| 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