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/***************************************************************************
*
* 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<std::string> uniformDesc = m_uniforms;
std::vector<std::string>::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<std::string> 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<std::string>::const_iterator iter = m_uniforms.begin();
std::vector<std::string>::const_iterator iterEnd = m_uniforms.end();
for (; iter != iterEnd; ++iter)
{
description << *iter << ",";
}
description << ")";
return description.str();
}
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