OpenSceneGraph/src/osg/Shader.cpp

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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: src/osg/Program.cpp
* 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
#include <fstream>
#include <list>
#include <osg/Notify>
#include <osg/State>
#include <osg/Timer>
#include <osg/FrameStamp>
#include <osg/buffered_value>
#include <osg/ref_ptr>
#include <osg/Shader>
#include <osg/GLExtensions>
#include <OpenThreads/ScopedLock>
#include <OpenThreads/Mutex>
using namespace osg;
typedef std::list<GLuint> GlShaderHandleList;
typedef std::map<unsigned int, GlShaderHandleList> DeletedGlShaderCache;
static OpenThreads::Mutex s_mutex_deletedGL2ShaderCache;
static DeletedGlShaderCache s_deletedGlShaderCache;
///////////////////////////////////////////////////////////////////////////
// osg::Shader
///////////////////////////////////////////////////////////////////////////
Shader::Shader(Type type, const char* sourceText) :
_type(type)
{
setShaderSource( sourceText );
}
Shader::Shader(const Shader& rhs, const osg::CopyOp& copyop):
Object( rhs, copyop ),
_type(rhs._type)
{
/*TODO*/
}
Shader::~Shader()
{
/*TODO*/
}
int Shader::compare(const Shader& rhs) const
{
if( this == &rhs ) return 0;
if( getComment() < rhs.getComment() ) return -1;
if( rhs.getComment() < getComment() ) return 1;
if( getShaderSource() < rhs.getShaderSource() ) return -1;
if( rhs.getShaderSource() < getShaderSource() ) return 1;
return 0;
}
void Shader::dirtyShader()
{
// mark each PCSO as needing a recompile
for( unsigned int cxt=0; cxt < _pcsoList.size(); ++cxt )
{
if( ! _pcsoList[cxt] ) continue;
PerContextShaderObj* pcso = _pcsoList[cxt].get();
pcso->markAsDirty();
}
// also mark-as-dirty the Programs we're attach to
for( unsigned int i=0; i < _programList.size(); ++i )
{
_programList[i]->dirtyProgram();
}
}
void Shader::setShaderSource( const char* sourceText )
{
_shaderSource = ( sourceText ? sourceText : "" );
dirtyShader();
}
bool Shader::loadShaderSourceFromFile( const char* fileName )
{
std::ifstream sourceFile;
sourceFile.open(fileName, std::ios::binary);
if(!sourceFile)
{
osg::notify(osg::WARN)<<"Error: can't open file \""<<fileName<<"\""<<std::endl;
return false;
}
osg::notify(osg::INFO)<<"Loading shader source file \""<<fileName<<"\""<<std::endl;
sourceFile.seekg(0, std::ios::end);
int length = sourceFile.tellg();
char *text = new char[length + 1];
sourceFile.seekg(0, std::ios::beg);
sourceFile.read(text, length);
sourceFile.close();
text[length] = '\0';
setShaderSource( text );
delete [] text;
return true;
}
const char* Shader::getTypename() const
{
switch( getType() )
{
case VERTEX: return "Vertex";
case FRAGMENT: return "Fragment";
default: return "UNDEFINED";
}
}
void Shader::compileShader( unsigned int contextID ) const
{
PerContextShaderObj* pcso = getPCSO( contextID );
if( pcso->isDirty() ) pcso->compileShader();
}
Shader::PerContextShaderObj* Shader::getPCSO(unsigned int contextID) const
{
if( ! _pcsoList[contextID].valid() )
{
_pcsoList[contextID] = new PerContextShaderObj( this, contextID );
}
return _pcsoList[contextID].get();
}
void Shader::attachShader(unsigned int contextID, GLuint program) const
{
getPCSO( contextID )->attachShader( program );
}
void Shader::addProgObjRef( Program* program )
{
_programList.push_back( program );
}
void Shader::deleteShader(unsigned int contextID, GLuint shader)
{
if( shader )
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(s_mutex_deletedGL2ShaderCache);
// add shader to the cache for the appropriate context.
s_deletedGlShaderCache[contextID].push_back(shader);
}
}
///////////////////////////////////////////////////////////////////////////
// osg::Shader::PerContextShaderObj
// PCSO is the OSG abstraction of the per-context glShader
///////////////////////////////////////////////////////////////////////////
Shader::PerContextShaderObj::PerContextShaderObj(const Shader* shader, unsigned int contextID) :
osg::Referenced(),
_contextID( contextID )
{
_shader = shader;
_extensions = GL2Extensions::Get( _contextID, true );
_glShaderHandle = _extensions->glCreateShader( shader->getType() );
markAsDirty();
}
Shader::PerContextShaderObj::PerContextShaderObj(const PerContextShaderObj& rhs) :
osg::Referenced(),
_contextID( rhs._contextID )
{
_shader = rhs._shader;
_extensions = rhs._extensions;
_glShaderHandle = rhs._glShaderHandle;
_dirty = rhs._dirty;
}
Shader::PerContextShaderObj::~PerContextShaderObj()
{
}
void Shader::PerContextShaderObj::compileShader()
{
GLint compiled;
const char* sourceText = _shader->getShaderSource().c_str();
_extensions->glShaderSource( _glShaderHandle, 1, &sourceText, NULL );
_extensions->glCompileShader( _glShaderHandle );
_extensions->glGetShaderiv( _glShaderHandle, GL_COMPILE_STATUS, &compiled );
_dirty = (compiled == 0);
if( _dirty )
{
// _still_ dirty, something went wrong
std::string infoLog;
_extensions->getShaderInfoLog( _glShaderHandle, infoLog );
osg::notify(osg::WARN) << _shader->getTypename() <<
" glCompileShader FAILED:\n" << infoLog << std::endl;
}
}
void Shader::PerContextShaderObj::attachShader(GLuint program) const
{
_extensions->glAttachShader( program, _glShaderHandle );
}
/*EOF*/