Files
OpenSceneGraph/src/osg/Uniform.cpp

1150 lines
31 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial
* applications, as long as this copyright notice is maintained.
*
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
/* file: src/osg/Uniform.cpp
* author: Mike Weiblen 2006-05-15
*/
#include <string.h>
#include <osg/Notify>
#include <osg/Uniform>
#include <osg/Program>
#include <osg/StateSet>
#include <algorithm>
using namespace osg;
///////////////////////////////////////////////////////////////////////////
// osg::Uniform
///////////////////////////////////////////////////////////////////////////
Uniform::Uniform() :
_type(UNDEFINED), _numElements(0), _modifiedCount(0)
{
}
Uniform::Uniform( Type type, const std::string& name, int numElements ) :
_type(type), _numElements(0), _modifiedCount(0)
{
setName(name);
setNumElements(numElements);
allocateDataArray();
}
Uniform::Uniform( const Uniform& rhs, const CopyOp& copyop ) :
Object(rhs,copyop), _type(rhs._type)
{
copyData( rhs );
}
Uniform::~Uniform()
{
}
void Uniform::addParent(osg::StateSet* object)
{
osg::notify(osg::INFO)<<"Uniform Adding parent"<<std::endl;
_parents.push_back(object);
}
void Uniform::removeParent(osg::StateSet* object)
{
ParentList::iterator pitr = std::find(_parents.begin(),_parents.end(),object);
if (pitr!=_parents.end()) _parents.erase(pitr);
}
bool Uniform::setType( Type t )
{
if (_type==t) return true;
if( _type != UNDEFINED )
{
osg::notify(osg::WARN) << "cannot change Uniform type" << std::endl;
return false;
}
_type = t;
allocateDataArray();
return true;
}
void Uniform::setName( const std::string& name )
{
if( _name != "" )
{
osg::notify(osg::WARN) << "cannot change Uniform name" << std::endl;
return;
}
_name = name;
}
void Uniform::setNumElements( unsigned int numElements )
{
if( numElements < 1 )
{
osg::notify(osg::WARN) << "Uniform numElements < 1 is invalid" << std::endl;
return;
}
if (numElements == _numElements) return;
if( _numElements>0 )
{
osg::notify(osg::WARN) << "Warning: Uniform::setNumElements() cannot change Uniform numElements, size already fixed." << std::endl;
return;
}
_numElements = numElements;
allocateDataArray();
}
void Uniform::allocateDataArray()
{
// if one array is already allocated, the job is done.
if( _floatArray.valid() != _intArray.valid() ) return;
// array cannot be created until _type and _numElements are specified
int arrayNumElements = getInternalArrayNumElements();
if( arrayNumElements )
{
switch( getInternalArrayType(getType()) )
{
case GL_FLOAT:
_floatArray = new FloatArray(arrayNumElements);
_intArray = 0;
return;
case GL_INT:
_intArray = new IntArray(arrayNumElements);
_floatArray = 0;
return;
default:
break;
}
}
_floatArray = 0;
_intArray = 0;
}
bool Uniform::setArray( FloatArray* array )
{
if( !array ) return false;
// incoming array must match configuration of the Uniform
if( getInternalArrayType(getType())!=GL_FLOAT || getInternalArrayNumElements()!=array->getNumElements() )
{
osg::notify(osg::WARN) << "Uniform::setArray : incompatible array" << std::endl;
return false;
}
_floatArray = array;
_intArray = 0;
dirty();
return true;
}
bool Uniform::setArray( IntArray* array )
{
if( !array ) return false;
// incoming array must match configuration of the Uniform
if( getInternalArrayType(getType())!=GL_INT || getInternalArrayNumElements()!=array->getNumElements() )
{
osg::notify(osg::WARN) << "Uniform::setArray : incompatible array" << std::endl;
return false;
}
_intArray = array;
_floatArray = 0;
dirty();
return true;
}
///////////////////////////////////////////////////////////////////////////
int Uniform::compare(const Uniform& rhs) const
{
if( this == &rhs ) return 0;
if( _type < rhs._type ) return -1;
if( rhs._type < _type ) return 1;
if( _numElements < rhs._numElements ) return -1;
if( rhs._numElements < _numElements ) return 1;
if( _name < rhs._name ) return -1;
if( rhs._name < _name ) return 1;
return compareData( rhs );
}
int Uniform::compareData(const Uniform& rhs) const
{
// caller must ensure that _type==rhs._type
if( _floatArray.valid() )
{
if( ! rhs._floatArray ) return 1;
if( _floatArray == rhs._floatArray ) return 0;
return memcmp( _floatArray->getDataPointer(), rhs._floatArray->getDataPointer(),
_floatArray->getTotalDataSize() );
}
if( _intArray.valid() )
{
if( ! rhs._intArray ) return 1;
if( _intArray == rhs._intArray ) return 0;
return memcmp( _intArray->getDataPointer(), rhs._intArray->getDataPointer(),
_intArray->getTotalDataSize() );
}
return -1; // how got here?
}
void Uniform::copyData(const Uniform& rhs)
{
// caller must ensure that _type==rhs._type
_numElements = rhs._numElements;
if( _floatArray.valid() && rhs._floatArray.valid() ) *_floatArray = *rhs._floatArray;
if( _intArray.valid() && rhs._intArray.valid() ) *_intArray = *rhs._intArray;
dirty();
}
bool Uniform::isCompatibleType( Type t ) const
{
if( (t==UNDEFINED) || (getType()==UNDEFINED) ) return false;
if( t == getType() ) return true;
if( getGlApiType(t) == getGlApiType(getType()) ) return true;
osg::notify(osg::WARN)
<< "Cannot assign between Uniform types " << getTypename(t)
<< " and " << getTypename(getType()) << std::endl;
return false;
}
unsigned int Uniform::getInternalArrayNumElements() const
{
if( getNumElements()<1 || getType()==UNDEFINED ) return 0;
return getNumElements() * getTypeNumComponents(getType());
}
///////////////////////////////////////////////////////////////////////////
// static methods
const char* Uniform::getTypename( Type t )
{
switch( t )
{
case FLOAT: return "float";
case FLOAT_VEC2: return "vec2";
case FLOAT_VEC3: return "vec3";
case FLOAT_VEC4: return "vec4";
case INT: return "int";
case INT_VEC2: return "ivec2";
case INT_VEC3: return "ivec3";
case INT_VEC4: return "ivec4";
case BOOL: return "bool";
case BOOL_VEC2: return "bvec2";
case BOOL_VEC3: return "bvec3";
case BOOL_VEC4: return "bvec4";
case FLOAT_MAT2: return "mat2";
case FLOAT_MAT3: return "mat3";
case FLOAT_MAT4: return "mat4";
case SAMPLER_1D: return "sampler1D";
case SAMPLER_2D: return "sampler2D";
case SAMPLER_3D: return "sampler3D";
case SAMPLER_CUBE: return "samplerCube";
case SAMPLER_1D_SHADOW: return "sampler1DShadow";
case SAMPLER_2D_SHADOW: return "sampler2DShadow";
default: return "UNDEFINED";
}
}
int Uniform::getTypeNumComponents( Type t )
{
switch( t )
{
case FLOAT:
case INT:
case BOOL:
case SAMPLER_1D:
case SAMPLER_2D:
case SAMPLER_3D:
case SAMPLER_CUBE:
case SAMPLER_1D_SHADOW:
case SAMPLER_2D_SHADOW:
return 1;
case FLOAT_VEC2:
case INT_VEC2:
case BOOL_VEC2:
return 2;
case FLOAT_VEC3:
case INT_VEC3:
case BOOL_VEC3:
return 3;
case FLOAT_VEC4:
case FLOAT_MAT2:
case INT_VEC4:
case BOOL_VEC4:
return 4;
case FLOAT_MAT3:
return 9;
case FLOAT_MAT4:
return 16;
default:
return 0;
}
}
Uniform::Type Uniform::getTypeId( const std::string& tname )
{
if( tname == "float" ) return FLOAT;
if( tname == "vec2" ) return FLOAT_VEC2;
if( tname == "vec3" ) return FLOAT_VEC3;
if( tname == "vec4" ) return FLOAT_VEC4;
if( tname == "int" ) return INT;
if( tname == "ivec2" ) return INT_VEC2;
if( tname == "ivec3" ) return INT_VEC3;
if( tname == "ivec4" ) return INT_VEC4;
if( tname == "bool" ) return BOOL;
if( tname == "bvec2" ) return BOOL_VEC2;
if( tname == "bvec3" ) return BOOL_VEC3;
if( tname == "bvec4" ) return BOOL_VEC4;
if( tname == "mat2" ) return FLOAT_MAT2;
if( tname == "mat3" ) return FLOAT_MAT3;
if( tname == "mat4" ) return FLOAT_MAT4;
if( tname == "sampler1D" ) return SAMPLER_1D;
if( tname == "sampler2D" ) return SAMPLER_2D;
if( tname == "sampler3D" ) return SAMPLER_3D;
if( tname == "samplerCube" ) return SAMPLER_CUBE;
if( tname == "sampler1DShadow" ) return SAMPLER_1D_SHADOW;
if( tname == "sampler2DShadow" ) return SAMPLER_2D_SHADOW;
return UNDEFINED;
}
Uniform::Type Uniform::getGlApiType( Type t )
{
switch( t )
{
case BOOL:
case SAMPLER_1D:
case SAMPLER_2D:
case SAMPLER_3D:
case SAMPLER_CUBE:
case SAMPLER_1D_SHADOW:
case SAMPLER_2D_SHADOW:
return INT;
case BOOL_VEC2:
return INT_VEC2;
case BOOL_VEC3:
return INT_VEC3;
case BOOL_VEC4:
return INT_VEC4;
default:
return t;
}
}
GLenum Uniform::getInternalArrayType( Type t )
{
switch( t )
{
case FLOAT:
case FLOAT_VEC2:
case FLOAT_VEC3:
case FLOAT_VEC4:
case FLOAT_MAT2:
case FLOAT_MAT3:
case FLOAT_MAT4:
return GL_FLOAT;
case INT:
case INT_VEC2:
case INT_VEC3:
case INT_VEC4:
case BOOL:
case BOOL_VEC2:
case BOOL_VEC3:
case BOOL_VEC4:
case SAMPLER_1D:
case SAMPLER_2D:
case SAMPLER_3D:
case SAMPLER_CUBE:
case SAMPLER_1D_SHADOW:
case SAMPLER_2D_SHADOW:
return GL_INT;
default:
return 0;
}
}
///////////////////////////////////////////////////////////////////////////
// value constructors for single-element (ie: non-array) uniforms
Uniform::Uniform( const char* name, float f ) :
_type(FLOAT), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( f );
}
Uniform::Uniform( const char* name, const osg::Vec2& v2 ) :
_type(FLOAT_VEC2), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( v2 );
}
Uniform::Uniform( const char* name, const osg::Vec3& v3 ) :
_type(FLOAT_VEC3), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( v3 );
}
Uniform::Uniform( const char* name, const osg::Vec4& v4 ) :
_type(FLOAT_VEC4), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( v4 );
}
Uniform::Uniform( const char* name, const osg::Matrix2& m2 ) :
_type(FLOAT_MAT2), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( m2 );
}
Uniform::Uniform( const char* name, const osg::Matrix3& m3 ) :
_type(FLOAT_MAT3), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( m3 );
}
Uniform::Uniform( const char* name, const osg::Matrixf& m4 ) :
_type(FLOAT_MAT4), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( m4 );
}
Uniform::Uniform( const char* name, const osg::Matrixd& m4 ) :
_type(FLOAT_MAT4), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( m4 );
}
Uniform::Uniform( const char* name, int i ) :
_type(INT), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( i );
}
Uniform::Uniform( const char* name, int i0, int i1 ) :
_type(INT_VEC2), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( i0, i1 );
}
Uniform::Uniform( const char* name, int i0, int i1, int i2 ) :
_type(INT_VEC3), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( i0, i1, i2 );
}
Uniform::Uniform( const char* name, int i0, int i1, int i2, int i3 ) :
_type(INT_VEC4), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( i0, i1, i2, i3 );
}
Uniform::Uniform( const char* name, bool b ) :
_type(BOOL), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( b );
}
Uniform::Uniform( const char* name, bool b0, bool b1 ) :
_type(BOOL_VEC2), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( b0, b1 );
}
Uniform::Uniform( const char* name, bool b0, bool b1, bool b2 ) :
_type(BOOL_VEC3), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( b0, b1, b2 );
}
Uniform::Uniform( const char* name, bool b0, bool b1, bool b2, bool b3 ) :
_type(BOOL_VEC4), _numElements(1), _modifiedCount(0)
{
setName(name);
allocateDataArray();
set( b0, b1, b2, b3 );
}
///////////////////////////////////////////////////////////////////////////
// Value assignment for single-element (ie: non-array) uniforms.
// (For backwards compatability, if not already configured, set the
// Uniform's _numElements=1)
bool Uniform::set( float f )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,f) : false;
}
bool Uniform::set( const osg::Vec2& v2 )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,v2) : false;
}
bool Uniform::set( const osg::Vec3& v3 )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,v3) : false;
}
bool Uniform::set( const osg::Vec4& v4 )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,v4) : false;
}
bool Uniform::set( const osg::Matrix2& m2 )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,m2) : false;
}
bool Uniform::set( const osg::Matrix3& m3 )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,m3) : false;
}
bool Uniform::set( const osg::Matrixf& m4 )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,m4) : false;
}
bool Uniform::set( const osg::Matrixd& m4 )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,m4) : false;
}
bool Uniform::set( int i )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,i) : false;
}
bool Uniform::set( int i0, int i1 )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,i0,i1) : false;
}
bool Uniform::set( int i0, int i1, int i2 )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,i0,i1,i2) : false;
}
bool Uniform::set( int i0, int i1, int i2, int i3 )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,i0,i1,i2,i3) : false;
}
bool Uniform::set( bool b )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,b) : false;
}
bool Uniform::set( bool b0, bool b1 )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,b0,b1) : false;
}
bool Uniform::set( bool b0, bool b1, bool b2 )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,b0,b1,b2) : false;
}
bool Uniform::set( bool b0, bool b1, bool b2, bool b3 )
{
if( getNumElements() == 0 ) setNumElements(1);
return isScalar() ? setElement(0,b0,b1,b2,b3) : false;
}
///////////////////////////////////////////////////////////////////////////
// Value query for single-element (ie: non-array) uniforms.
bool Uniform::get( float& f ) const
{
return isScalar() ? getElement(0,f) : false;
}
bool Uniform::get( osg::Vec2& v2 ) const
{
return isScalar() ? getElement(0,v2) : false;
}
bool Uniform::get( osg::Vec3& v3 ) const
{
return isScalar() ? getElement(0,v3) : false;
}
bool Uniform::get( osg::Vec4& v4 ) const
{
return isScalar() ? getElement(0,v4) : false;
}
bool Uniform::get( osg::Matrix2& m2 ) const
{
return isScalar() ? getElement(0,m2) : false;
}
bool Uniform::get( osg::Matrix3& m3 ) const
{
return isScalar() ? getElement(0,m3) : false;
}
bool Uniform::get( osg::Matrixf& m4 ) const
{
return isScalar() ? getElement(0,m4) : false;
}
bool Uniform::get( osg::Matrixd& m4 ) const
{
return isScalar() ? getElement(0,m4) : false;
}
bool Uniform::get( int& i ) const
{
return isScalar() ? getElement(0,i) : false;
}
bool Uniform::get( int& i0, int& i1 ) const
{
return isScalar() ? getElement(0,i0,i1) : false;
}
bool Uniform::get( int& i0, int& i1, int& i2 ) const
{
return isScalar() ? getElement(0,i0,i1,i2) : false;
}
bool Uniform::get( int& i0, int& i1, int& i2, int& i3 ) const
{
return isScalar() ? getElement(0,i0,i1,i2,i3) : false;
}
bool Uniform::get( bool& b ) const
{
return isScalar() ? getElement(0,b) : false;
}
bool Uniform::get( bool& b0, bool& b1 ) const
{
return isScalar() ? getElement(0,b0,b1) : false;
}
bool Uniform::get( bool& b0, bool& b1, bool& b2 ) const
{
return isScalar() ? getElement(0,b0,b1,b2) : false;
}
bool Uniform::get( bool& b0, bool& b1, bool& b2, bool& b3 ) const
{
return isScalar() ? getElement(0,b0,b1,b2,b3) : false;
}
///////////////////////////////////////////////////////////////////////////
// Value assignment for array uniforms.
bool Uniform::setElement( unsigned int index, float f )
{
if( index>=getNumElements() || !isCompatibleType(FLOAT) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
(*_floatArray)[j] = f;
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, const osg::Vec2& v2 )
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_VEC2) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
(*_floatArray)[j] = v2.x();
(*_floatArray)[j+1] = v2.y();
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, const osg::Vec3& v3 )
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_VEC3) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
(*_floatArray)[j] = v3.x();
(*_floatArray)[j+1] = v3.y();
(*_floatArray)[j+2] = v3.z();
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, const osg::Vec4& v4 )
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_VEC4) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
(*_floatArray)[j] = v4.x();
(*_floatArray)[j+1] = v4.y();
(*_floatArray)[j+2] = v4.z();
(*_floatArray)[j+3] = v4.w();
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, const osg::Matrix2& m2 )
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_MAT2) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
for( int i = 0; i < 4; ++i ) (*_floatArray)[j+i] = m2[i];
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, const osg::Matrix3& m3 )
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_MAT3) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
for( int i = 0; i < 9; ++i ) (*_floatArray)[j+i] = m3[i];
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, const osg::Matrixf& m4 )
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_MAT4) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
const Matrixf::value_type* p = m4.ptr();
for( int i = 0; i < 16; ++i ) (*_floatArray)[j+i] = p[i];
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, const osg::Matrixd& m4 )
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_MAT4) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
const Matrixd::value_type* p = m4.ptr();
for( int i = 0; i < 16; ++i ) (*_floatArray)[j+i] = static_cast<float>(p[i]);
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, int i )
{
if( index>=getNumElements() || !isCompatibleType(INT) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
(*_intArray)[j] = i;
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, int i0, int i1 )
{
if( index>=getNumElements() || !isCompatibleType(INT_VEC2) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
(*_intArray)[j] = i0;
(*_intArray)[j+1] = i1;
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, int i0, int i1, int i2 )
{
if( index>=getNumElements() || !isCompatibleType(INT_VEC3) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
(*_intArray)[j] = i0;
(*_intArray)[j+1] = i1;
(*_intArray)[j+2] = i2;
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, int i0, int i1, int i2, int i3 )
{
if( index>=getNumElements() || !isCompatibleType(INT_VEC4) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
(*_intArray)[j] = i0;
(*_intArray)[j+1] = i1;
(*_intArray)[j+2] = i2;
(*_intArray)[j+3] = i3;
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, bool b )
{
if( index>=getNumElements() || !isCompatibleType(BOOL) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
(*_intArray)[j] = b;
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, bool b0, bool b1 )
{
if( index>=getNumElements() || !isCompatibleType(BOOL_VEC2) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
(*_intArray)[j] = b0;
(*_intArray)[j+1] = b1;
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, bool b0, bool b1, bool b2 )
{
if( index>=getNumElements() || !isCompatibleType(BOOL_VEC3) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
(*_intArray)[j] = b0;
(*_intArray)[j+1] = b1;
(*_intArray)[j+2] = b2;
dirty();
return true;
}
bool Uniform::setElement( unsigned int index, bool b0, bool b1, bool b2, bool b3 )
{
if( index>=getNumElements() || !isCompatibleType(BOOL_VEC4) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
(*_intArray)[j] = b0;
(*_intArray)[j+1] = b1;
(*_intArray)[j+2] = b2;
(*_intArray)[j+3] = b3;
dirty();
return true;
}
///////////////////////////////////////////////////////////////////////////
// Value query for array uniforms.
bool Uniform::getElement( unsigned int index, float& f ) const
{
if( index>=getNumElements() || !isCompatibleType(FLOAT) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
f = (*_floatArray)[j];
return true;
}
bool Uniform::getElement( unsigned int index, osg::Vec2& v2 ) const
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_VEC2) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
v2.x() = (*_floatArray)[j];
v2.y() = (*_floatArray)[j+1];
return true;
}
bool Uniform::getElement( unsigned int index, osg::Vec3& v3 ) const
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_VEC3) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
v3.x() = (*_floatArray)[j];
v3.y() = (*_floatArray)[j+1];
v3.z() = (*_floatArray)[j+2];
return true;
}
bool Uniform::getElement( unsigned int index, osg::Vec4& v4 ) const
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_VEC4) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
v4.x() = (*_floatArray)[j];
v4.y() = (*_floatArray)[j+1];
v4.z() = (*_floatArray)[j+2];
v4.w() = (*_floatArray)[j+3];
return true;
}
bool Uniform::getElement( unsigned int index, osg::Matrix2& m2 ) const
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_MAT2) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
m2.set( &((*_floatArray)[j]) );
return true;
}
bool Uniform::getElement( unsigned int index, osg::Matrix3& m3 ) const
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_MAT3) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
m3.set( &((*_floatArray)[j]) );
return true;
}
bool Uniform::getElement( unsigned int index, osg::Matrixf& m4 ) const
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_MAT4) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
m4.set( &((*_floatArray)[j]) );
return true;
}
bool Uniform::getElement( unsigned int index, osg::Matrixd& m4 ) const
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_MAT4) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
m4.set( &((*_floatArray)[j]) );
return true;
}
bool Uniform::getElement( unsigned int index, int& i ) const
{
if( index>=getNumElements() || !isCompatibleType(INT) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
i = (*_intArray)[j];
return true;
}
bool Uniform::getElement( unsigned int index, int& i0, int& i1 ) const
{
if( index>=getNumElements() || !isCompatibleType(INT_VEC2) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
i0 = (*_intArray)[j];
i1 = (*_intArray)[j+1];
return true;
}
bool Uniform::getElement( unsigned int index, int& i0, int& i1, int& i2 ) const
{
if( index>=getNumElements() || !isCompatibleType(INT_VEC3) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
i0 = (*_intArray)[j];
i1 = (*_intArray)[j+1];
i2 = (*_intArray)[j+2];
return true;
}
bool Uniform::getElement( unsigned int index, int& i0, int& i1, int& i2, int& i3 ) const
{
if( index>=getNumElements() || !isCompatibleType(INT_VEC4) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
i0 = (*_intArray)[j];
i1 = (*_intArray)[j+1];
i2 = (*_intArray)[j+2];
i3 = (*_intArray)[j+3];
return true;
}
bool Uniform::getElement( unsigned int index, bool& b ) const
{
if( index>=getNumElements() || !isCompatibleType(BOOL) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
b = ((*_intArray)[j] != 0);
return true;
}
bool Uniform::getElement( unsigned int index, bool& b0, bool& b1 ) const
{
if( index>=getNumElements() || !isCompatibleType(BOOL_VEC2) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
b0 = ((*_intArray)[j] != 0);
b1 = ((*_intArray)[j+1] != 0);
return true;
}
bool Uniform::getElement( unsigned int index, bool& b0, bool& b1, bool& b2 ) const
{
if( index>=getNumElements() || !isCompatibleType(BOOL_VEC3) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
b0 = ((*_intArray)[j] != 0);
b1 = ((*_intArray)[j+1] != 0);
b2 = ((*_intArray)[j+2] != 0);
return true;
}
bool Uniform::getElement( unsigned int index, bool& b0, bool& b1, bool& b2, bool& b3 ) const
{
if( index>=getNumElements() || !isCompatibleType(BOOL_VEC4) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
b0 = ((*_intArray)[j] != 0);
b1 = ((*_intArray)[j+1] != 0);
b2 = ((*_intArray)[j+2] != 0);
b3 = ((*_intArray)[j+3] != 0);
return true;
}
///////////////////////////////////////////////////////////////////////////
void Uniform::apply(const GL2Extensions* ext, GLint location) const
{
// osg::notify(osg::NOTICE) << "uniform at "<<location<<" "<<_name<< std::endl;
GLsizei num = getNumElements();
if( num < 1 ) return;
switch( getGlApiType(getType()) )
{
case FLOAT:
if( _floatArray.valid() ) ext->glUniform1fv( location, num, &_floatArray->front() );
break;
case FLOAT_VEC2:
if( _floatArray.valid() ) ext->glUniform2fv( location, num, &_floatArray->front() );
break;
case FLOAT_VEC3:
if( _floatArray.valid() ) ext->glUniform3fv( location, num, &_floatArray->front() );
break;
case FLOAT_VEC4:
if( _floatArray.valid() ) ext->glUniform4fv( location, num, &_floatArray->front() );
break;
case FLOAT_MAT2:
if( _floatArray.valid() ) ext->glUniformMatrix2fv( location, num, GL_FALSE, &_floatArray->front() );
break;
case FLOAT_MAT3:
if( _floatArray.valid() ) ext->glUniformMatrix3fv( location, num, GL_FALSE, &_floatArray->front() );
break;
case FLOAT_MAT4:
if( _floatArray.valid() ) ext->glUniformMatrix4fv( location, num, GL_FALSE, &_floatArray->front() );
break;
case INT:
if( _intArray.valid() ) ext->glUniform1iv( location, num, &_intArray->front() );
break;
case INT_VEC2:
if( _intArray.valid() ) ext->glUniform2iv( location, num, &_intArray->front() );
break;
case INT_VEC3:
if( _intArray.valid() ) ext->glUniform3iv( location, num, &_intArray->front() );
break;
case INT_VEC4:
if( _intArray.valid() ) ext->glUniform4iv( location, num, &_intArray->front() );
break;
default:
osg::notify(osg::FATAL) << "how got here? " __FILE__ ":" << __LINE__ << std::endl;
break;
}
}
void Uniform::setUpdateCallback(Callback* uc)
{
osg::notify(osg::INFO)<<"Uniform::Setting Update callbacks"<<std::endl;
if (_updateCallback==uc) return;
int delta = 0;
if (_updateCallback.valid()) --delta;
if (uc) ++delta;
_updateCallback = uc;
if (delta!=0)
{
osg::notify(osg::INFO)<<"Going to set Uniform parents"<<std::endl;
for(ParentList::iterator itr=_parents.begin();
itr!=_parents.end();
++itr)
{
osg::notify(osg::INFO)<<" setting Uniform parent"<<std::endl;
(*itr)->setNumChildrenRequiringUpdateTraversal((*itr)->getNumChildrenRequiringUpdateTraversal()+delta);
}
}
}
void Uniform::setEventCallback(Callback* ec)
{
osg::notify(osg::INFO)<<"Uniform::Setting Event callbacks"<<std::endl;
if (_eventCallback==ec) return;
int delta = 0;
if (_eventCallback.valid()) --delta;
if (ec) ++delta;
_eventCallback = ec;
if (delta!=0)
{
for(ParentList::iterator itr=_parents.begin();
itr!=_parents.end();
++itr)
{
(*itr)->setNumChildrenRequiringEventTraversal((*itr)->getNumChildrenRequiringEventTraversal()+delta);
}
}
}
/*EOF*/