153 lines
4.7 KiB
Plaintext
153 lines
4.7 KiB
Plaintext
|
/* -*-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::Referenced
|
||
|
{
|
||
|
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*/
|