From Mike Weiblen,
"updates for GLSL core integration: Code compiles and runs on win32. Basic functionality of Program and Shader in place. Program derived from StateAttribute. Uniform value propagation is not yet functional (in development) Includes some patches by Nathan Cournia. includes example testcase to demo use of new classes."
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@@ -11,7 +11,7 @@
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*/
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/* file: include/osg/Uniform
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* author: Mike Weiblen 2005-02-20
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* author: Mike Weiblen 2005-03-23
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*/
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// NOTICE: This code is CLOSED during construction and/or renovation!
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@@ -190,13 +190,13 @@ class SG_EXPORT Uniform : public Object
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//TODO void set( const osg::Matrix3& m3 );
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void set( const osg::Matrix& m4 );
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void set( int i );
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//TODO void set( int i0, int i1 );
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//TODO void set( int i0, int i1, int i2 );
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//TODO void set( int i0, int i1, int i2, int i3 );
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//TODO void set( bool b );
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//TODO void set( bool b0, bool b1 );
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//TODO void set( bool b0, bool b1, bool b2 );
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//TODO void set( bool b0, bool b1, bool b2, bool b3 );
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void set( int i0, int i1 );
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void set( int i0, int i1, int i2 );
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void set( int i0, int i1, int i2, int i3 );
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void set( bool b );
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void set( bool b0, bool b1 );
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void set( bool b0, bool b1, bool b2 );
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void set( bool b0, bool b1, bool b2, bool b3 );
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protected:
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@@ -231,21 +231,21 @@ class SG_EXPORT Uniform : public Object
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Uniform( const char* name, Value::Type type );
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/** convenient construction w/ assignment */
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Uniform( const char* name, float f );
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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 i );
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//TODO Uniform( const char* name, int i0, int i1 );
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//TODO Uniform( const char* name, int i0, int i1, int i2 );
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//TODO Uniform( const char* name, int i0, int i1, int i2, int i3 );
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//TODO Uniform( const char* name, bool b );
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//TODO Uniform( const char* name, bool b0, bool b1 );
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//TODO Uniform( const char* name, bool b0, bool b1, bool b2 );
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//TODO Uniform( const char* name, bool b0, bool b1, bool b2, bool b3 );
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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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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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Uniform(const Uniform& gu,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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@@ -268,20 +268,20 @@ class SG_EXPORT Uniform : public Object
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/** 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 i );
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//TODO bool set( int i0, int i1 );
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//TODO bool set( int i0, int i1, int i2 );
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//TODO bool set( int i0, int i1, int i2, int i3 );
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//TODO bool set( bool b );
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//TODO bool set( bool b0, bool b1 );
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//TODO bool set( bool b0, bool b1, bool b2 );
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//TODO bool set( bool b0, bool b1, bool b2, bool b3 );
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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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protected:
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virtual ~Uniform() {}
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