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2 * Copyright (c) Kongsberg Oil & Gas Technologies AS
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31 \**************************************************************************/
32
33 #include <Inventor/elements/SoGLShaderProgramElement.h>
34
35 #include <cassert>
36
37 #include <Inventor/elements/SoGLCacheContextElement.h>
38 #include "SoGLShaderProgram.h"
39
40 // *************************************************************************
41
42 SO_ELEMENT_SOURCE(SoGLShaderProgramElement);
43
44 // *************************************************************************
45
46 void
initClass(void)47 SoGLShaderProgramElement::initClass(void)
48 {
49 SO_ELEMENT_INIT_CLASS(SoGLShaderProgramElement, inherited);
50 }
51
~SoGLShaderProgramElement()52 SoGLShaderProgramElement::~SoGLShaderProgramElement()
53 {
54 this->shaderProgram = NULL;
55 }
56
57 void
init(SoState * state)58 SoGLShaderProgramElement::init(SoState *state)
59 {
60 inherited::init(state);
61 this->shaderProgram = NULL;
62 this->enabled = FALSE;
63 }
64
65 void
enable(SoState * const state,const SbBool onoff)66 SoGLShaderProgramElement::enable(SoState * const state, const SbBool onoff)
67 {
68 SoGLShaderProgramElement* element =
69 (SoGLShaderProgramElement*) SoElement::getElement(state,classStackIndex);
70 element->enabled = onoff;
71 element->objectids.truncate(0);
72
73 if (element->shaderProgram) {
74 if (onoff) {
75 if (!element->shaderProgram->isEnabled()) element->shaderProgram->enable(state);
76 }
77 else {
78 if (element->shaderProgram->isEnabled()) element->shaderProgram->disable(state);
79 }
80 element->shaderProgram->getShaderObjectIds(element->objectids);
81 }
82 }
83
84 void
set(SoState * const state,SoNode * const node,SoGLShaderProgram * program)85 SoGLShaderProgramElement::set(SoState* const state, SoNode *const node,
86 SoGLShaderProgram* program)
87 {
88 SoGLShaderProgramElement* element =
89 (SoGLShaderProgramElement*)inherited::getElement(state,classStackIndex, node);
90
91 if (program != element->shaderProgram) {
92 if (element->shaderProgram) element->shaderProgram->disable(state);
93 }
94 element->shaderProgram = program;
95 element->enabled = FALSE;
96 element->objectids.truncate(0);
97 if (program) program->getShaderObjectIds(element->objectids);
98 // don't enable new program here. The node will call enable()
99 // after setting up all the objects
100 }
101
102 SoGLShaderProgram *
get(SoState * state)103 SoGLShaderProgramElement::get(SoState *state)
104 {
105 const SoElement *element = getConstElement(state, classStackIndex);
106 assert(element);
107 return ((const SoGLShaderProgramElement *)element)->shaderProgram;
108 }
109
110 void
push(SoState * state)111 SoGLShaderProgramElement::push(SoState * state)
112 {
113 SoGLShaderProgramElement * prev = (SoGLShaderProgramElement *) getNextInStack();
114 assert(prev);
115 this->shaderProgram = prev->shaderProgram;
116 this->enabled = prev->enabled;
117 this->nodeId = prev->nodeId;
118 this->objectids = prev->objectids;
119 // capture previous element since we might or might not change the
120 // GL state in set/pop
121 prev->capture(state);
122 }
123
124 void
pop(SoState * state,const SoElement * prevTopElement)125 SoGLShaderProgramElement::pop(SoState * state, const SoElement * prevTopElement)
126 {
127 SoGLShaderProgramElement * elem = (SoGLShaderProgramElement *)prevTopElement;
128 if (this->shaderProgram != elem->shaderProgram) {
129 if (elem->shaderProgram) {
130 elem->shaderProgram->disable(state);
131 elem->enabled = FALSE;
132 }
133 if (this->shaderProgram) {
134 if (this->enabled) this->shaderProgram->enable(state);
135 }
136 }
137 else if (this->shaderProgram) {
138 if (this->enabled != elem->enabled) {
139 if (this->enabled) this->shaderProgram->enable(state);
140 else this->shaderProgram->disable(state);
141 }
142 }
143 elem->shaderProgram = NULL;
144 }
145
146
147 SbBool
matches(const SoElement * element) const148 SoGLShaderProgramElement::matches(const SoElement * element) const
149 {
150 SoGLShaderProgramElement * elem = (SoGLShaderProgramElement*) element;
151 return (this->enabled == elem->enabled) && (this->objectids == elem->objectids);
152 }
153
154 SoElement *
copyMatchInfo(void) const155 SoGLShaderProgramElement::copyMatchInfo(void) const
156 {
157 SoGLShaderProgramElement * elem =
158 (SoGLShaderProgramElement*) inherited::copyMatchInfo();
159
160 elem->enabled = this->enabled;
161 elem->objectids = this->objectids;
162 return elem;
163 }
164