Developer Documentation
ShaderNode.hh
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49 
50 
51 
52 
53 //=============================================================================
54 //
55 // CLASS ShaderNode
56 //
57 //=============================================================================
58 
59 #ifndef ACG_SHADER_NODE_HH
60 #define ACG_SHADER_NODE_HH
61 
62 
63 //== INCLUDES =================================================================
64 
65 #include "BaseNode.hh"
66 #include <string>
67 
68 #include "../ShaderUtils/GLSLShader.hh"
69 #include <ACG/Scenegraph/DrawModes.hh>
70 
71 //== NAMESPACES ===============================================================
72 
73 namespace ACG {
74 namespace SceneGraph {
75 
76 
77 //== CLASS DEFINITION =========================================================
78 
79 
87 class ACGDLLEXPORT ShaderNode : public BaseNode
88 {
89 public:
90 
92  ShaderNode( BaseNode* _parent = 0,
93  const std::string& _name = "<ShaderNode>" );
94 
96  virtual ~ShaderNode();
97 
98 
99  ACG_CLASSNAME(ShaderNode);
100 
102  void enter(GLState& /*_state*/, const DrawModes::DrawMode& _drawmode);
104  void leave(GLState& /*_state*/, const DrawModes::DrawMode& _drawmode);
105 
107  void enterPick(GLState& /*_state*/, PickTarget _target, const DrawModes::DrawMode& _drawmode);
109  void leavePick(GLState& /*_state*/, PickTarget _target, const DrawModes::DrawMode& _drawmode);
110 
111 
113  void setShaderDir( std::string _shaderDir);
114 
115  std::string shaderDir() { return shaderDir_; };
116 
117  std::string vertexShaderName(DrawModes::DrawMode _drawmode, bool _pick = false);
118 
119  std::string fragmentShaderName(DrawModes::DrawMode _drawmode, bool _pick = false);
120 
124  void disableShader (DrawModes::DrawMode _drawmode);
125 
134  void setShader( DrawModes::DrawMode _drawmode ,
135  std::string _vertexShader,
136  std::string _fragmentShader,
137  std::string _pickVertexShader = "",
138  std::string _pickFragmentShader = "");
139 
141  GLSL::PtrProgram getShader( DrawModes::DrawMode _drawmode, bool _pick = false);
142 
144  bool hasShader( DrawModes::DrawMode _drawmode, bool _pick = false);
145 
147  DrawModes::DrawMode availableDrawModes() const;
148 
149 private :
150  // Path to the shaders ( if set ). If empty shaders will not be used.
151  std::string shaderDir_;
152 
153  class ShaderInfo {
154 
155  public :
156  ShaderInfo() :
157  vertexShader(0),
158  vertexShaderFile(""),
159  fragmentShader(0),
160  fragmentShaderFile(""),
161  program(0),
162  initialized(false)
163  {
164  };
165 
166  GLSL::PtrVertexShader vertexShader;
167  std::string vertexShaderFile;
168 
169  GLSL::PtrFragmentShader fragmentShader;
170  std::string fragmentShaderFile;
171 
172  GLSL::PtrProgram program;
173 
174  bool initialized;
175  };
176 
177  std::map< size_t, ShaderInfo> shaders;
178  std::map< size_t, ShaderInfo> pickShaders;
179 };
180 
181 
182 //=============================================================================
183 } // namespace SceneGraph
184 } // namespace ACG
185 //=============================================================================
186 #endif // ACG_SHADER_NODE_HH defined
187 //=============================================================================
188 
GLSL program class.
Definition: MeshNode2T.cc:217
ACG::SceneGraph::ShaderNode ShaderNode
Simple Name for ShaderNode.
PickTarget
What target to use for picking.
Definition: BaseNode.hh:99
Namespace providing different geometric functions concerning angles.
Definition: DBSCANT.cc:51