From Mike Weiblen, support GLSL uniform arrays. A couple of tweaks and fixes from Robert Osfield.
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@@ -281,7 +281,7 @@ class OSG_EXPORT StateSet : public Object
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Uniform* getUniform(const std::string& name);
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/** Get Uniform for specified name, if one is not available create it, add it to this StateSet and return a pointer to it.*/
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Uniform* getOrCreateUniform(const std::string& name, Uniform::Type type);
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Uniform* getOrCreateUniform(const std::string& name, Uniform::Type type, int numElements=1);
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/** Get const Uniform for specified name.
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* Returns NULL if no matching Uniform is contained within StateSet.*/
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@@ -1,4 +1,4 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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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@@ -11,13 +11,14 @@
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*/
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/* file: include/osg/Uniform
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* author: Mike Weiblen 2005-06-03
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* author: Mike Weiblen 2006-05-14
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*/
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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/Array>
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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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@@ -169,7 +170,7 @@ class OSG_EXPORT Uniform : public Object
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public:
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Uniform();
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Uniform( Type type, const std::string& name );
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Uniform( Type type, const std::string& name, int numElements=1 );
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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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@@ -177,27 +178,41 @@ class OSG_EXPORT Uniform : public Object
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META_Object(osg, Uniform);
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/** Set the type of glUniform. */
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/** Set the type of glUniform, ensuring it is only set once.*/
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bool setType( Type t );
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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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/** Set the name of the glUniform, checking to make sure its only set once.*/
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/** Set the name of the glUniform, ensuring it is only set once.*/
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void setName( const std::string& name );
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/** Set the length of a uniform array, ensuring it is only set once.*/
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void setNumElements( unsigned int numElements );
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/** Get the number of GLSL elements of the osg::Uniform (>1 == array) */
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unsigned int getNumElements() const { return _numElements; }
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/** Get the number of elements required for the internal scalar data array.
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* Returns 0 if the osg::Uniform is not properly configured. */
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unsigned int getInternalArrayNumElements() const;
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/** Return the name of a Type enum as string. */
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static const char* getTypename( Type t );
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/** Return the the number of scalar components for a GLSL type. */
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static int getTypeNumComponents( Type t );
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/** Return the Type enum of a Uniform typename string */
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static Uniform::Type getTypeId( const std::string& tname );
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/** Return the GL API type corresponding to a GLSL type */
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static Type getGlApiType( Type t );
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/** convenient construction w/ assignment */
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/** Return the internal scalar data array type corresponding to a GLSL type */
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static GLenum getInternalArrayType( Type t );
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/** convenient single-element constructors 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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@@ -251,7 +266,7 @@ class OSG_EXPORT Uniform : public Object
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inline unsigned int getNumParents() const { return _parents.size(); }
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/** value assignment */
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/** convenient single-element value assignment; may only be used w/ Uniforms where isScalar()==TRUE */
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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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@@ -269,7 +284,7 @@ class OSG_EXPORT Uniform : public Object
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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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/** convenient single-element value query; may only be used w/ Uniforms where isScalar()==TRUE */
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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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@@ -286,7 +301,13 @@ class OSG_EXPORT Uniform : public Object
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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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/** value assignment for array uniforms */
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bool setElement( unsigned int index, float f );
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bool setElement( unsigned int index, const osg::Vec2& v2 );
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bool setElement( unsigned int index, const osg::Vec3& v3 );
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bool setElement( unsigned int index, const osg::Vec4& v4 );
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struct Callback : public virtual osg::Object
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{
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@@ -319,10 +340,20 @@ class OSG_EXPORT Uniform : public Object
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/** Get the const EventCallback.*/
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const Callback* getEventCallback() const { return _eventCallback.get(); }
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/** Increment the modified count on the Uniform so ProgramObjects watching it know it update themselves.
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* note, autoatmatically call bet Uniform::set(*). */
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/** Increment the modified count on the Uniform so Programs watching it know it update themselves.
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* note: autotomatically called by Uniform::set(*);
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* you must call if modify a data array directly. */
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inline void dirty() { ++_modifiedCount; }
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bool setArray( FloatArray* array );
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bool setArray( IntArray* array );
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FloatArray* getFloatArray() { return _floatArray.get(); }
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const FloatArray* getFloatArray() const { return _floatArray.get(); }
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IntArray* getIntArray() { return _intArray.get(); }
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const IntArray* getIntArray() const { return _intArray.get(); }
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inline void setModifiedCount(unsigned int mc) { _modifiedCount = mc; }
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inline unsigned int getModifiedCount() const { return _modifiedCount; }
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@@ -336,6 +367,8 @@ class OSG_EXPORT Uniform : public Object
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Uniform& operator=(const Uniform&) { return *this; }
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bool isCompatibleType( Type t ) const;
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bool isScalar() const { return _numElements==1; }
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void allocateDataArray();
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void addParent(osg::StateSet* object);
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void removeParent(osg::StateSet* object);
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@@ -343,27 +376,18 @@ class OSG_EXPORT Uniform : public Object
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ParentList _parents;
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friend class osg::StateSet;
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Type _type;
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Type _type;
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unsigned int _numElements;
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union
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{
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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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// The internal data for osg::Uniforms are stored as an array of
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// getInternalArrayType() of length getInternalArrayNumElements().
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ref_ptr<FloatArray> _floatArray;
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ref_ptr<IntArray> _intArray;
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ref_ptr<Callback> _updateCallback;
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ref_ptr<Callback> _eventCallback;
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unsigned int _modifiedCount;
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};
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}
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