Updates to osgGL2 from Mike Weiblen

This commit is contained in:
Robert Osfield 2004-01-03 09:06:52 +00:00
parent 458e10c796
commit 249eddb3d8
7 changed files with 167 additions and 115 deletions

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@ -11,7 +11,7 @@
*/
/* file: examples/osgshaders/GL2Scene.cpp
* author: Mike Weiblen 2003-10-03
* author: Mike Weiblen 2003-12-28
*
* Compose a scene of several instances of a model, with a different
* OpenGL Shading Language shader applied to each.
@ -138,19 +138,21 @@ make1DSineTexture( int texSize )
///////////////////////////////////////////////////////////////////////////
// static osg::Node* createGlobe()
// {
// osg::Geode* geode = new osg::Geode();
// osg::StateSet* stateset = geode->getOrCreateStateSet();
//
// osg::Texture2D* texture = new osg::Texture2D;
// texture->setImage( osgDB::readImageFile("Images/land_shallow_topo_2048.jpg") );
// stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
//
// geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0,0,0), 2.0f)));
//
// return geode;
// }
#if 0 //[
static osg::Node* createGlobe()
{
osg::Geode* geode = new osg::Geode();
osg::StateSet* stateset = geode->getOrCreateStateSet();
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage( osgDB::readImageFile("Images/land_shallow_topo_2048.jpg") );
stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0,0,0), 2.0f)));
return geode;
}
#endif //]
///////////////////////////////////////////////////////////////////////////
// OpenGL Shading Language source code for the "microshader" example,
@ -169,7 +171,7 @@ static const char *microshaderFragSource = {
"varying vec4 color;"
"void main(void)"
"{"
"gl_FragColor = color;"
"gl_FragColor = clamp( color, 0.0, 1.0 );"
"}"
};
@ -347,18 +349,20 @@ GL2Scene::buildScene()
ss->setAttributeAndModes(MarbleProgObj, osg::StateAttribute::ON);
}
#ifdef INTERNAL_3DLABS //[
// regular GL 1.x texturing for comparison.
if( 0 ) {
osg::StateSet* ss = ModelInstance();
osg::Texture2D* tex0 = new osg::Texture2D;
tex0->setImage( osgDB::readImageFile( "images/3dl-ge100.png" ) );
ss->setTextureAttributeAndModes(0, tex0, osg::StateAttribute::ON);
}
osg::StateSet* ss = ModelInstance();
osg::Texture2D* tex0 = new osg::Texture2D;
tex0->setImage( osgDB::readImageFile( "images/3dl-ge100.png" ) );
ss->setTextureAttributeAndModes(0, tex0, osg::StateAttribute::ON);
#endif //]
reloadShaderSource();
#ifdef INTERNAL_3DLABS //[
// add logo overlays
// rootNode->addChild( osgDB::readNodeFile( "3dl_ogl.logo" ) );
rootNode->addChild( osgDB::readNodeFile( "3dl_ogl.logo" ) );
#endif //]
return rootNode;
}

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@ -2,7 +2,7 @@
* *
* Copyright (C) 2002 3Dlabs Inc. Ltd. *
* *
/************************************************************************/
************************************************************************/
#include <math.h>
#include <stdlib.h>

View File

@ -11,7 +11,7 @@
*/
/* file: include/osgGL2/ProgramObject
* author: Mike Weiblen 2003-10-03
* author: Mike Weiblen 2003-12-28
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
@ -28,7 +28,6 @@
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Notify>
#include <osgGL2/Export>
#include <osgGL2/Extensions>
@ -47,8 +46,17 @@ class ShaderObject;
typedef osg::ref_ptr<ShaderObject> ShaderObjectPtr;
///////////////////////////////////////////////////////////////////////////
/** osgGL2::ProgramObject is an application-level abstraction of the OpenGL Shading Language glProgramObject.
* It is an osg::StateAttribute that, when applied, will install an OGLSL
* shader program for subsequent rendering.
* osgGL2::ShaderObjects containing the actual shader source code are
* attached to the ProgramObject, which will then manage the compilation,
* linking, and installation of the GL shader program.
* ProgramObject will automatically manage per-context instancing of the
* internal objects, if that is necessary for a particular display
* configuration.
*/
/** Encapsulates the OpenGL Shading Language ProgramObject */
class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
{
public:
@ -75,24 +83,30 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
virtual void getAssociatedModes(std::vector<GLMode>& ) const {}
/** If enabled, install our shader program in the GL pipeline,
* performing any shader program rebuild operations that might
* be pending. */
virtual void apply(osg::State& state) const;
virtual void compile(osg::State& state) const { apply(state); }
// data access methods.
/** Force a relink on next apply() of associated glProgramObject. */
/** Mark us as "dirty" and in need of relinking. */
void dirtyProgramObject();
/** Force a recompile of all ShaderObjects on next apply(). */
/** Mark our attached ShaderObjects as "dirty" and in need of
* recompilation. */
void dirtyShaderObjects();
/** Set whether rendering of ProgramObject is enabled or disabled */
/** An override to control whether the shader program will
* actually be installed when OSG attempts to apply() */
void enable( bool enabled ) { _enabled = enabled; }
/** Attach a ShaderObject to this ProgramObject */
void addShader( ShaderObject* shadObj );
/** Assign a value to a ProgramObject's uniform variable */
void setUniform( const char* uniformName, int value );
void setUniform( const char* uniformName, float value );
void setUniform( const char* uniformName, osg::Vec2 value );
@ -105,10 +119,9 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
setUniform( uniformName, static_cast<int>(value) );
}
/** use deleteObject instead of glDeleteObject to allow
* GL2 Objects to cached until they can be deleted
* by the OpenGL context in which they were created, specified
* by contextID.*/
/** Mark internal GL objects for deletion.
* Deletion requests are queued until they can be executed
* in the proper GL context. */
static void deleteObject(unsigned int contextID, GLhandleARB handle);
/** flush all the cached glProgramObjects which need to be deleted
@ -117,6 +130,7 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
protected:
/** PCPO is an OSG-internal encapsulation of glProgramObjects per-GL context. */
class PerContextProgObj : public osg::Referenced
{
public:
@ -130,27 +144,37 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
void build();
void use() const;
/** Add a list of UniformValues to our per-context queue */
void updateUniforms( const UniformValueList& univalList );
void applyUniformValues();
void printInfoLog(osg::NotifySeverity severity) const;
/** Apply our queue of pending UniformValue updates to the glProgramObjects */
void applyUniformValues();
protected: /*methods*/
PerContextProgObj();
~PerContextProgObj();
protected: /*data*/
/** Pointer to our parent ProgramObject */
const ProgramObject* _progObj;
/** Pointer to this context's extension functions */
osg::ref_ptr<Extensions> _extensions;
/** Handle to the actual glProgramObject */
GLhandleARB _glProgObjHandle;
/** Do we need to be linked? */
bool _dirty;
/** Queue of UniformValues awaiting assignment */
UniformValueList _univalList;
const unsigned int _contextID;
};
protected: /*methods*/
virtual ~ProgramObject();
/** Get the PCPO for a particular GL context */
PerContextProgObj* getPCPO(unsigned int contextID) const;
/** Per frame, copy the list of pending UniformValue updates to
* each of the PCPOs. */
void updateUniforms( int frameNumber ) const;
protected: /*data*/
@ -159,11 +183,21 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
mutable osg::buffered_value< osg::ref_ptr<PerContextProgObj> > _pcpoList;
mutable int _frameNumberOfLastPCPOUpdate;
mutable UniformValueList _univalList;
private:
const ProgramObject& operator=(const ProgramObject&);
};
///////////////////////////////////////////////////////////////////////////
/** osgGL2::ShaderObject is an application-level abstraction of the OpenGL Shading Language glShaderObject.
* It is a container to load the shader source code text and manage its
* compilation.
* A ShaderObject may be attached to more than one osgGL2::ProgramObject.
* ShaderObject will automatically manage per-context instancing of the
* internal objects, if that is necessary for a particular display
* configuration.
*/
/** Encapsulates the OpenGL Shading Language ShaderObject */
class OSGGL2_EXPORT ShaderObject : public osg::Object
{
public:
@ -184,20 +218,33 @@ class OSGGL2_EXPORT ShaderObject : public osg::Object
// data access methods.
/** Load the ShaderObject's source code text from a string. */
void setShaderSource( const char* sourceText );
/** Retreive the source code text */
inline const std::string& getShaderSource() const {return _shaderSource; }
/** Load the ShaderObject's source code text from a file. */
bool loadShaderSourceFromFile( const char* fileName );
/** Get the ShaderObject type as an enum. */
inline Type getType() const { return _type; }
/** Get the ShaderObject type as a descriptive string. */
const char* getTypename() const;
/** Force a recompile on next apply() of associated glShaderObject. */
/** Mark us as "dirty" and in need of recompilation */
void dirtyShaderObject();
/** Perform a recompilation of all our PCSOs */
void build(unsigned int contextID) const;
/** For a given GL context, attach a glShaderObject to a glProgramObject */
void attach(unsigned int contextID, GLhandleARB progObj) const;
protected:
/** PCSO is an OSG-internal encapsulation of glShaderObjects per-GL context. */
class PerContextShaderObj : public osg::Referenced
{
public:
@ -210,18 +257,21 @@ class OSGGL2_EXPORT ShaderObject : public osg::Object
void markAsDirty() {_dirty = true; }
void build();
/** Attach our glShaderObject to a glProgramObject */
void attach(GLhandleARB progObj) const;
void printInfoLog(osg::NotifySeverity severity) const;
protected: /*methods*/
PerContextShaderObj();
~PerContextShaderObj();
protected: /*data*/
/** Pointer to our parent ShaderObject */
const ShaderObject* _shadObj;
/** Pointer to this context's extension functions. */
osg::ref_ptr<Extensions> _extensions;
/** Handle to the actual glShaderObject. */
GLhandleARB _glShaderObjHandle;
/** Do we need to be recompiled? */
bool _dirty;
const unsigned int _contextID;
};
@ -238,9 +288,13 @@ class OSGGL2_EXPORT ShaderObject : public osg::Object
std::string _shaderSource;
std::vector< ProgramObjectPtr > _programObjectList;
mutable osg::buffered_value< osg::ref_ptr<PerContextShaderObj> > _pcsoList;
private:
const ShaderObject& operator=(const ShaderObject&);
};
}
#endif
/*EOF*/

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@ -11,7 +11,7 @@
*/
/* file: include/osgGL2/UniformValue
* author: Mike Weiblen 2003-09-18
* author: Mike Weiblen 2003-12-28
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
@ -34,13 +34,13 @@
namespace osgGL2 {
///////////////////////////////////////////////////////////////////////////
/** An abstract class to encapsulate a new value for a glUniform.
/** osgGL2::UniformValue is for internal use by osgGL2::ProgramObject.
* UniformValue is an abstract class to encapsulate a new value for a glUniform.
* osgGL2::ProgramObject.setUniform() constructs and sends a UniformValue
* to all its PCPOs (per-context glProgramObjects) to set the value of a
* glUniform; that value is propogated to the glProgramObjects during the
* next osgGL2::ProgramObject.apply().
* This class is for internal use by osgGL2::ProgramObject.
* to all its PerContextProgramObjects (PCPOs) to set the value of a
* glUniform.
* The value contained in each UniformValue value is propagated to the
* glProgramObjects during the next osgGL2::ProgramObject.apply().
*/
class UniformValue : public osg::Referenced
@ -51,6 +51,9 @@ class UniformValue : public osg::Referenced
protected:
UniformValue( const char* uniformName ) : _name( uniformName ) {};
virtual ~UniformValue() {};
UniformValue();
UniformValue(const UniformValue&);
UniformValue& operator=(const UniformValue&);
int getLocation( Extensions *ext, const GLhandleARB progObj ) const;
@ -61,28 +64,30 @@ typedef std::vector< osg::ref_ptr<UniformValue> > UniformValueList;
///////////////////////////////////////////////////////////////////////////
/** UniformValueTemplate creates the concrete classes for each of the
* uniform value types */
#define META_UniformValue( typeName ) \
class UniformValue_##typeName : public UniformValue \
{ \
public: \
UniformValue_##typeName( const char* uniformName, typeName value ); \
virtual void apply( Extensions *ext, const GLhandleARB progObj ) const; \
protected: \
typeName _value; \
}
template<typename T>
class UniformValueTemplate: public UniformValue
{
public:
UniformValueTemplate( const char* uniformName, T value ) :
UniformValue( uniformName ), _value( value ) {}
virtual void apply( Extensions *ext, const GLhandleARB progObj ) const;
META_UniformValue( int );
META_UniformValue( float );
protected:
UniformValueTemplate();
const T _value;
};
using namespace osg;
META_UniformValue( Vec2 );
META_UniformValue( Vec3 );
META_UniformValue( Vec4 );
typedef UniformValueTemplate<int> UniformValue_int;
typedef UniformValueTemplate<float> UniformValue_float;
typedef UniformValueTemplate<osg::Vec2> UniformValue_Vec2;
typedef UniformValueTemplate<osg::Vec3> UniformValue_Vec3;
typedef UniformValueTemplate<osg::Vec4> UniformValue_Vec4;
}
#endif
/*EOF*/

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@ -12,7 +12,7 @@
*/
/* file: src/osgGL2/ProgramObject.cpp
* author: Mike Weiblen 2003-09-18
* author: Mike Weiblen 2003-12-27
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
@ -34,6 +34,38 @@
using namespace osgGL2;
///////////////////////////////////////////////////////////////////////////
namespace {
class InfoLog
{
public:
InfoLog( Extensions* ext, const GLhandleARB handle )
{
int blen = 0; // length of buffer to allocate
int slen = 0; // strlen GL actually wrote to buffer
ext->glGetObjectParameteriv(handle, GL_OBJECT_INFO_LOG_LENGTH_ARB , &blen);
if (blen > 1)
{
GLcharARB* infoLog = new GLcharARB[blen];
ext->glGetInfoLog( handle, blen, &slen, infoLog );
_text = infoLog;
delete [] infoLog;
}
}
const std::string& operator()() { return _text; }
private:
InfoLog();
std::string _text;
};
}
///////////////////////////////////////////////////////////////////////////
// static cache of deleted GL2 objects which may only
// by actually deleted in the correct GL context.
@ -305,8 +337,8 @@ void ProgramObject::PerContextProgObj::build()
_dirty = (linked == 0);
if( _dirty )
{
osg::notify(osg::WARN) << "glLinkProgram FAILED:" << std::endl;
printInfoLog(osg::WARN);
InfoLog log( _extensions.get(), _glProgObjHandle );
osg::notify(osg::WARN) << "glLinkProgram FAILED:\n" << log() << std::endl;
}
}
@ -333,22 +365,6 @@ void ProgramObject::PerContextProgObj::applyUniformValues()
}
void ProgramObject::PerContextProgObj::printInfoLog(osg::NotifySeverity severity) const
{
int blen = 0; // length of buffer to allocate
int slen = 0; // strlen GL actually wrote to buffer
_extensions->glGetObjectParameteriv(_glProgObjHandle, GL_OBJECT_INFO_LOG_LENGTH_ARB , &blen);
if (blen > 1)
{
GLcharARB* infoLog = new GLcharARB[blen];
_extensions->glGetInfoLog(_glProgObjHandle, blen, &slen, infoLog);
osg::notify(severity) << infoLog << std::endl;
delete infoLog;
}
}
///////////////////////////////////////////////////////////////////////////
// osgGL2::ShaderObject
///////////////////////////////////////////////////////////////////////////
@ -426,7 +442,7 @@ bool ShaderObject::loadShaderSourceFromFile( const char* fileName )
text[length] = '\0';
setShaderSource( text );
delete text;
delete [] text;
return true;
}
@ -437,7 +453,7 @@ const char* ShaderObject::getTypename() const
{
case VERTEX: return "Vertex";
case FRAGMENT: return "Fragment";
default: return "UNKNOWN";
default: return "UNKNOWN";
}
}
@ -515,8 +531,9 @@ void ShaderObject::PerContextShaderObj::build()
_dirty = (compiled == 0);
if( _dirty )
{
osg::notify(osg::WARN) << _shadObj->getTypename() << " glCompileShader FAILED:" << std::endl;
printInfoLog(osg::WARN);
InfoLog log( _extensions.get(), _glShaderObjHandle );
osg::notify(osg::WARN) << _shadObj->getTypename() <<
" glCompileShader FAILED:\n" << log() << std::endl;
}
}
@ -525,20 +542,4 @@ void ShaderObject::PerContextShaderObj::attach(GLhandleARB progObj) const
_extensions->glAttachObject( progObj, _glShaderObjHandle );
}
void ShaderObject::PerContextShaderObj::printInfoLog(osg::NotifySeverity severity) const
{
int blen = 0; // length of buffer to allocate
int slen = 0; // strlen GL actually wrote to buffer
_extensions->glGetObjectParameteriv(_glShaderObjHandle, GL_OBJECT_INFO_LOG_LENGTH_ARB , &blen);
if (blen > 1)
{
GLcharARB* infoLog = new GLcharARB[blen];
_extensions->glGetInfoLog(_glShaderObjHandle, blen, &slen, infoLog);
osg::notify(severity) << infoLog << std::endl;
delete infoLog;
}
}
/*EOF*/

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@ -11,7 +11,7 @@
*/
/* file: src/osgGL2/UniformValue
* author: Mike Weiblen 2003-09-12
* author: Mike Weiblen 2003-12-27
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
@ -38,13 +38,6 @@ int UniformValue::getLocation( Extensions *ext, const GLhandleARB progObj ) cons
///////////////////////////////////////////////////////////////////////////
#define META_UniformValueCtor( typeName ) \
UniformValue_##typeName::UniformValue_##typeName( const char* uniformName, typeName value ) : \
UniformValue( uniformName ) \
{ _value = value; } \
META_UniformValueCtor( int );
void UniformValue_int::apply( Extensions *ext, const GLhandleARB progObj ) const
{
int loc = getLocation( ext, progObj );
@ -54,7 +47,6 @@ void UniformValue_int::apply( Extensions *ext, const GLhandleARB progObj ) const
}
}
META_UniformValueCtor( float );
void UniformValue_float::apply( Extensions *ext, const GLhandleARB progObj ) const
{
int loc = getLocation( ext, progObj );
@ -64,7 +56,6 @@ void UniformValue_float::apply( Extensions *ext, const GLhandleARB progObj ) con
}
}
META_UniformValueCtor( Vec2 );
void UniformValue_Vec2::apply( Extensions *ext, const GLhandleARB progObj ) const
{
int loc = getLocation( ext, progObj );
@ -74,7 +65,6 @@ void UniformValue_Vec2::apply( Extensions *ext, const GLhandleARB progObj ) cons
}
}
META_UniformValueCtor( Vec3 );
void UniformValue_Vec3::apply( Extensions *ext, const GLhandleARB progObj ) const
{
int loc = getLocation( ext, progObj );
@ -84,7 +74,6 @@ void UniformValue_Vec3::apply( Extensions *ext, const GLhandleARB progObj ) cons
}
}
META_UniformValueCtor( Vec4 );
void UniformValue_Vec4::apply( Extensions *ext, const GLhandleARB progObj ) const
{
int loc = getLocation( ext, progObj );
@ -95,4 +84,3 @@ void UniformValue_Vec4::apply( Extensions *ext, const GLhandleARB progObj ) cons
}
/*EOF*/

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@ -2,7 +2,7 @@
const char* osgGL2GetVersion()
{
return "0.2.3";
return "0.2.6";
}