Further work on GLSL support in .ive
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@@ -30,6 +30,22 @@ void Program::write(DataOutputStream* out){
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else
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throw Exception("Program::write(): Could not cast this osg::Program to an osg::Object.");
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const AttribBindingList& abl = getAttribBindingList();
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out->writeUInt(abl.size());
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for(AttribBindingList::const_iterator itr = abl.begin();
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itr != abl.end();
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++itr)
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{
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out->writeString(itr->first);
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out->writeUInt(itr->second);
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}
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// Write
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out->writeUInt(getNumShaders());
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for(unsigned int si=0; si<getNumShaders(); ++si)
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{
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out->writeShader(getShader(si));
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}
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}
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void Program::read(DataInputStream* in)
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@@ -54,4 +70,22 @@ void Program::read(DataInputStream* in)
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{
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throw Exception("Program::read(): Expected Program identification.");
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}
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// reading in shaders.
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unsigned int size = in->readUInt();
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for(unsigned int ai=0; ai<size; ++ai)
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{
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std::string name = in->readString();
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unsigned int index = in->readUInt();
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addBindAttribLocation(name, index);
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}
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// reading in shaders.
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size = in->readUInt();
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for(unsigned int si=0; si<size; ++si)
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{
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osg::Shader* shader = in->readShader();
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addShader(shader);
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}
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}
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