/*************************************************************************** * * 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 "SurfaceSetShaderCommand.h" #include "ICommandExecutor.h" #include "Scene.h" #include "ShaderMap.h" #include "Log.h" unsigned int SurfaceSetShaderCommand::getID() const { return m_id; } unsigned int SurfaceSetShaderCommand::getShaderID() const { return m_shaderid; } ExecutionResult SurfaceSetShaderCommand::execute(ICommandExecutor* executor) { Scene& scene = *(executor->getScene()); ExecutionResult result = ExecutionFailed; GraphicalObject* object = scene.getSurface(m_id); if (object) { Shader* shader = NULL; // get shader by its ID ShaderMap &shaderMap = scene.m_shaderMap; ShaderMapIterator iter = shaderMap.find(m_shaderid); ShaderMapIterator iterEnd = shaderMap.end(); if (iter != iterEnd) { shader = (*iter).second; } if (shader || m_shaderid == 0) { // shaderId==0 detaches the custom shader // (shader is supposed to be NULL in this case) result = object->setShader(shader) ? ExecutionSuccessRedraw : ExecutionSuccess; } else { // shader not found LOG_ERROR("SurfaceSetShaderCommand", "shader ID " << m_shaderid << " not found"); } } else { // object not found LOG_ERROR("SurfaceSetShaderCommand", "object ID " << m_id << " not found"); } return result; } const std::string SurfaceSetShaderCommand::getString() { std::stringstream description; description << "SurfaceSetShaderCommand(" << "id=" << m_id << "(0x" << std::hex << m_id << ")" << std::dec << ", shaderid=" << m_shaderid << ")"; return description.str(); }