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/**************************************************************************\
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* This file is part of the Coin 3D visualization library.
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* Copyright (C) 1998-2007 by Systems in Motion. All rights reserved.
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* ("GPL") version 2 as published by the Free Software Foundation.
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* See the file LICENSE.GPL at the root directory of this source
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* distribution for additional information about the GNU GPL.
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* For using Coin with software that can not be combined with the GNU
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* GPL, and for taking advantage of the additional benefits of our
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* support services, please contact Systems in Motion about acquiring
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* a Coin Professional Edition License.
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* See http://www.coin3d.org/ for more information.
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* Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY.
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* http://www.sim.no/ sales@sim.no coin-support@coin3d.org
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\**************************************************************************/
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#include <Inventor/elements/SoGLShaderProgramElement.h>
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#include <Inventor/elements/SoGLCacheContextElement.h>
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#include "SoGLShaderProgram.h"
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// *************************************************************************
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SO_ELEMENT_SOURCE(SoGLShaderProgramElement);
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// *************************************************************************
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SoGLShaderProgramElement::initClass(void)
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SO_ELEMENT_INIT_CLASS(SoGLShaderProgramElement, inherited);
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SoGLShaderProgramElement::~SoGLShaderProgramElement()
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this->shaderProgram = NULL;
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SoGLShaderProgramElement::init(SoState *state)
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inherited::init(state);
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this->shaderProgram = NULL;
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SoGLShaderProgramElement::set(SoState* const state, SoNode *const node,
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SoGLShaderProgram* program)
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SoGLShaderProgramElement* element =
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(SoGLShaderProgramElement*)inherited::getElement(state,classStackIndex, node);
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if (program != element->shaderProgram) {
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if (element->shaderProgram) element->shaderProgram->disable(state);
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element->shaderProgram = program;
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// don't enable new program here. The node will call enable()
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// after setting up all the objects
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SoGLShaderProgramElement::get(SoState *state)
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const SoElement *element = getConstElement(state, classStackIndex);
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return ((const SoGLShaderProgramElement *)element)->shaderProgram;
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SoGLShaderProgramElement::push(SoState * state)
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SoGLShaderProgramElement * prev = (SoGLShaderProgramElement *) getNextInStack();
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this->shaderProgram = prev->shaderProgram;
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// capture previous element since we might or might not change the
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// GL state in set/pop
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SoGLShaderProgramElement::pop(SoState * state, const SoElement * prevTopElement)
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SoGLShaderProgramElement * elem = (SoGLShaderProgramElement *)prevTopElement;
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if (this->shaderProgram != elem->shaderProgram) {
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if (elem->shaderProgram) elem->shaderProgram->disable(state);
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if (this->shaderProgram) this->shaderProgram->enable(state);
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SoGLShaderProgramElement::matches(const SoElement * element) const
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SoGLShaderProgramElement * elem = (SoGLShaderProgramElement*) element;
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if (elem->shaderProgram) {
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// just use elem->objectid to avoid allocating a new SbList
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elem->objectids.truncate(0);
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elem->shaderProgram->getShaderObjectIds(elem->objectids);
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return this->objectids == elem->objectids;
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// no shader program, return TRUE if cache had no shader objects
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return this->objectids.getLength() == 0;
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SoGLShaderProgramElement::copyMatchInfo(void) const
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assert(getTypeId().canCreateInstance());
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SoGLShaderProgramElement * element =
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(SoGLShaderProgramElement *)(getTypeId().createInstance());
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if (this->shaderProgram) this->shaderProgram->getShaderObjectIds(element->objectids);