275 lines
9.6 KiB
C++
275 lines
9.6 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 2005-04-06
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*/
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// NOTICE: This code is CLOSED during construction and/or renovation!
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// It is in active development, so DO NOT yet use in application code.
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// This notice will be removed when the code is open for business.
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// For development plan and status see:
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// http://www.openscenegraph.org/index.php?page=Community.DevelopmentWork
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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/GL>
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#include <string>
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#ifndef GL_VERSION_2_0 //[
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#define GL_VERSION_2_0 1
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typedef char GLchar;
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#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION
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#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
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#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
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#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
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#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
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#define GL_CURRENT_VERTEX_ATTRIB 0x8626
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#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
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#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643
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#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
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#define GL_STENCIL_BACK_FUNC 0x8800
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#define GL_STENCIL_BACK_FAIL 0x8801
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#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
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#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
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#define GL_MAX_DRAW_BUFFERS 0x8824
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#define GL_DRAW_BUFFER0 0x8825
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#define GL_DRAW_BUFFER1 0x8826
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#define GL_DRAW_BUFFER2 0x8827
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#define GL_DRAW_BUFFER3 0x8828
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#define GL_DRAW_BUFFER4 0x8829
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#define GL_DRAW_BUFFER5 0x882A
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#define GL_DRAW_BUFFER6 0x882B
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#define GL_DRAW_BUFFER7 0x882C
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#define GL_DRAW_BUFFER8 0x882D
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#define GL_DRAW_BUFFER9 0x882E
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#define GL_DRAW_BUFFER10 0x882F
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#define GL_DRAW_BUFFER11 0x8830
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#define GL_DRAW_BUFFER12 0x8831
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#define GL_DRAW_BUFFER13 0x8832
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#define GL_DRAW_BUFFER14 0x8833
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#define GL_DRAW_BUFFER15 0x8834
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#define GL_BLEND_EQUATION_ALPHA 0x883D
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#define GL_POINT_SPRITE 0x8861
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#define GL_COORD_REPLACE 0x8862
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#define GL_MAX_VERTEX_ATTRIBS 0x8869
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#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
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#define GL_MAX_TEXTURE_COORDS 0x8871
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#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
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#define GL_FRAGMENT_SHADER 0x8B30
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#define GL_VERTEX_SHADER 0x8B31
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#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
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#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
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#define GL_MAX_VARYING_FLOATS 0x8B4B
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#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
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#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
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#define GL_SHADER_TYPE 0x8B4F
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#define GL_FLOAT_VEC2 0x8B50
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#define GL_FLOAT_VEC3 0x8B51
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#define GL_FLOAT_VEC4 0x8B52
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#define GL_INT_VEC2 0x8B53
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#define GL_INT_VEC3 0x8B54
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#define GL_INT_VEC4 0x8B55
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#define GL_BOOL 0x8B56
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#define GL_BOOL_VEC2 0x8B57
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#define GL_BOOL_VEC3 0x8B58
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#define GL_BOOL_VEC4 0x8B59
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#define GL_FLOAT_MAT2 0x8B5A
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#define GL_FLOAT_MAT3 0x8B5B
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#define GL_FLOAT_MAT4 0x8B5C
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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_CUBE 0x8B60
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#define GL_SAMPLER_1D_SHADOW 0x8B61
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#define GL_SAMPLER_2D_SHADOW 0x8B62
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#define GL_DELETE_STATUS 0x8B80
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#define GL_COMPILE_STATUS 0x8B81
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#define GL_LINK_STATUS 0x8B82
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#define GL_VALIDATE_STATUS 0x8B83
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#define GL_INFO_LOG_LENGTH 0x8B84
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#define GL_ATTACHED_SHADERS 0x8B85
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#define GL_ACTIVE_UNIFORMS 0x8B86
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#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
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#define GL_SHADER_SOURCE_LENGTH 0x8B88
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#define GL_ACTIVE_ATTRIBUTES 0x8B89
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#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
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#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
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#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
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#define GL_CURRENT_PROGRAM 0x8B8D
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#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
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#define GL_LOWER_LEFT 0x8CA1
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#define GL_UPPER_LEFT 0x8CA2
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#define GL_STENCIL_BACK_REF 0x8CA3
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#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
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#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
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#endif //]
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namespace osg {
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///////////////////////////////////////////////////////////////////////////
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/** Uniform encapsulates glUniform values */
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class GL2Extensions;
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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( const char* name, Type type );
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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 as string. */
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static const char* getTypename( Type t );
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static Uniform::Type getTypeId( const std::string& tname );
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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::Matrix& 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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virtual bool operator < (const Uniform& rhs) const { return (compare(rhs) == -1); }
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void copyData( const Uniform& rhs );
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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::Matrix& 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::Matrix& 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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protected:
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virtual ~Uniform() {}
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bool isCompatibleType( Type t ) const;
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static Type repType( Type t );
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protected:
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std::string _name;
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Type _type;
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union {
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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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private:
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Uniform& operator=(const Uniform&); // disallowed
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};
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}
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#endif
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/*EOF*/
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