2005-02-24 21:33:35 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
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2005-03-24 17:37:45 +08:00
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* Copyright (C) 2004-2005 Nathan Cournia
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2005-02-24 21:33:35 +08:00
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commericial and non commericial
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* applications, as long as this copyright notice is maintained.
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*
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* This application is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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2005-04-30 15:02:02 +08:00
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/* file: include/osg/Shader
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* author: Mike Weiblen 2005-04-29
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2005-02-24 21:33:35 +08:00
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*/
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#ifndef OSG_SHADER
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#define OSG_SHADER 1
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2005-05-12 03:59:21 +08:00
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#include <osg/GL2Extensions>
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2005-03-24 17:37:45 +08:00
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#include <set>
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#include <string>
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2005-02-24 21:33:35 +08:00
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namespace osg {
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///////////////////////////////////////////////////////////////////////////
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/** osg::Shader is an application-level abstraction of an OpenGL glShader.
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* It is a container to load the shader source code text and manage its
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* compilation.
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* An osg::Shader may be attached to more than one osg::Program.
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* Shader will automatically manage per-context instancing of the
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* internal objects, if that is necessary for a particular display
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* configuration.
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*/
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2005-04-12 01:14:17 +08:00
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class OSG_EXPORT Shader : public osg::Object
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{
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public:
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enum Type {
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VERTEX = GL_VERTEX_SHADER,
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FRAGMENT = GL_FRAGMENT_SHADER,
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UNDEFINED = -1
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};
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Shader( Type type = UNDEFINED);
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Shader( Type type, const std::string& source );
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Shader(const Shader& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osg, Shader);
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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. */
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void setShaderSource( const std::string& sourceText );
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/** Read shader source from file and then constructor shader of specified type.
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* Return the resulting Shader or 0 if no valid shader source code be read.*/
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static Shader* readShaderFile( Type type, const std::string& fileName );
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/** Load the Shader's source code text from a file. */
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bool loadShaderSourceFromFile( const std::string& fileName );
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2005-04-30 15:02:02 +08:00
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/** Query the shader's source code text */
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inline const std::string& getShaderSource() const { return _shaderSource; }
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/** Get the Shader type as an enum. */
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inline Type getType() const { return _type; }
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/** Get the Shader type as a descriptive string. */
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const char* getTypename() const;
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/** Mark our PCSs as needing recompilation.
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* Also mark Programs that depend on us as needing relink */
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void dirtyShader();
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/** If needed, compile the PCS's glShader */
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void compileShader(unsigned int contextID) const;
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/** For a given GL context, attach a glShader to a glProgram */
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void attachShader(unsigned int contextID, GLuint program) const;
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/** Query InfoLog from a glShader */
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bool getGlShaderInfoLog(unsigned int contextID, std::string& log) const;
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/** A name for use by the application */
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void setName( const std::string& name ) { _name = name; }
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void setName( const char* name ) { _name = name; }
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const std::string& getName() const { return _name; };
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/** Mark internal glShader for deletion.
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* Deletion requests are queued tuntil they can be executed
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* in the proper GL context. */
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static void deleteGlShader(unsigned int contextID, GLuint shader);
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/** flush all the cached glShaders which need to be deleted
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* in the OpenGL context related to contextID.*/
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static void flushDeletedGlShaders(unsigned int contextID,double currentTime, double& availableTime);
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static Shader::Type getTypeId( const std::string& tname );
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2005-04-08 04:23:58 +08:00
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protected:
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/** PerContextShader (PCS) is an OSG-internal encapsulation of glShader per-GL context. */
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class PerContextShader : public osg::Referenced
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{
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public:
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PerContextShader(const Shader* shader, unsigned int contextID);
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GLuint getHandle() const {return _glShaderHandle;}
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void requestCompile();
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void compileShader();
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bool getInfoLog( std::string& infoLog ) const;
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/** Attach our glShader to a glProgram */
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void attachShader(GLuint program) const;
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/** Detach our glShader from a glProgram */
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void detachShader(GLuint program) const;
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protected: /*methods*/
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~PerContextShader();
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protected: /*data*/
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/** Pointer to our parent osg::Shader */
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const Shader* _shader;
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/** Pointer to this context's extension functions. */
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osg::ref_ptr<osg::GL2Extensions> _extensions;
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/** Handle to the actual glShader. */
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GLuint _glShaderHandle;
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/** Does our glShader need to be recompiled? */
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bool _needsCompile;
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/** Is our glShader successfully compiled? */
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bool _isCompiled;
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const unsigned int _contextID;
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private:
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PerContextShader(); // disallowed
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PerContextShader(const PerContextShader&); // disallowed
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PerContextShader& operator=(const PerContextShader&); // disallowed
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};
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protected: /*methods*/
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virtual ~Shader();
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PerContextShader* getPCS(unsigned int contextID) const;
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friend class Program;
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bool addProgramRef( Program* program );
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bool removeProgramRef( Program* program );
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protected: /*data*/
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Type _type;
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std::string _name;
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std::string _shaderSource;
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/** osg::Programs that this osg::Shader is attached to */
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typedef std::set< Program* > ProgramSet;
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ProgramSet _programSet;
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mutable osg::buffered_value< osg::ref_ptr<PerContextShader> > _pcsList;
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private:
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Shader& operator=(const Shader&); // disallowed
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};
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}
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#endif
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/*EOF*/
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