/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield * Copyright (C) 2003-2005 3Dlabs Inc. Ltd. * * 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. */ /* file: include/osg/Program * author: Mike Weiblen 2005-02-20 */ // NOTICE: This code is CLOSED during construction and/or renovation! // It is in active development, so DO NOT yet use in application code. // This notice will be removed when the code is open for business. // For development plan and status see: // http://www.openscenegraph.org/index.php?page=Community.DevelopmentWork #ifndef OSG_SHADER #define OSG_SHADER 1 #include 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. * A 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 SG_EXPORT Shader : public osg::Object { public: enum Type { VERTEX = GL_VERTEX_SHADER, FRAGMENT = GL_FRAGMENT_SHADER, }; Shader( Type type, const char* sourceText = 0 ); /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ Shader(const Shader& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); int compare(const Shader& rhs) const; // data access methods. /** Load the Shader's source code text from a string. */ void setShaderSource( const char* sourceText ); /** Load the Shader's source code text from a file. */ bool loadShaderSourceFromFile( const char* fileName ); /** Query the shader's source code text */ inline const std::string& getShaderSource() const { return _shaderSource; } /** Get the Shader type as an enum. */ inline Type getType() const { return _type; } /** Get the Shader type as a descriptive string. */ const char* getTypename() const; /** Mark us as "dirty" and in need of recompilation */ void dirtyShader(); /** Mark internal GL glShader for deletion. * Deletion requests are queued until they can be executed * in the proper GL context. */ static void deleteShader(unsigned int contextID, GLuint shader); /** Perform a recompilation of all our PCSOs */ void compileShader(unsigned int contextID) const; /** For a given GL context, attach a glShader to a glProgram */ void attachShader(unsigned int contextID, GLuint program) const; /** An annotation/comment for use by the application */ void setComment( const std::string& comment ) { _comment = comment; } void setComment( const char* comment ) { _comment = comment; } const std::string& getComment() const { return _comment; }; protected: /** PCSO is an OSG-internal encapsulation of glShader per-GL context. */ class PerContextShaderObj : public osg::Referenced { public: PerContextShaderObj(const Shader* shader, unsigned int contextID); PerContextShaderObj(const PerContextShaderObj& rhs); const GLuint getHandle() {return _glShaderHandle;} bool isDirty() const {return _dirty;} void markAsDirty() {_dirty = true; } void compileShader(); /** Attach our glShader to a glProgram */ void attachShader(GLuint program) const; protected: /*methods*/ PerContextShaderObj(); ~PerContextShaderObj(); protected: /*data*/ /** Pointer to our parent Shader */ const Shader* _shader; /** Pointer to this context's extension functions. */ osg::ref_ptr _extensions; /** Handle to the actual glShader. */ GLuint _glShaderHandle; /** Do we need to be recompiled? */ bool _dirty; const unsigned int _contextID; }; protected: /*methods*/ virtual ~Shader(); PerContextShaderObj* getPCSO(unsigned int contextID) const; friend void Program::addShader( Shader* shader ); // to access addProgObjRef() void addProgObjRef( Program* program ); protected: /*data*/ const Type _type; std::string _comment; std::string _shaderSource; /** list of Programs that this Shader is attached to */ std::vector< ProgramPtr > _programList; mutable osg::buffered_value< osg::ref_ptr > _pcsoList; private: Shader(); // disallowed Shader& operator=(const Shader&); // disallowed }; } #endif /*EOF*/