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ShTextureNode.cpp

00001 // Sh: A GPU metaprogramming language.
00002 //
00003 // Copyright (c) 2003 University of Waterloo Computer Graphics Laboratory
00004 // Project administrator: Michael D. McCool
00005 // Authors: Zheng Qin, Stefanus Du Toit, Kevin Moule, Tiberiu S. Popa,
00006 //          Michael D. McCool
00007 // 
00008 // This software is provided 'as-is', without any express or implied
00009 // warranty. In no event will the authors be held liable for any damages
00010 // arising from the use of this software.
00011 // 
00012 // Permission is granted to anyone to use this software for any purpose,
00013 // including commercial applications, and to alter it and redistribute it
00014 // freely, subject to the following restrictions:
00015 // 
00016 // 1. The origin of this software must not be misrepresented; you must
00017 // not claim that you wrote the original software. If you use this
00018 // software in a product, an acknowledgment in the product documentation
00019 // would be appreciated but is not required.
00020 // 
00021 // 2. Altered source versions must be plainly marked as such, and must
00022 // not be misrepresented as being the original software.
00023 // 
00024 // 3. This notice may not be removed or altered from any source
00025 // distribution.
00027 #include <cassert>
00028 #include "ShTextureNode.hpp"
00029 #include "ShEnvironment.hpp"
00030 #include "ShDebug.hpp"
00031 #include "ShGeneric.hpp"
00032 #include "ShAttrib.hpp"
00033 
00034 namespace SH {
00035 
00036 ShTextureNode::ShTextureNode(ShTextureDims dims, int size,
00037                              ShValueType valueType,
00038                              const ShTextureTraits& traits,
00039                              int width, int height, int depth, int max_nb_elements)
00040   : ShVariableNode(SH_TEXTURE, size, valueType), m_count(max_nb_elements),
00041     m_dims(dims),
00042     m_memory(new ShMemoryPtr[dims == SH_TEXTURE_CUBE ? 6 : 1]),
00043     m_traits(traits),
00044     m_width(width), m_height(height), m_depth(depth)
00045 {
00046   if (m_dims == SH_TEXTURE_1D) {
00047     ShAttrib1f v = ShAttrib1f(width);
00048     m_texSizeVar = ShVariable(v.node());
00049   } else if (m_dims == SH_TEXTURE_3D) {
00050     ShAttrib3f v = ShAttrib3f(width, height, depth);
00051     m_texSizeVar = ShVariable(v.node());
00052   } else {
00053     ShAttrib2f v = ShAttrib2f(width, height);
00054     m_texSizeVar = ShVariable(v.node());
00055   }
00056 }
00057 
00058 ShTextureNode::~ShTextureNode()
00059 {
00060   delete [] m_memory;
00061 }
00062 
00063 ShTextureDims ShTextureNode::dims() const
00064 {
00065   return m_dims;
00066 }
00067 
00068 ShMemoryPtr ShTextureNode::memory(int n)
00069 {
00070   SH_DEBUG_ASSERT((n == 0)
00071                   || (m_dims == SH_TEXTURE_CUBE && n >= 0 && n < 6));
00072   return m_memory[n];
00073 }
00074 
00075 ShPointer<const ShMemory> ShTextureNode::memory(int n) const
00076 {
00077   SH_DEBUG_ASSERT((n == 0)
00078                   || (m_dims == SH_TEXTURE_CUBE && n >= 0 && n < 6));
00079   return m_memory[n];
00080 }
00081 
00082 void ShTextureNode::memory(ShMemoryPtr memory, int n)
00083 {
00084   SH_DEBUG_ASSERT((n == 0)
00085                   || (m_dims == SH_TEXTURE_CUBE && n >= 0 && n < 6));
00086   m_memory[n] = memory;
00087 }
00088 
00089 ShMemoryPtr ShTextureNode::memory(ShCubeDirection dir)
00090 {
00091   return memory(static_cast<int>(dir));
00092 }
00093 
00094 ShPointer<const ShMemory> ShTextureNode::memory(ShCubeDirection dir) const
00095 {
00096   return memory(static_cast<int>(dir));
00097 }
00098 
00099 void ShTextureNode::memory(ShMemoryPtr mem, ShCubeDirection dir)
00100 {
00101   memory(mem, static_cast<int>(dir));
00102 }
00103 
00104 const ShTextureTraits& ShTextureNode::traits() const
00105 {
00106   return m_traits;
00107 }
00108 
00109 ShTextureTraits& ShTextureNode::traits()
00110 {
00111   return m_traits;
00112 }
00113 
00114 void ShTextureNode::setTexSize(int w)
00115 {
00116   m_width = w;
00117   ShAttrib1f s(m_texSizeVar.node(), ShSwizzle(m_texSizeVar().size()), false);
00118   s = static_cast<float>(w);
00119 }
00120 
00121 void ShTextureNode::setTexSize(int w, int h)
00122 {
00123   m_width = w;
00124   m_height = h;
00125   ShAttrib2f s(m_texSizeVar.node(), ShSwizzle(m_texSizeVar().size()), false);
00126   s = ShAttrib2f(w, h);
00127 }
00128 
00129 void ShTextureNode::setTexSize(int w, int h, int d)
00130 {
00131   m_width = w;
00132   m_height = h;
00133   m_depth = d;
00134   ShAttrib3f s(m_texSizeVar.node(), ShSwizzle(m_texSizeVar().size()), false);
00135   s = ShAttrib3f(w, h, d);
00136 }
00137 
00138 int ShTextureNode::width() const
00139 {
00140   return m_width;
00141 }
00142 
00143 int ShTextureNode::height() const
00144 {
00145   return m_height;
00146 }
00147 
00148 int ShTextureNode::depth() const
00149 {
00150   return m_depth;
00151 }
00152 
00153 int ShTextureNode::count() const
00154 {
00155   return (m_count != -1) ? m_count : m_width * m_height * m_depth;
00156 }
00157 
00158 const ShVariable& ShTextureNode::texSizeVar() const
00159 {
00160   return m_texSizeVar;
00161 }
00162 
00163 }
00164 

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