/usr/include/osg/ShaderAttribute is in libopenscenegraph-dev 3.2.0~rc1-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_SHADERATTRIBUTE
#define OSG_SHADERATTRIBUTE 1
#include <osg/StateAttribute>
#include <osg/Shader>
#include <osg/Uniform>
namespace osg {
class OSG_EXPORT ShaderAttribute : public StateAttribute
{
public :
ShaderAttribute();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
ShaderAttribute(const ShaderAttribute& sa,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
virtual osg::Object* cloneType() const;
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new ShaderAttribute(*this,copyop); }
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const ShaderAttribute *>(obj)!=NULL; }
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const { return "ShaderAttribute"; }
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
virtual int compare(const StateAttribute& sa) const;
void setType(Type type);
virtual Type getType() const { return _type; }
unsigned int addShader(Shader* shader) { return _shaderComponent->addShader(shader); }
void removeShader(unsigned int i) { _shaderComponent->removeShader(i); }
unsigned int getNumShaders() const { return _shaderComponent->getNumShaders(); }
Shader* getShader(unsigned int i) { return _shaderComponent->getShader(i); }
const Shader* getShader(unsigned int i) const { return _shaderComponent->getShader(i); }
unsigned int addUniform(Uniform* uniform);
void removeUniform(unsigned int i);
unsigned int getNumUniforms() const { return _uniforms.size(); }
Uniform* getUniform(unsigned int i) { return _uniforms[i].get(); }
const Uniform* getUniform(unsigned int i) const { return _uniforms[i].get(); }
virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const;
virtual void apply(State& state) const;
virtual void compileGLObjects(State& state) const;
virtual void resizeGLObjectBuffers(unsigned int maxSize);
virtual void releaseGLObjects(State* state=0) const;
protected :
virtual ~ShaderAttribute();
typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms;
Type _type;
Uniforms _uniforms;
};
}
#endif
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