OpenSceneGraph/include/osg/Shader

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial
* applications, as long as this copyright notice is maintained.
*
* This application 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.
*/
/* file: include/osg/Program
* author: Mike Weiblen 2005-02-20
*/
// NOTICE: This code is CLOSED during construction and/or renovation!
// It is in active development, so DO NOT yet use in application code.
// This notice will be removed when the code is open for business.
// For development plan and status see:
// http://www.openscenegraph.org/index.php?page=Community.DevelopmentWork
#ifndef OSG_SHADER
#define OSG_SHADER 1
#include <osg/Program>
namespace osg {
///////////////////////////////////////////////////////////////////////////
/** osg::Shader is an application-level abstraction of an OpenGL glShader.
* It is a container to load the shader source code text and manage its
* compilation.
* A Shader may be attached to more than one osg::Program.
* Shader will automatically manage per-context instancing of the
* internal objects, if that is necessary for a particular display
* configuration.
*/
class SG_EXPORT Shader : public osg::Object
{
public:
enum Type {
VERTEX = GL_VERTEX_SHADER,
FRAGMENT = GL_FRAGMENT_SHADER,
};
Shader( Type type, const char* sourceText = 0 );
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Shader(const Shader& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
int compare(const Shader& rhs) const;
// data access methods.
/** Load the Shader's source code text from a string. */
void setShaderSource( const char* sourceText );
/** Load the Shader's source code text from a file. */
bool loadShaderSourceFromFile( const char* fileName );
/** Query the shader's source code text */
inline const std::string& getShaderSource() const { return _shaderSource; }
/** Get the Shader type as an enum. */
inline Type getType() const { return _type; }
/** Get the Shader type as a descriptive string. */
const char* getTypename() const;
/** Mark us as "dirty" and in need of recompilation */
void dirtyShader();
/** Mark internal GL glShader for deletion.
* Deletion requests are queued until they can be executed
* in the proper GL context. */
static void deleteShader(unsigned int contextID, GLuint shader);
/** Perform a recompilation of all our PCSOs */
void compileShader(unsigned int contextID) const;
/** For a given GL context, attach a glShader to a glProgram */
void attachShader(unsigned int contextID, GLuint program) const;
/** An annotation/comment for use by the application */
void setComment( const std::string& comment ) { _comment = comment; }
void setComment( const char* comment ) { _comment = comment; }
const std::string& getComment() const { return _comment; };
protected:
/** PCSO is an OSG-internal encapsulation of glShader per-GL context. */
class PerContextShaderObj : public osg::Referenced
{
public:
PerContextShaderObj(const Shader* shader, unsigned int contextID);
PerContextShaderObj(const PerContextShaderObj& rhs);
const GLuint getHandle() {return _glShaderHandle;}
bool isDirty() const {return _dirty;}
void markAsDirty() {_dirty = true; }
void compileShader();
/** Attach our glShader to a glProgram */
void attachShader(GLuint program) const;
protected: /*methods*/
PerContextShaderObj();
~PerContextShaderObj();
protected: /*data*/
/** Pointer to our parent Shader */
const Shader* _shader;
/** Pointer to this context's extension functions. */
osg::ref_ptr<GL2Extensions> _extensions;
/** Handle to the actual glShader. */
GLuint _glShaderHandle;
/** Do we need to be recompiled? */
bool _dirty;
const unsigned int _contextID;
};
protected: /*methods*/
virtual ~Shader();
PerContextShaderObj* getPCSO(unsigned int contextID) const;
friend void Program::addShader( Shader* shader ); // to access addProgObjRef()
void addProgObjRef( Program* program );
protected: /*data*/
const Type _type;
std::string _comment;
std::string _shaderSource;
/** list of Programs that this Shader is attached to */
std::vector< ProgramPtr > _programList;
mutable osg::buffered_value< osg::ref_ptr<PerContextShaderObj> > _pcsoList;
private:
Shader(); // disallowed
Shader& operator=(const Shader&); // disallowed
};
}
#endif
/*EOF*/