102 lines
3.1 KiB
C++
102 lines
3.1 KiB
C++
#pragma once
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/* -*-c++-*-
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* dtEntity Game and Simulation Engine
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*
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* This library is free software; you can redistribute it and/or modify it under
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* the terms of the GNU Lesser General Public License as published by the Free
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* Software Foundation; either version 2.1 of the License, or (at your option)
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* any later version.
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*
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* This library is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
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* details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this library; if not, write to the Free Software Foundation, Inc.,
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* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* Martin Scheffler
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*/
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#include <dtEntityOSG/export.h>
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#include <dtEntity/defaultentitysystem.h>
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#include <dtEntity/stringid.h>
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#include <dtEntity/scriptaccessor.h>
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namespace osg
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{
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class Program;
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}
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namespace dtEntityOSG
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{
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class DTENTITY_OSG_EXPORT ShaderComponent : public dtEntity::Component
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{
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typedef dtEntity::Component BaseClass;
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public:
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static const dtEntity::ComponentType TYPE;
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static const dtEntity::StringId MaterialNamePrefixId;
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static const dtEntity::StringId TopLevelMaterialNameId;
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ShaderComponent();
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virtual ~ShaderComponent();
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void OnAddedToEntity(dtEntity::Entity& entity);
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virtual dtEntity::ComponentType GetType() const { return TYPE; }
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std::string GetMaterialNamePrefix() const { return mMaterialNamePrefix.Get(); }
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void SetMaterialNamePrefix(const std::string& s) { mMaterialNamePrefix.Set(s); }
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std::string GetTopLevelMaterialName() const { return mTopLevelMaterialName.Get(); }
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void SetTopLevelMaterialName(const std::string& s) { mTopLevelMaterialName.Set(s); }
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private:
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dtEntity::StringProperty mMaterialNamePrefix;
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dtEntity::StringProperty mTopLevelMaterialName;
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};
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//////////////////////////////////////////////////////////
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// storage only
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class DTENTITY_OSG_EXPORT ShaderSystem
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: public dtEntity::DefaultEntitySystem<ShaderComponent>
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, public dtEntity::ScriptAccessor
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{
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typedef dtEntity::DefaultEntitySystem<ShaderComponent> BaseClass;
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public:
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static const dtEntity::ComponentType TYPE;
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ShaderSystem(dtEntity::EntityManager& em);
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~ShaderSystem();
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void AddProgram(const std::string& name, osg::Program* prg);
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osg::Program* GetProgram(const std::string& name) const;
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virtual bool CreateComponent(dtEntity::EntityId eid, dtEntity::Component*& component);
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private:
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typedef std::map<std::string, osg::ref_ptr<osg::Program> > ProgramMap;
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ProgramMap mPrograms;
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dtEntity::MessageFunctor mChangedMeshFunctor;
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void OnChangedMesh(const dtEntity::Message& msg);
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void ApplyShader(dtEntity::EntityId);
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dtEntity::Property* ScriptAddProgram(const dtEntity::PropertyArgs& args);
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dtEntity::Property* ScriptAddUniform(const dtEntity::PropertyArgs& args);
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dtEntity::Property* ScriptRemoveUniform(const dtEntity::PropertyArgs& args);
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};
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}
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