/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library 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. See the * OpenSceneGraph Public License for more details. */ #ifndef OSG_SHADERATTRIBUTE #define OSG_SHADERATTRIBUTE 1 #include #include #include namespace osg { class OSG_EXPORT ShaderAttribute : public StateAttribute { public : ShaderAttribute(); /** Copy constructor using CopyOp to manage deep vs shallow copy. */ ShaderAttribute(const ShaderAttribute& sa,const CopyOp& copyop=CopyOp::SHALLOW_COPY); virtual osg::Object* cloneType() const; virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new ShaderAttribute(*this,copyop); } virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast(obj)!=NULL; } virtual const char* libraryName() const { return "osg"; } virtual const char* className() const { return "ShaderAttribute"; } /** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */ virtual int compare(const StateAttribute& sa) const; void setType(Type type); virtual Type getType() const { return _type; } unsigned int addShader(Shader* shader) { return _shaderComponent->addShader(shader); } void removeShader(unsigned int i) { _shaderComponent->removeShader(i); } unsigned int getNumShaders() const { return _shaderComponent->getNumShaders(); } Shader* getShader(unsigned int i) { return _shaderComponent->getShader(i); } const Shader* getShader(unsigned int i) const { return _shaderComponent->getShader(i); } unsigned int addUniform(Uniform* uniform); void removeUniform(unsigned int i); unsigned int getNumUniforms() const { return _uniforms.size(); } Uniform* getUniform(unsigned int i) { return _uniforms[i].get(); } const Uniform* getUniform(unsigned int i) const { return _uniforms[i].get(); } virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const; virtual void apply(State& state) const; virtual void compileGLObjects(State& state) const; virtual void resizeGLObjectBuffers(unsigned int maxSize); virtual void releaseGLObjects(State* state=0) const; protected : virtual ~ShaderAttribute(); typedef std::vector< osg::ref_ptr > Uniforms; Type _type; Uniforms _uniforms; }; } #endif