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79 lines
2.9 KiB
79 lines
2.9 KiB
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 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_SHADERATTRIBUTE |
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#define OSG_SHADERATTRIBUTE 1 |
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#include <osg/StateAttribute> |
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#include <osg/Shader> |
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#include <osg/Uniform> |
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namespace osg { |
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class OSG_EXPORT ShaderAttribute : public StateAttribute |
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{ |
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public : |
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ShaderAttribute(); |
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */ |
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ShaderAttribute(const ShaderAttribute& sa,const CopyOp& copyop=CopyOp::SHALLOW_COPY); |
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virtual osg::Object* cloneType() const; |
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virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new ShaderAttribute(*this,copyop); } |
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const ShaderAttribute *>(obj)!=NULL; } |
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virtual const char* libraryName() const { return "osg"; } |
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virtual const char* className() const { return "ShaderAttribute"; } |
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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 StateAttribute& sa) const; |
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void setType(Type type); |
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virtual Type getType() const { return _type; } |
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unsigned int addShader(Shader* shader) { return _shaderComponent->addShader(shader); } |
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void removeShader(unsigned int i) { _shaderComponent->removeShader(i); } |
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unsigned int getNumShaders() const { return _shaderComponent->getNumShaders(); } |
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Shader* getShader(unsigned int i) { return _shaderComponent->getShader(i); } |
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const Shader* getShader(unsigned int i) const { return _shaderComponent->getShader(i); } |
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unsigned int addUniform(Uniform* uniform); |
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void removeUniform(unsigned int i); |
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unsigned int getNumUniforms() const { return _uniforms.size(); } |
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Uniform* getUniform(unsigned int i) { return _uniforms[i].get(); } |
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const Uniform* getUniform(unsigned int i) const { return _uniforms[i].get(); } |
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virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const; |
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virtual void apply(State& state) const; |
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virtual void compileGLObjects(State& state) const; |
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virtual void resizeGLObjectBuffers(unsigned int maxSize); |
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virtual void releaseGLObjects(State* state=0) const; |
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protected : |
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virtual ~ShaderAttribute(); |
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typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms; |
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Type _type; |
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Uniforms _uniforms; |
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}; |
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} |
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#endif
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