OpenSceneGraph/include/osg/Shader

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
*
* 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.
*/
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/* file: include/osg/Shader
* author: Mike Weiblen 2005-04-29
*/
#ifndef OSG_SHADER
#define OSG_SHADER 1
#include <osg/GL2Extensions>
#include <set>
#include <string>
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.
* 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,
FRAGMENT = GL_FRAGMENT_SHADER,
UNDEFINED = -1
};
Shader( Type type = UNDEFINED);
Shader( Type type, const std::string& source );
/** 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;
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bool setType( Type t );
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/** Load the Shader's source code text from a string. */
void setShaderSource( const std::string& sourceText );
/** Read shader source from file and then constructor shader of specified type.
* Return the resulting Shader or 0 if no valid shader source code be read.*/
static Shader* readShaderFile( Type type, const std::string& fileName );
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/** Load the Shader's source code text from a file. */
bool loadShaderSourceFromFile( const std::string& fileName );
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/** Query the shader's source code text */
inline const std::string& getShaderSource() const { return _shaderSource; }
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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;
/** 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(unsigned int contextID) const;
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/** For a given GL context, attach a glShader to a glProgram */
void attachShader(unsigned int contextID, GLuint program) const;
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/** Query InfoLog from a glShader */
bool getGlShaderInfoLog(unsigned int contextID, std::string& log) const;
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/** A name for use by the application */
void setName( const std::string& name ) { _name = name; }
void setName( const char* name ) { _name = name; }
const std::string& getName() const { return _name; };
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/** Mark internal glShader for deletion.
* Deletion requests are queued tuntil they can be executed
* 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);
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static Shader::Type getTypeId( const std::string& tname );
protected:
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/** PerContextShader (PCS) is an OSG-internal encapsulation of glShader per-GL context. */
class PerContextShader : public osg::Referenced
{
public:
PerContextShader(const Shader* shader, unsigned int contextID);
GLuint getHandle() const {return _glShaderHandle;}
void requestCompile();
void compileShader();
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;
/** Pointer to this context's extension functions. */
osg::ref_ptr<osg::GL2Extensions> _extensions;
/** Handle to the actual glShader. */
GLuint _glShaderHandle;
/** Does our glShader need to be recompiled? */
bool _needsCompile;
/** Is our glShader successfully compiled? */
bool _isCompiled;
const unsigned int _contextID;
private:
PerContextShader(); // disallowed
PerContextShader(const PerContextShader&); // disallowed
PerContextShader& operator=(const PerContextShader&); // disallowed
};
protected: /*methods*/
virtual ~Shader();
PerContextShader* getPCS(unsigned int contextID) const;
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friend class Program;
bool addProgramRef( Program* program );
bool removeProgramRef( Program* program );
protected: /*data*/
Type _type;
std::string _name;
std::string _shaderSource;
/** osg::Programs that this osg::Shader is attached to */
typedef std::set< Program* > ProgramSet;
ProgramSet _programSet;
mutable osg::buffered_value< osg::ref_ptr<PerContextShader> > _pcsList;
private:
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Shader& operator=(const Shader&); // disallowed
};
}
#endif
/*EOF*/