matrix2x3Template<float> Matrix2x3;
typedef Matrix2x4Template<float> Matrix2x4;
typedef Matrix3x2Template<float> Matrix3x2;
typedef Matrix3Template<float> Matrix3;
typedef Matrix3x4Template<float> Matrix3x4;
typedef Matrix4x2Template<float> Matrix4x2;
typedef Matrix4x3Template<float> Matrix4x3;
typedef Matrix2Template<double> Matrix2d;
typedef Matrix2x3Template<double> Matrix2x3d;
typedef Matrix2x4Template<double> Matrix2x4d;
typedef Matrix3x2Template<double> Matrix3x2d;
typedef Matrix3Template<double> Matrix3d;
typedef Matrix3x4Template<double> Matrix3x4d;
typedef Matrix4x2Template<double> Matrix4x2d;
typedef Matrix4x3Template<double> Matrix4x3d;
///////////////////////////////////////////////////////////////////////////
/** Uniform encapsulates glUniform values */
class OSG_EXPORT Uniform : public Object
{
public:
enum Type {
FLOAT = GL_FLOAT,
FLOAT_VEC2 = GL_FLOAT_VEC2,
FLOAT_VEC3 = GL_FLOAT_VEC3,
FLOAT_VEC4 = GL_FLOAT_VEC4,
DOUBLE = GL_DOUBLE,
DOUBLE_VEC2 = GL_DOUBLE_VEC2,
DOUBLE_VEC3 = GL_DOUBLE_VEC3,
DOUBLE_VEC4 = GL_DOUBLE_VEC4,
INT = GL_INT,
INT_VEC2 = GL_INT_VEC2,
INT_VEC3 = GL_INT_VEC3,
INT_VEC4 = GL_INT_VEC4,
UNSIGNED_INT = GL_UNSIGNED_INT,
UNSIGNED_INT_VEC2 = GL_UNSIGNED_INT_VEC2_EXT,
UNSIGNED_INT_VEC3 = GL_UNSIGNED_INT_VEC3_EXT,
UNSIGNED_INT_VEC4 = GL_UNSIGNED_INT_VEC4_EXT,
BOOL = GL_BOOL,
BOOL_VEC2 = GL_BOOL_VEC2,
BOOL_VEC3 = GL_BOOL_VEC3,
BOOL_VEC4 = GL_BOOL_VEC4,
FLOAT_MAT2 = GL_FLOAT_MAT2,
FLOAT_MAT3 = GL_FLOAT_MAT3,
FLOAT_MAT4 = GL_FLOAT_MAT4,
FLOAT_MAT2x3 = GL_FLOAT_MAT2x3,
FLOAT_MAT2x4 = GL_FLOAT_MAT2x4,
FLOAT_MAT3x2 = GL_FLOAT_MAT3x2,
FLOAT_MAT3x4 = GL_FLOAT_MAT3x4,
FLOAT_MAT4x2 = GL_FLOAT_MAT4x2,
FLOAT_MAT4x3 = GL_FLOAT_MAT4x3,
DOUBLE_MAT2 = GL_DOUBLE_MAT2,
DOUBLE_MAT3 = GL_DOUBLE_MAT3,
DOUBLE_MAT4 = GL_DOUBLE_MAT4,
DOUBLE_MAT2x3 = GL_DOUBLE_MAT2x3,
DOUBLE_MAT2x4 = GL_DOUBLE_MAT2x4,
DOUBLE_MAT3x2 = GL_DOUBLE_MAT3x2,
DOUBLE_MAT3x4 = GL_DOUBLE_MAT3x4,
DOUBLE_MAT4x2 = GL_DOUBLE_MAT4x2,
DOUBLE_MAT4x3 = GL_DOUBLE_MAT4x3,
SAMPLER_1D = GL_SAMPLER_1D,
SAMPLER_2D = GL_SAMPLER_2D,
SAMPLER_3D = GL_SAMPLER_3D,
SAMPLER_CUBE = GL_SAMPLER_CUBE,
SAMPLER_1D_SHADOW = GL_SAMPLER_1D_SHADOW,
SAMPLER_2D_SHADOW = GL_SAMPLER_2D_SHADOW,
SAMPLER_1D_ARRAY = GL_SAMPLER_1D_ARRAY_EXT,
SAMPLER_2D_ARRAY = GL_SAMPLER_2D_ARRAY_EXT,
SAMPLER_CUBE_MAP_ARRAY = GL_SAMPLER_CUBE_MAP_ARRAY,
SAMPLER_1D_ARRAY_SHADOW = GL_SAMPLER_1D_ARRAY_SHADOW_EXT,
SAMPLER_2D_ARRAY_SHADOW = GL_SAMPLER_2D_ARRAY_SHADOW_EXT,
SAMPLER_2D_MULTISAMPLE = GL_SAMPLER_2D_MULTISAMPLE,
SAMPLER_2D_MULTISAMPLE_ARRAY = GL_SAMPLER_2D_MULTISAMPLE_ARRAY,
SAMPLER_CUBE_SHADOW = GL_SAMPLER_CUBE_SHADOW_EXT,
SAMPLER_CUBE_MAP_ARRAY_SHADOW = GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW,
SAMPLER_BUFFER = GL_SAMPLER_BUFFER_EXT,
SAMPLER_2D_RECT = GL_SAMPLER_2D_RECT,
SAMPLER_2D_RECT_SHADOW = GL_SAMPLER_2D_RECT_SHADOW,
INT_SAMPLER_1D = GL_INT_SAMPLER_1D_EXT,
INT_SAMPLER_2D = GL_INT_SAMPLER_2D_EXT,
INT_SAMPLER_3D = GL_INT_SAMPLER_3D_EXT,
INT_SAMPLER_CUBE = GL_INT_SAMPLER_CUBE_EXT,
INT_SAMPLER_1D_ARRAY = GL_INT_SAMPLER_1D_ARRAY_EXT,
INT_SAMPLER_2D_ARRAY = GL_INT_SAMPLER_2D_ARRAY_EXT,
INT_SAMPLER_CUBE_MAP_ARRAY = GL_INT_SAMPLER_CUBE_MAP_ARRAY,
INT_SAMPLER_2D_MULTISAMPLE = GL_INT_SAMPLER_2D_MULTISAMPLE,
INT_SAMPLER_2D_MULTISAMPLE_ARRAY = GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY,
INT_SAMPLER_BUFFER = GL_INT_SAMPLER_BUFFER_EXT,
INT_SAMPLER_2D_RECT = GL_INT_SAMPLER_2D_RECT_EXT,
UNSIGNED_INT_SAMPLER_1D = GL_UNSIGNED_INT_SAMPLER_1D_EXT,
UNSIGNED_INT_SAMPLER_2D = GL_UNSIGNED_INT_SAMPLER_2D_EXT,
UNSIGNED_INT_SAMPLER_3D = GL_UNSIGNED_INT_SAMPLER_3D_EXT,
UNSIGNED_INT_SAMPLER_CUBE = GL_UNSIGNED_INT_SAMPLER_CUBE_EXT,
UNSIGNED_INT_SAMPLER_1D_ARRAY = GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT,
UNSIGNED_INT_SAMPLER_2D_ARRAY = GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT,
UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY = GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY,
UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE,
UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY,
UNSIGNED_INT_SAMPLER_BUFFER = GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT,
UNSIGNED_INT_SAMPLER_2D_RECT = GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT,
IMAGE_1D = GL_IMAGE_1D,
IMAGE_2D = GL_IMAGE_2D,
IMAGE_3D = GL_IMAGE_3D,
IMAGE_2D_RECT = GL_IMAGE_2D_RECT,
IMAGE_CUBE = GL_IMAGE_CUBE,
IMAGE_BUFFER = GL_IMAGE_BUFFER,
IMAGE_1D_ARRAY = GL_IMAGE_1D_ARRAY,
IMAGE_2D_ARRAY = GL_IMAGE_2D_ARRAY,
IMAGE_CUBE_MAP_ARRAY = GL_IMAGE_CUBE_MAP_ARRAY,
IMAGE_2D_MULTISAMPLE = GL_IMAGE_2D_MULTISAMPLE,
IMAGE_2D_MULTISAMPLE_ARRAY = GL_IMAGE_2D_MULTISAMPLE_ARRAY,
INT_IMAGE_1D = GL_INT_IMAGE_1D,
INT_IMAGE_2D = GL_INT_IMAGE_2D,
INT_IMAGE_3D = GL_INT_IMAGE_3D,
INT_IMAGE_2D_RECT = GL_INT_IMAGE_2D_RECT,
INT_IMAGE_CUBE = GL_INT_IMAGE_CUBE,
INT_IMAGE_BUFFER = GL_INT_IMAGE_BUFFER,
INT_IMAGE_1D_ARRAY = GL_INT_IMAGE_1D_ARRAY,
INT_IMAGE_2D_ARRAY = GL_INT_IMAGE_2D_ARRAY,
INT_IMAGE_CUBE_MAP_ARRAY = GL_INT_IMAGE_CUBE_MAP_ARRAY,
INT_IMAGE_2D_MULTISAMPLE = GL_INT_IMAGE_2D_MULTISAMPLE,
INT_IMAGE_2D_MULTISAMPLE_ARRAY = GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY,
UNSIGNED_INT_IMAGE_1D = GL_UNSIGNED_INT_IMAGE_1D,
UNSIGNED_INT_IMAGE_2D = GL_UNSIGNED_INT_IMAGE_2D,
UNSIGNED_INT_IMAGE_3D = GL_UNSIGNED_INT_IMAGE_3D,
UNSIGNED_INT_IMAGE_2D_RECT = GL_UNSIGNED_INT_IMAGE_2D_RECT,
UNSIGNED_INT_IMAGE_CUBE = GL_UNSIGNED_INT_IMAGE_CUBE,
UNSIGNED_INT_IMAGE_BUFFER = GL_UNSIGNED_INT_IMAGE_BUFFER,
UNSIGNED_INT_IMAGE_1D_ARRAY = GL_UNSIGNED_INT_IMAGE_1D_ARRAY,
UNSIGNED_INT_IMAGE_2D_ARRAY = GL_UNSIGNED_INT_IMAGE_2D_ARRAY,
UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY = GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY,
UNSIGNED_INT_IMAGE_2D_MULTISAMPLE = GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE,
UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY = GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY,
UNDEFINED = 0x0
};
public:
Uniform();
Uniform( Type type, const std::string& name, int numElements=1 );
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Uniform(const Uniform& rhs, const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_Object(osg, Uniform);
/** Set the type of glUniform, ensuring it is only set once.*/
bool setType( Type t );
/** Get the type of glUniform as enum. */
Type getType() const { return _type; }
/** Set the name of the glUniform, ensuring it is only set once.*/
virtual void setName( const std::string& name );
/** Set the length of a uniform, ensuring it is only set once (1==scalar)*/
void setNumElements( unsigned int numElements );
/** Get the number of GLSL elements of the osg::Uniform (1==scalar) */
unsigned int getNumElements() const { return _numElements; }
/** Get the number of elements required for the internal data array.
* Returns 0 if the osg::Uniform is not properly configured. */
unsigned int getInternalArrayNumElements() const;
/** Return the name of a Type enum as string. */
static const char* getTypename( Type t );
/** Return the the number of components for a GLSL type. */
static int getTypeNumComponents( Type t );
/** Return the Type enum of a Uniform typename string */
static Uniform::Type getTypeId( const std::string& tname );
/** Return the GL API type corresponding to a GLSL type */
static Type getGlApiType( Type t );
/** Return the internal data array type corresponding to a GLSL type */
static GLenum getInternalArrayType( Type t );
/** Return the number that the name maps to uniquely */
static unsigned int getNameID(const std::string& name);
/** convenient scalar (non-array) constructors w/ assignment */
explicit Uniform( const char* name, float f );
explicit Uniform( const char* name, double d );
explicit Uniform( const char* name, int i );
explicit Uniform( const char* name, unsigned int ui );
explicit Uniform( const char* name, bool b );
Uniform( const char* name, const osg::Vec2& v2 );
Uniform( const char* name, const osg::Vec3& v3 );
Uniform( const char* name, const osg::Vec4& v4 );
Uniform( const char* name, const osg::Vec2d& v2 );
Uniform( const char* name, const osg::Vec3d& v3 );
Uniform( const char* name, const osg::Vec4d& v4 );
Uniform( const char* name, const osg::Matrix2& m2 );
Uniform( const char* name, const osg::Matrix3& m3 );
Uniform( const char* name, const osg::Matrixf& m4 );
Uniform( const char* name, const osg::Matrix2x3& m2x3 );
Uniform( const char* name, const osg::Matrix2x4& m2x4 );
Uniform( const char* name, const osg::Matrix3x2& m3x2 );
Uniform( const char* name, const osg::Matrix3x4& m3x4 );
Uniform( const char* name, const osg::Matrix4x2& m4x2 );
Uniform( const char* name, const osg::Matrix4x3& m4x3 );
Uniform( const char* name, const osg::Matrix2d& m2 );
Uniform( const char* name, const osg::Matrix3d& m3 );
Uniform( const char* name, const osg::Matrixd& m4 );
Uniform( const char* name, const osg::Matrix2x3d& m2x3 );
Uniform( const char* name, const osg::Matrix2x4d& m2x4 );
Uniform( const char* name, const osg::Matrix3x2d& m3x2 );
Uniform( const char* name, const osg::Matrix3x4d& m3x4 );
Uniform( const char* name, const osg::Matrix4x2d& m4x2 );
Uniform( const char* name, const osg::Matrix4x3d& m4x3 );
Uniform( const char* name, int i0, int i1 );
Uniform( const char* name, int i0, int i1, int i2 );
Uniform( const char* name, int i0, int i1, int i2, int i3 );
Uniform( const char* name, unsigned int ui0, unsigned int ui1 );
Uniform( const char* name, unsigned int ui0, unsigned int ui1, unsigned int ui2 );
Uniform( const char* name, unsigned int ui0, unsigned int ui1, unsigned int ui2, unsigned int ui3 );
Uniform( const char* name, bool b0, bool b1 );
Uniform( const char* name, bool b0, bool b1, bool b2 );
Uniform( const char* name, bool b0, bool b1, bool b2, bool b3 );
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
virtual int compare(const Uniform& rhs) const;
virtual int compareData(const Uniform& rhs) const;
bool operator < (const Uniform& rhs) const { return compare(rhs)<0; }
bool operator == (const Uniform& rhs) const { return compare(rhs)==0; }
bool operator != (const Uniform& rhs) const { return compare(rhs)!=0; }
void copyData( const Uniform& rhs );
/** 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.*/
typedef std::vector<StateSet*> ParentList;
/** Get the parent list of this Uniform. */
inline const ParentList& getParents() const { return _parents; }
/** Get the a copy of parent list of node. A copy is returned to
* prevent modification of the parent list.*/
inline ParentList getParents() { return _parents; }
inline StateSet* getParent(unsigned int i) { return _parents[i]; }
/**
* Get a single const parent of this Uniform.
* @param i index of the parent to get.
* @return the parent i.
*/
inline const StateSet* getParent(unsigned int i) const { return _parents[i]; }
/**
* Get the number of parents of this Uniform.
* @return the number of parents of this Uniform.
*/
inline unsigned int getNumParents() const { return static_cast<unsigned int>(_parents.size()); }
/** convenient scalar (non-array) value assignment */
bool set( float f );
bool set( double d );
bool set( int i );
bool set( unsigned int ui );
bool set( bool b );
bool set( const osg::Vec2& v2 );
bool set( const osg::Vec3& v3 );
bool set( const osg::Vec4& v4 );
bool set( const osg::Vec2d& v2 );
bool set( const osg::Vec3d& v3 );
bool set( const osg::Vec4d& v4 );
bool set( const osg::Matrix2& m2 );
bool set( const osg::Matrix3& m3 );
bool set( const osg::Matrixf& m4 );
bool set( const osg::Matrix2x3& m2x3 );
bool set( const osg::Matrix2x4& m2x4 );
bool set( const osg::Matrix3x2& m3x2 );
bool set( const osg::Matrix3x4& m3x4 );
bool set( const osg::Matrix4x2& m4x2 );
bool set( const osg::Matrix4x3& m4x3 );
bool set( const osg::Matrix2d& m2 );
bool set( const osg::Matrix3d& m3 );
bool set( const osg::Matrixd& m4 );
bool set( const osg::Matrix2x3d& m2x3 );
bool set( const osg::Matrix2x4d& m2x4 );
bool set( const osg::Matrix3x2d& m3x2 );
bool set( const osg::Matrix3x4d& m3x4 );
bool set( const osg::Matrix4x2d& m4x2 );
bool set( const osg::Matrix4x3d& m4x3 );
bool set( int i0, int i1 );
bool set( int i0, int i1, int i2 );
bool set( int i0, int i1, int i2, int i3 );
bool set( unsigned int ui0, unsigned int ui1 );
bool set( unsigned int ui0, unsigned int ui1, unsigned int ui2 );
bool set( unsigned int ui0, unsigned int ui1, unsigned int ui2, unsigned int ui3 );
bool set( bool b0, bool b1 );
bool set( bool b0, bool b1, bool b2 );
bool set( bool b0, bool b1, bool b2, bool b3 );
/** convenient scalar (non-array) value query */
bool get( float& f ) const;
bool get( double& d ) const;
bool get( int& i ) const;
bool get( unsigned int& ui ) const;
bool get( bool& b ) const;
bool get( osg::Vec2& v2 ) const;
bool get( osg::Vec3& v3 ) const;
bool get( osg::Vec4& v4 ) const;
bool get( osg::Vec2d& v2 ) const;
bool get( osg::Vec3d& v3 ) const;
bool get( osg::Vec4d& v4 ) const;
bool get( osg::Matrix2& m2 ) const;
bool get( osg::Matrix3& m3 ) const;
bool get( osg::Matrixf& m4 ) const;
bool get( osg::Matrix2x3& m2x3 ) const;
bool get( osg::Matrix2x4& m2x4 ) const;
bool get( osg::Matrix3x2& m3x2 ) const;
bool get( osg::Matrix3x4& m3x4 ) const;
bool get( osg::Matrix4x2& m4x2 ) const;
bool get( osg::Matrix4x3& m4x3 ) const;
bool get( osg::Matrix2d& m2 ) const;
bool get( osg::Matrix3d& m3 ) const;
bool get( osg::Matrixd& m4 ) const;
bool get( osg::Matrix2x3d& m2x3 ) const;
bool get( osg::Matrix2x4d& m2x4 ) const;
bool get( osg::Matrix3x2d& m3x2 ) const;
bool get( osg::Matrix3x4d& m3x4 ) const;
bool get( osg::Matrix4x2d& m4x2 ) const;
bool get( osg::Matrix4x3d& m4x3 ) const;
bool get( int& i0, int& i1 ) const;
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;
/** value assignment for array uniforms */
bool setElement( unsigned int index, float f );
bool setElement( unsigned int index, double d );
bool setElement( unsigned int index, int i );
bool setElement( unsigned int index, unsigned int ui );
bool setElement( unsigned int index, bool b );
bool setElement( unsigned int index, const osg::Vec2& v2 );
bool setElement( unsigned int index, const osg::Vec3& v3 );
bool setElement( unsigned int index, const osg::Vec4& v4 );
bool setElement( unsigned int index, const osg::Vec2d& v2 );
bool setElement( unsigned int index, const osg::Vec3d& v3 );
bool setElement( unsigned int index, const osg::Vec4d& v4 );
bool setElement( unsigned int index, const osg::Matrix2& m2 );
bool setElement( unsigned int index, const osg::Matrix3& m3 );
bool setElement( unsigned int index, const osg::Matrixf& m4 );
bool setElement( unsigned int index, const osg::Matrix2x3& m2x3 );
bool setElement( unsigned int index, const osg::Matrix2x4& m2x4 );
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 );
bool setElement( unsigned int index, const osg::Matrix3x2d& m3x2 );
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, 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;
struct Callback : public virtual osg::Object
{
Callback() {}
Callback(const Callback&,const CopyOp&) {}
META_Object(osg,Callback);
/** do customized update code.*/
virtual void operator () (Uniform*, NodeVisitor*) {}
};
/** Set the UpdateCallback which allows users to attach customize the updating of an object during the update traversal.*/
void setUpdateCallback(Callback* uc);
/** Get the non const UpdateCallback.*/
Callback* getUpdateCallback() { return _updateCallback.get(); }
/** Get the const UpdateCallback.*/
const Callback* getUpdateCallback() const { return _updateCallback.get(); }
/** Set the EventCallback which allows users to attach customize the updating of an object during the Event traversal.*/
void setEventCallback(Callback* ec);
/** Get the non const EventCallback.*/
Callback* getEventCallback() { return _eventCallback.get(); }
/** Get the const EventCallback.*/
const Callback* getEventCallback() const { return _eventCallback.get(); }
/** Increment the modified count on the Uniform so Programs watching it know it update themselves.
* NOTE: automatically called during osg::Uniform::set*();
* you must call if modifying the internal data array directly. */
inline void dirty() { ++_modifiedCount; }
/** 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 );
/** 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(); }
inline void setModifiedCount(unsigned int mc) { _modifiedCount = mc; }
inline unsigned int getModifiedCount() const { return _modifiedCount; }
/** Get the number that the Uniform's name maps to uniquely */
unsigned int getNameID() const;
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();
void addParent(osg::StateSet* object);
void removeParent(osg::StateSet* object);
ParentList _parents;
friend class osg::StateSet;
Type _type;
unsigned int _numElements;
unsigned int _nameID;
// 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<Callback> _updateCallback;
ref_ptr<Callback> _eventCallback;
unsigned int _modifiedCount;
};
}
#endif