gpucalc::Bindable Class Reference

Abstract class for bindable objects, such as Shader, Texture, FrameBuffer. More...

#include <bindable.h>

Inheritance diagram for gpucalc::Bindable:

Inheritance graph

List of all members.

Public Member Functions

virtual void bind ()=0
 Bind our object.
 Bindable (const std::string &ClassName, const std::string &ObjectName)
const std::string & getClassName () const
 Returns name of class of our object.
const std::string & getObjectName () const
 Returns name of our object.
void getSpecificParameter (const std::string &ParameterName, void *ParameterValue)
 Method for obtaining some specific parameters, such as texture specific params, and so on.
virtual bool isActive () const =0
bool isLocked () const
 returns state of object.
virtual void unbind ()=0
 Unbind our object.
virtual ~Bindable ()

Protected Member Functions

void addSpecificParameter (const std::string &ParameterName, void *ParameterValue, size_t Size)
void lock ()
void unlock ()


Detailed Description

Abstract class for bindable objects, such as Shader, Texture, FrameBuffer.

Provides pure virtual methods for binding and unbinding objects.

Remarks:
binding/unbinding mechanism used for setting some objects in active/inactive state in rendering API's.

Definition at line 46 of file bindable.h.


Constructor & Destructor Documentation

gpucalc::Bindable::Bindable ( const std::string &  ClassName,
const std::string &  ObjectName 
) [inline]

Definition at line 54 of file bindable.h.

00054                                                                       :
00055     Object(ClassName, ObjectName)
00056    {
00057    }

virtual gpucalc::Bindable::~Bindable (  )  [inline, virtual]

Definition at line 60 of file bindable.h.

00061    {
00062    }


Member Function Documentation

void gpucalc::Object::addSpecificParameter ( const std::string &  ParameterName,
void *  ParameterValue,
size_t  Size 
) [inline, protected, inherited]

Definition at line 254 of file object.h.

00255    {
00256     SpecificParametersMap::iterator i = mSpecificParameters.find(ParameterName);
00257     if (i != mSpecificParameters.end())
00258     {
00259      mSpecificParameters.erase(i);
00260     }
00261     mSpecificParameters[ParameterName] = Any(ParameterValue, Size);
00262    }

virtual void gpucalc::Bindable::bind (  )  [pure virtual]

Bind our object.

For example, set in some active state (Texture, Shader and so on)

Implemented in gpucalc::FrameBuffer, gpucalc::Kernel, gpucalc::Shader, and gpucalc::Texture.

const std::string& gpucalc::Object::getClassName (  )  const [inline, inherited]

Returns name of class of our object.

Definition at line 92 of file object.h.

00093    {
00094     return mClassName;
00095    }

const std::string& gpucalc::Object::getObjectName (  )  const [inline, inherited]

Returns name of our object.

Definition at line 101 of file object.h.

00102    {
00103     return mObjectName;
00104    }

void gpucalc::Object::getSpecificParameter ( const std::string &  ParameterName,
void *  ParameterValue 
) [inline, inherited]

Method for obtaining some specific parameters, such as texture specific params, and so on.

Parameters:
ParameterName - name of parameter, usually it similar to specific method of some object (for example, GLTextureID)
ParameterValue - contain value of named parameter, it must be allocated and have sufficient size.
Todo:
Think for better realization.

Definition at line 128 of file object.h.

00129    {
00130     SpecificParametersMap::iterator i = mSpecificParameters.find(ParameterName);
00131     if (i != mSpecificParameters.end())
00132     {
00133      i->second.copyValue(ParameterValue);
00134     }
00135     else
00136     {
00137      Except<ERR_ITEM_NOT_FOUND>(this, "Parameter \"" + ParameterName + "\" does not exists.", "Object::getSpecificParameter()", __FILE__, __LINE__);
00138     }
00139    }

virtual bool gpucalc::Bindable::isActive (  )  const [pure virtual]

bool gpucalc::Object::isLocked (  )  const [inline, inherited]

returns state of object.

If object is locked then we cannot change some state of it, because object is used in computation. If object is unlocked then we can change some state of it, object is not in computation.

Definition at line 113 of file object.h.

00114    {
00115     return mIsLocked;
00116    }

void gpucalc::Object::lock (  )  [inline, protected, inherited]

Definition at line 265 of file object.h.

00266    {
00267     mIsLocked = true;
00268    }

virtual void gpucalc::Bindable::unbind (  )  [pure virtual]

Unbind our object.

For example, set in some inactive state (Texture, Shader and so on)

Implemented in gpucalc::FrameBuffer, gpucalc::Kernel, gpucalc::Shader, and gpucalc::Texture.

void gpucalc::Object::unlock (  )  [inline, protected, inherited]

Definition at line 271 of file object.h.

00272    {
00273     mIsLocked = false;
00274    }


The documentation for this class was generated from the following file:

Generated on Thu Mar 5 22:36:42 2009 for gpucalc by  doxygen 1.5.6