OpenSceneGraph/include/osg/Shader

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
* Copyright (C) 2008 Zebra Imaging
* Copyright (C) 2010 VIRES Simulationstechnologie GmbH
*
* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commercial and non commercial
* 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/Shader
* author: Mike Weiblen 2008-01-02
* Holger Helmich 2010-10-21
*/
#ifndef OSG_SHADER
#define OSG_SHADER 1
#include <osg/GLExtensions>
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#include <osg/Object>
#include <osg/buffered_value>
#include <set>
#include <map>
namespace osg {
class Program;
// set of shader define strings that the shader is dependent upon.
typedef std::set<std::string> ShaderDefines;
/** Simple class for wrapping up the data used in OpenGL ES 2's glShaderBinary calls.
* ShaderBinary is set up with the binary data then assigned to one or more osg::Shader. */
class OSG_EXPORT ShaderBinary : public osg::Object
{
public:
ShaderBinary();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
ShaderBinary(const ShaderBinary& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osg, ShaderBinary);
/** Allocated a data buffer of specified size/*/
void allocate(unsigned int size);
/** Assign shader binary data, copying the specified data into locally stored data buffer, the original data can then be deleted.*/
void assign(unsigned int size, const unsigned char* data);
/** Get the size of the shader binary data.*/
unsigned int getSize() const { return static_cast<unsigned int>(_data.size()); }
/** Get a ptr to the shader binary data.*/
unsigned char* getData() { return _data.empty() ? 0 : &(_data.front()); }
/** Get a const ptr to the shader binary data.*/
const unsigned char* getData() const { return _data.empty() ? 0 : &(_data.front()); }
/** Read shader binary from file.
* Return the resulting Shader or 0 if no valid shader binary could be read.*/
static ShaderBinary* readShaderBinaryFile(const std::string& fileName);
protected:
typedef std::vector<unsigned char> Data;
Data _data;
};
///////////////////////////////////////////////////////////////////////////
/** 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.
* An osg::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 OSG_EXPORT Shader : public osg::Object
{
public:
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enum Type {
VERTEX = GL_VERTEX_SHADER,
TESSCONTROL = GL_TESS_CONTROL_SHADER,
TESSEVALUATION = GL_TESS_EVALUATION_SHADER,
GEOMETRY = GL_GEOMETRY_SHADER,
FRAGMENT = GL_FRAGMENT_SHADER,
COMPUTE = GL_COMPUTE_SHADER,
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UNDEFINED = -1
};
Shader(Type type = UNDEFINED);
Shader(Type type, const std::string& source );
Shader(Type type, ShaderBinary* shaderBinary );
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Shader(const Shader& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osg, Shader);
int compare(const Shader& rhs) const;
/** Set the Shader type as an enum. */
bool setType(Type t);
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/** Get the Shader type as an enum. */
inline Type getType() const { return _type; }
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/** Get the Shader type as a descriptive string. */
const char* getTypename() const;
/** Set file name for the shader source code. */
inline void setFileName(const std::string& fileName) { _shaderFileName = fileName; }
/** Get filename to which the shader source code belongs. */
inline const std::string& getFileName() const { return _shaderFileName; }
/** Set the Shader's source code text from a string. */
void setShaderSource(const std::string& sourceText);
/** Query the shader's source code text */
inline const std::string& getShaderSource() const { return _shaderSource; }
enum ShaderDefinesMode
{
USE_SHADER_PRAGAMA,
USE_MANUAL_SETTINGS
};
void setShaderDefinesMode(ShaderDefinesMode sdm) { _shaderDefinesMode = sdm; }
ShaderDefinesMode getShaderDefinesMode() const { return _shaderDefinesMode; }
void setShaderDefines(const ShaderDefines& shaderDefs) { _shaderDefines = shaderDefs; }
ShaderDefines& getShaderDefines() { return _shaderDefines; }
const ShaderDefines& getShaderDefines() const { return _shaderDefines; }
void setShaderRequirements(const ShaderDefines& shaderDefs) { _shaderRequirements = shaderDefs; }
ShaderDefines& getShaderRequirements() { return _shaderRequirements; }
const ShaderDefines& getShaderRequirements() const { return _shaderRequirements; }
/** Set the Shader using a ShaderBinary. */
void setShaderBinary(ShaderBinary* shaderBinary) { _shaderBinary = shaderBinary; }
/** Get the Shader's ShaderBinary, return NULL if none is assigned. */
ShaderBinary* getShaderBinary() { return _shaderBinary.get(); }
/** Get the const Shader's ShaderBinary, return NULL if none is assigned. */
const ShaderBinary* getShaderBinary() const { return _shaderBinary.get(); }
/** Read shader source from file and then constructor shader of specified type.
* Return the resulting Shader or 0 if no valid shader source could be read.*/
static Shader* readShaderFile( Type type, const std::string& fileName );
/** Load the Shader's source code text from a file. */
bool loadShaderSourceFromFile( const std::string& fileName );
/** The code injection map used when generating the main shader during main shader composition.*/
typedef std::multimap<float, std::string> CodeInjectionMap;
/** Add code injection that will be placed in the main shader to enable support for this shader.
* The position is set up so that code to be inserted before the main() will have a negative value,
* a position between 0 and 1.0 will be inserted in main() and a position greater than 1.0 will
* be placed after the main().
* During shader composition all the code injections are sorted in ascending order and then
* placed in the appropriate section of the main shader. */
void addCodeInjection(float position, const std::string& code) { _codeInjectionMap.insert(CodeInjectionMap::value_type(position, code)); }
/** Get the code injection map.*/
CodeInjectionMap& getCodeInjectionMap() { return _codeInjectionMap; }
/** Get the const code injection map.*/
const CodeInjectionMap& getCodeInjectionMap() const { return _codeInjectionMap; }
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** release OpenGL objects in specified graphics context if State
object is passed, otherwise release OpenGL objects for all graphics context if
State object pointer NULL.*/
void releaseGLObjects(osg::State* state=0) const;
/** Mark our PCSs as needing recompilation.
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* Also mark Programs that depend on us as needing relink */
void dirtyShader();
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/** If needed, compile the PCS's glShader */
void compileShader(osg::State& state) const;
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/** Mark internal glShader for deletion.
* Deletion requests are queued until they can be executed
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* in the proper GL context. */
static void deleteGlShader(unsigned int contextID, GLuint shader);
/** flush all the cached glShaders which need to be deleted
* in the OpenGL context related to contextID.*/
static void flushDeletedGlShaders(unsigned int contextID,double currentTime, double& availableTime);
/** discard all the cached glShaders which need to be deleted in the OpenGL context related to contextID.
* Note, unlike flush no OpenGL calls are made, instead the handles are all removed.
* this call is useful for when an OpenGL context has been destroyed. */
static void discardDeletedGlShaders(unsigned int contextID);
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static Shader::Type getTypeId( const std::string& tname );
public:
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/** PerContextShader (PCS) is an OSG-internal encapsulation of glShader per-GL context. */
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class OSG_EXPORT PerContextShader : public osg::Referenced
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{
public:
PerContextShader(const Shader* shader, unsigned int contextID);
void setDefineString(const std::string& defStr) { _defineStr = defStr; }
const std::string& getDefineString() const { return _defineStr; }
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GLuint getHandle() const {return _glShaderHandle;}
void requestCompile();
void compileShader(osg::State& state);
bool needsCompile() const {return _needsCompile;}
bool isCompiled() const {return _isCompiled;}
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bool getInfoLog( std::string& infoLog ) const;
/** Attach our glShader to a glProgram */
void attachShader(GLuint program) const;
/** Detach our glShader from a glProgram */
void detachShader(GLuint program) const;
protected: /*methods*/
~PerContextShader();
protected: /*data*/
/** Pointer to our parent osg::Shader */
const Shader* _shader;
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/** Pointer to this context's extension functions. */
osg::ref_ptr<osg::GLExtensions> _extensions;
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/** Handle to the actual glShader. */
GLuint _glShaderHandle;
/** Define string passed on to Shaders to help configure them.*/
std::string _defineStr;
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/** Does our glShader need to be recompiled? */
bool _needsCompile;
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/** Is our glShader successfully compiled? */
bool _isCompiled;
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const unsigned int _contextID;
private:
PerContextShader(); // disallowed
PerContextShader(const PerContextShader&); // disallowed
PerContextShader& operator=(const PerContextShader&); // disallowed
};
struct OSG_EXPORT ShaderObjects : public osg::Referenced
{
typedef std::vector< osg::ref_ptr<PerContextShader> > PerContextShaders;
ShaderObjects(const Shader* shader, unsigned int contextID);
unsigned int _contextID;
const Shader* _shader;
mutable PerContextShaders _perContextShaders;
PerContextShader* getPCS(const std::string& defineStr) const;
PerContextShader* createPerContextShader(const std::string& defineStr);
void requestCompile();
};
PerContextShader* getPCS(osg::State& state) const;
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protected: /*methods*/
virtual ~Shader();
friend class osg::Program;
bool addProgramRef( osg::Program* program );
bool removeProgramRef( osg::Program* program );
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void _computeShaderDefines();
void _parseShaderDefines(const std::string& str, ShaderDefines& defines);
protected: /*data*/
Type _type;
std::string _shaderFileName;
std::string _shaderSource;
osg::ref_ptr<ShaderBinary> _shaderBinary;
CodeInjectionMap _codeInjectionMap;
// ShaderDefines variables
ShaderDefinesMode _shaderDefinesMode;
ShaderDefines _shaderDefines;
ShaderDefines _shaderRequirements;
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/** osg::Programs that this osg::Shader is attached to */
typedef std::set< osg::Program* > ProgramSet;
ProgramSet _programSet;
mutable osg::buffered_value< osg::ref_ptr<ShaderObjects> > _pcsList;
private:
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Shader& operator=(const Shader&); // disallowed
};
class OSG_EXPORT ShaderComponent : public osg::Object
{
public:
ShaderComponent();
ShaderComponent(const ShaderComponent& sc,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_Object(osg, ShaderComponent)
unsigned int addShader(osg::Shader* shader);
void removeShader(unsigned int i);
osg::Shader* getShader(unsigned int i) { return _shaders[i].get(); }
const osg::Shader* getShader(unsigned int i) const { return _shaders[i].get(); }
unsigned int getNumShaders() const { return static_cast<unsigned int>(_shaders.size()); }
virtual void compileGLObjects(State& state) const;
virtual void resizeGLObjectBuffers(unsigned int maxSize);
virtual void releaseGLObjects(State* state=0) const;
protected:
typedef std::vector< osg::ref_ptr<osg::Shader> > Shaders;
Shaders _shaders;
};
}
#endif