Added beginnings of shader composition with the shells of the ShaderComposer and ShaderAttribute classes. This aren't

functional yet, but a useful placeholders for future fucntionality.
This commit is contained in:
Robert Osfield 2010-06-24 17:15:27 +00:00
parent 83ea076d8b
commit 5cac233764
7 changed files with 268 additions and 0 deletions

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@ -0,0 +1,82 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_SHADERATTRIBUTE
#define OSG_SHADERATTRIBUTE 1
#include <osg/StateAttribute>
#include <osg/Shader>
#include <osg/Uniform>
namespace osg {
class OSG_EXPORT ShaderAttribute : public StateAttribute
{
public :
ShaderAttribute();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
ShaderAttribute(const ShaderAttribute& sa,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_Object(osg, ShaderAttribute);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
virtual int compare(const StateAttribute& sa) const;
void setType(Type type);
virtual Type getType() const { return _type; }
unsigned int addShader(Shader* shader);
void removeShader(unsigned int i);
unsigned int getNumShaders() const { return _shaders.size(); }
Shader* getShader(unsigned int i) { return _shaders[i].get(); }
Shader* getShader(unsigned int i) const { return _shaders[i].get(); }
unsigned int addUniform(Uniform* uniform);
void removeUniform(unsigned int i);
unsigned int getNumUniforms() const { return _uniforms.size(); }
Uniform* getUniform(unsigned int i) { return _uniforms[i].get(); }
const Uniform* getUniform(unsigned int i) const { return _uniforms[i].get(); }
virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const;
virtual void apply(State& state) const;
virtual void compose(ShaderComposer& composer) const;
virtual void compileGLObjects(State& state) const;
virtual void resizeGLObjectBuffers(unsigned int maxSize);
virtual void releaseGLObjects(State* state=0) const;
protected :
virtual ~ShaderAttribute();
typedef std::vector< osg::ref_ptr<osg::Shader> > Shaders;
typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms;
Type _type;
Shaders _shaders;
Uniforms _uniforms;
};
}
#endif

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_SHADERCOMPOSER
#define OSG_SHADERCOMPOSER 1
#include <osg/Object>
#include <osg/StateAttribute>
#include <osg/Program>
namespace osg {
// forward declare osg::State
class State;
class OSG_EXPORT ShaderComposer : public osg::Object
{
public:
ShaderComposer();
ShaderComposer(const ShaderComposer& sa,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_Object(osg, ShaderComposer)
protected:
virtual ~ShaderComposer();
};
}
#endif

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@ -21,6 +21,7 @@
#include <osg/BufferObject> #include <osg/BufferObject>
#include <osg/Observer> #include <osg/Observer>
#include <osg/ShaderComposer>
#include <osg/FrameStamp> #include <osg/FrameStamp>
#include <osg/DisplaySettings> #include <osg/DisplaySettings>
#include <osg/Polytope> #include <osg/Polytope>
@ -140,6 +141,17 @@ class OSG_EXPORT State : public Referenced, public Observer
/** Get the current OpenGL context unique ID.*/ /** Get the current OpenGL context unique ID.*/
inline unsigned int getContextID() const { return _contextID; } inline unsigned int getContextID() const { return _contextID; }
/** Set the ShaderComposor object that implements shader composition.*/
void setShaderComposer(ShaderComposer* sc) { _shaderComposer = sc; }
/** Get the ShaderComposor object.*/
ShaderComposer* getShaderComposer() { return _shaderComposer.get(); }
/** Get the const ShaderComposor object.*/
const ShaderComposer* getShaderComposer() const { return _shaderComposer.get(); }
/** Push stateset onto state stack.*/ /** Push stateset onto state stack.*/
void pushStateSet(const StateSet* dstate); void pushStateSet(const StateSet* dstate);
@ -1339,6 +1351,8 @@ class OSG_EXPORT State : public Referenced, public Observer
GraphicsContext* _graphicsContext; GraphicsContext* _graphicsContext;
unsigned int _contextID; unsigned int _contextID;
osg::ref_ptr<ShaderComposer> _shaderComposer;
ref_ptr<FrameStamp> _frameStamp; ref_ptr<FrameStamp> _frameStamp;
ref_ptr<const RefMatrix> _identity; ref_ptr<const RefMatrix> _identity;

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@ -35,6 +35,7 @@ namespace osg {
// forward declare NodeVisitor, State & StateSet // forward declare NodeVisitor, State & StateSet
class NodeVisitor; class NodeVisitor;
class State; class State;
class ShaderComposer;
class StateSet; class StateSet;
class Texture; class Texture;
@ -315,6 +316,9 @@ class OSG_EXPORT StateAttribute : public Object
*/ */
virtual void apply(State&) const {} virtual void apply(State&) const {}
/* compose associated shaders via the ShaderComposer. */
virtual void compose(ShaderComposer& composer) const {}
/** Default to nothing to compile - all state is applied immediately. */ /** Default to nothing to compile - all state is applied immediately. */
virtual void compileGLObjects(State&) const {} virtual void compileGLObjects(State&) const {}

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@ -137,6 +137,8 @@ SET(LIB_PUBLIC_HEADERS
${HEADER_PATH}/Sequence ${HEADER_PATH}/Sequence
${HEADER_PATH}/ShadeModel ${HEADER_PATH}/ShadeModel
${HEADER_PATH}/Shader ${HEADER_PATH}/Shader
${HEADER_PATH}/ShaderAttribute
${HEADER_PATH}/ShaderComposer
${HEADER_PATH}/ShadowVolumeOccluder ${HEADER_PATH}/ShadowVolumeOccluder
${HEADER_PATH}/Shape ${HEADER_PATH}/Shape
${HEADER_PATH}/ShapeDrawable ${HEADER_PATH}/ShapeDrawable
@ -301,6 +303,8 @@ ADD_LIBRARY(${LIB_NAME}
Sequence.cpp Sequence.cpp
ShadeModel.cpp ShadeModel.cpp
Shader.cpp Shader.cpp
ShaderAttribute.cpp
ShaderComposer.cpp
ShadowVolumeOccluder.cpp ShadowVolumeOccluder.cpp
Shape.cpp Shape.cpp
ShapeDrawable.cpp ShapeDrawable.cpp

118
src/osg/ShaderAttribute.cpp Normal file
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@ -0,0 +1,118 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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. See the
* OpenSceneGraph Public License for more details.
*/
#include <osg/ShaderAttribute>
#include <osg/Notify>
using namespace osg;
ShaderAttribute::ShaderAttribute()
{
}
ShaderAttribute::ShaderAttribute(const ShaderAttribute& sa,const CopyOp& copyop):
StateAttribute(sa,copyop),
_type(sa._type)
{
}
ShaderAttribute::~ShaderAttribute()
{
}
int ShaderAttribute::compare(const StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Parameter macros below.
COMPARE_StateAttribute_Types(ShaderAttribute,sa)
// check if types are same
if (_type < rhs._type) return -1;
if (_type > rhs._type) return 1;
// all properties are the equal so return 0.
return 0;
}
void ShaderAttribute::setType(Type type)
{
_type = type;
}
unsigned int ShaderAttribute::addShader(Shader* shader)
{
// check to see if shader already add, if so return the index of it
for(unsigned int i=0; i<_shaders.size(); ++i)
{
if (_shaders[i] == shader) return i;
}
// add shader and return it's position
_shaders.push_back(shader);
return _shaders.size()-1;
}
void ShaderAttribute::removeShader(unsigned int i)
{
_shaders.erase(_shaders.begin()+i);
}
unsigned int ShaderAttribute::addUniform(Uniform* uniform)
{
// check to see if uniform already add, if so return the index of it
for(unsigned int i=0; i<_uniforms.size(); ++i)
{
if (_uniforms[i] == uniform) return i;
}
// add uniform and return it's position
_uniforms.push_back(uniform);
return _uniforms.size()-1;
}
void ShaderAttribute::removeUniform(unsigned int i)
{
_uniforms.erase(_uniforms.begin()+i);
}
bool ShaderAttribute::getModeUsage(StateAttribute::ModeUsage& usage) const
{
OSG_NOTICE<<"ShaderAttribute::getModeUsage(..)"<<std::endl;
return false;
}
void ShaderAttribute::apply(State& state) const
{
OSG_NOTICE<<"ShaderAttribute::apply(..)"<<std::endl;
}
void ShaderAttribute::compose(ShaderComposer& composer) const
{
OSG_NOTICE<<"ShaderAttribute::compose(..)"<<std::endl;
}
void ShaderAttribute::compileGLObjects(State&) const
{
OSG_NOTICE<<"ShaderAttribute::compileGLObjects(..)"<<std::endl;
}
void ShaderAttribute::resizeGLObjectBuffers(unsigned int maxSize)
{
OSG_NOTICE<<"ShaderAttribute::resizeGLObjectBuffers(..)"<<std::endl;
}
void ShaderAttribute::releaseGLObjects(State* state) const
{
OSG_NOTICE<<"ShaderAttribute::releaseGLObjects(..)"<<std::endl;
}

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@ -41,6 +41,9 @@ State::State():
{ {
_graphicsContext = 0; _graphicsContext = 0;
_contextID = 0; _contextID = 0;
_shaderComposer = new ShaderComposer;
_identity = new osg::RefMatrix(); // default RefMatrix constructs to identity. _identity = new osg::RefMatrix(); // default RefMatrix constructs to identity.
_initialViewMatrix = _identity; _initialViewMatrix = _identity;
_projection = _identity; _projection = _identity;