/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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. */ /* file: include/osg/Shader * author: Mike Weiblen 2005-06-15 */ #ifndef OSG_SHADER #define OSG_SHADER 1 #include #include #include #include namespace osg { class Program; /////////////////////////////////////////////////////////////////////////// /** 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: 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); META_Object(osg, Shader); int compare(const Shader& rhs) const; bool setType( Type t ); /** 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 ); /** Load the Shader's source code text from a file. */ bool loadShaderSourceFromFile( const std::string& 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; /** Resize any per context GLObject buffers to specified size. */ virtual void resizeGLObjectBuffers(unsigned int maxSize); /** release OpenGL objects in specified graphics context if State object is passed, otherwise release OpenGL objects for all graphics context if State object pointer NULL.*/ void releaseGLObjects(osg::State* state=0) const; /** Mark our PCSs as needing recompilation. * Also mark Programs that depend on us as needing relink */ void dirtyShader(); /** If needed, compile the PCS's glShader */ 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; /** For a given GL context, detach a glShader to a glProgram */ void detachShader(unsigned int contextID, GLuint program) const; /** Query InfoLog from a glShader */ bool getGlShaderInfoLog(unsigned int contextID, std::string& log) const; /** Mark internal glShader for deletion. * Deletion requests are queued until 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); static Shader::Type getTypeId( const std::string& tname ); protected: /** 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 needsCompile() const {return _needsCompile;} bool isCompiled() const {return _isCompiled;} 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 _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; friend class osg::Program; bool addProgramRef( osg::Program* program ); bool removeProgramRef( osg::Program* program ); protected: /*data*/ Type _type; std::string _shaderSource; /** osg::Programs that this osg::Shader is attached to */ typedef std::set< osg::Program* > ProgramSet; ProgramSet _programSet; mutable osg::buffered_value< osg::ref_ptr > _pcsList; private: Shader& operator=(const Shader&); // disallowed }; } #endif /*EOF*/