/*************************************************************************** * * Copyright 2010,2011 BMW Car IT GmbH * * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * ****************************************************************************/ #include "ShaderSetUniformsCommand.h" #include "ICommandExecutor.h" #include "UniformMap.h" #include "Scene.h" #include "Log.h" ExecutionResult ShaderSetUniformsCommand::execute(ICommandExecutor* executor) { Scene& scene = *(executor->getScene()); ExecutionResult result = ExecutionSuccessRedraw; // get shader by its ID ShaderMap &shaderMap = scene.m_shaderMap; ShaderMapIterator iter = shaderMap.find(m_shaderid); ShaderMapIterator iterEnd = shaderMap.end(); if (iter != iterEnd) { Shader* shader = (*iter).second; if (shader) { // get uniform descriptions const std::vector uniformDesc = m_uniforms; std::vector::const_iterator uiterator; for (uiterator = uniformDesc.begin(); uiterator != uniformDesc.end(); ++uiterator) { // parse description string and create uniform object ShaderUniform* uniform = ShaderUniform::createFromStringDescription(*uiterator); if (uniform) { shader->setUniform(*uniform); delete uniform; } else { LOG_ERROR("ShaderSetUniformsCommand", "Failed to parse uniform description"); result = ExecutionFailed; } } } else { // shader not found LOG_ERROR("ShaderSetUniformsCommand", "shader ID " << m_shaderid << " found but object was null"); result = ExecutionFailed; } } else { // shader not found LOG_ERROR("ShaderSetUniformsCommand", "shader ID " << m_shaderid << " not found"); result = ExecutionFailed; } if (result == ExecutionSuccessRedraw) { IRenderer* renderer = *((executor->getRendererList())->begin()); renderer->forceCompositionWindowSystem(); } return result; } const std::vector ShaderSetUniformsCommand::getUniforms() const { return m_uniforms; } unsigned int ShaderSetUniformsCommand::getShaderId() const { return m_shaderid; } const std::string ShaderSetUniformsCommand::getString() { std::stringstream description; description << "ShaderSetUniformsCommand(" << "shaderid=" << m_shaderid << "m_uniforms=["; std::vector::const_iterator iter = m_uniforms.begin(); std::vector::const_iterator iterEnd = m_uniforms.end(); for (; iter != iterEnd; ++iter) { description << *iter << ","; } description << ")"; return description.str(); }