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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 "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();
}
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