public |
Inheritance Graph
graph BT
ShaderState
ShaderState --> State
SkeletalAbstractRendererState --> ShaderState
click ShaderState "classMinSG_1_1ShaderState"
click State "classMinSG_1_1State"
click SkeletalAbstractRendererState "classMinSG_1_1SkeletalAbstractRendererState"
Description
[ ShaderState ] | > [ State ] |
Public Types
typedef std::map< std::string, Rendering::Uniform > | uniformMap_t |
Protected Attributes
uniformMap_t | uMap |
Util::Reference < Rendering::Shader > | shader |
Public Functions
ShaderState( Rendering::Shader * _shader) | ||
ShaderState(const ShaderState & source) | ||
~ShaderState() | ||
void | setShader( Rendering::Shader * s) | |
Rendering::Shader * | getShader() | |
void | setUniform(const Rendering::Uniform & value) | |
void | setUniform( FrameContext & context, const Rendering::Uniform & value) | |
const uniformMap_t & | getUniforms() const | |
bool | hasUniform(const std::string & name) const | |
Rendering::Uniform | getUniform(const std::string & name) const | |
void | removeUniform(const std::string & name) | |
void | removeUniform(const Rendering::Uniform & u) | |
void | removeUniforms() | |
ShaderState * | clone() const |
> [ State ] |
Protected Functions
stateResult_t | doEnableState( FrameContext & context, Node * node, const RenderParam & rp) |
void | doDisableState( FrameContext & void, Node * void, const RenderParam & void) |
Documentation
typedef
MinSG::ShaderState::uniformMap_t
public |
typedef std::map< std::string, Rendering::Uniform > uniformMap_t |
Defined in MinSG/Core/States/ShaderState.h:28
variable
MinSG::ShaderState::uMap
protected |
uniformMap_t uMap |
Defined in MinSG/Core/States/ShaderState.h:62
variable
MinSG::ShaderState::shader
protected |
Util::Reference < Rendering::Shader > shader |
Defined in MinSG/Core/States/ShaderState.h:63
function
MinSG::ShaderState::ShaderState
public |
ShaderState( | Rendering::Shader * | _shader ) |
Defined in MinSG/Core/States/ShaderState.h:30
function
MinSG::ShaderState::ShaderState
public |
ShaderState( | const ShaderState & | source ) |
Defined in MinSG/Core/States/ShaderState.h:31
function
MinSG::ShaderState::~ShaderState
public | virtual |
~ShaderState( | ) |
Defined in MinSG/Core/States/ShaderState.h:32
function
MinSG::ShaderState::setShader
public | inline |
void setShader( | Rendering::Shader * | s ) |
Defined in MinSG/Core/States/ShaderState.h:34
function
MinSG::ShaderState::getShader
public | inline |
Rendering::Shader * getShader( | ) |
Defined in MinSG/Core/States/ShaderState.h:35
function
MinSG::ShaderState::setUniform
public |
void setUniform( | const Rendering::Uniform & | value ) |
sets the uniform value for this shader state. the uniform will be applied on next enable.
Defined in MinSG/Core/States/ShaderState.h:41
function
MinSG::ShaderState::setUniform
public |
void setUniform( | FrameContext & | context, |
const Rendering::Uniform & | value | |
) |
sets the uniform value for this shader state. if the shader is active the uniform will be applied immediately otherwise on next enable.
Defined in MinSG/Core/States/ShaderState.h:48
function
MinSG::ShaderState::getUniforms
public | const | inline |
const uniformMap_t & getUniforms( | ) const |
Defined in MinSG/Core/States/ShaderState.h:50
function
MinSG::ShaderState::hasUniform
public | const | inline |
bool hasUniform( | const std::string & | name ) const |
Defined in MinSG/Core/States/ShaderState.h:51
function
MinSG::ShaderState::getUniform
public | const |
Rendering::Uniform getUniform( | const std::string & | name ) const |
Defined in MinSG/Core/States/ShaderState.h:52
function
MinSG::ShaderState::removeUniform
public | inline |
void removeUniform( | const std::string & | name ) |
Defined in MinSG/Core/States/ShaderState.h:54
function
MinSG::ShaderState::removeUniform
public | inline |
void removeUniform( | const Rendering::Uniform & | u ) |
Defined in MinSG/Core/States/ShaderState.h:55
function
MinSG::ShaderState::removeUniforms
public | inline |
void removeUniforms( | ) |
Defined in MinSG/Core/States/ShaderState.h:56
function
MinSG::ShaderState::clone
public | const | virtual |
ShaderState * clone( | ) const |
> [ State ] |
Defined in MinSG/Core/States/ShaderState.h:59
function
MinSG::ShaderState::doEnableState
protected | virtual |
stateResult_t doEnableState( | FrameContext & | context, |
Node * | node, | |
const RenderParam & | rp | |
) |
Enable this state for the given node (=subtree). This function has to be implemented by derived classes. It is called byenableState.
Parameters
- context
- FrameContext to be used by this state.
- node
- Node that this state should be enabled for.
- rp
- Rendering options.
Returns
Special result enumerator
See also: stateResult_t for description of return type
Defined in MinSG/Core/States/ShaderState.h:65
function
MinSG::ShaderState::doDisableState
protected | virtual |
void doDisableState( | FrameContext & | void, |
Node * | void, | |
const RenderParam & | void | |
) |
Disable this state for the given node (=subtree). It is called bydisableState.
Parameters
- context
- FrameContext to be used by this state.
- node
- Node that this state should be enabled for.
- rp
- Rendering options.
Defined in MinSG/Core/States/ShaderState.h:66