//////////////////////////////////////////////////////////////////////////////// #include #include #include #include #include //////////////////////////////////////////////////////////////////////////////// #include "VirtualProgram.h" using namespace osg; // If graphics board has program linking problems set MERGE_SHADERS to 1 // Merge shaders can be used to merge shaders strings into one shader. #define MERGE_SHADERS 0 #define NOTIFICATION_MESSAGES 0 namespace osgCandidate { //////////////////////////////////////////////////////////////////////////////// VirtualProgram::VirtualProgram( unsigned int mask ) : _mask( mask ) { } //////////////////////////////////////////////////////////////////////////////// VirtualProgram::VirtualProgram ( const VirtualProgram& VirtualProgram, const osg::CopyOp& copyop ): osg::Program( VirtualProgram, copyop ), _shaderMap( VirtualProgram._shaderMap ), _mask( VirtualProgram._mask ) { } //////////////////////////////////////////////////////////////////////////////// VirtualProgram::~VirtualProgram( void ) { } //////////////////////////////////////////////////////////////////////////////// osg::Shader * VirtualProgram::getShader ( const std::string & shaderSemantic, osg::Shader::Type type ) { ShaderMap::key_type key( shaderSemantic, type ); return _shaderMap[ key ].get(); } //////////////////////////////////////////////////////////////////////////////// osg::Shader * VirtualProgram::setShader ( const std::string & shaderSemantic, osg::Shader * shader ) { if( shader->getType() == osg::Shader::UNDEFINED ) return NULL; ShaderMap::key_type key( shaderSemantic, shader->getType() ); ref_ptr< osg::Shader > shaderNew = shader; ref_ptr< osg::Shader > & shaderCurrent = _shaderMap[ key ]; #if 0 // Good for debugging of shader linking problems. // Don't do it - User could use the name for its own purposes shaderNew->setName( shaderSemantic ); #endif if( shaderCurrent != shaderNew ) { #if 0 if( shaderCurrent.valid() ) Program::removeShader( shaderCurrent.get() ); if( shaderNew.valid() ) Program::addShader( shaderNew.get() ); #endif shaderCurrent = shaderNew; } return shaderCurrent.get(); } //////////////////////////////////////////////////////////////////////////////// void VirtualProgram::apply( osg::State & state ) const { if( _shaderMap.empty() ) // Virtual Program works as normal Program return Program::apply( state ); State::AttributeVec *av = &state.getAttributeVec(this); #if NOTIFICATION_MESSAGES std::ostream &os = osg::notify( osg::NOTICE ); os << "VirtualProgram cumulate Begin" << std::endl; #endif ShaderMap shaderMap; for( State::AttributeVec::iterator i = av->begin(); i != av->end(); ++i ) { const osg::StateAttribute * sa = i->first; const VirtualProgram * vp = dynamic_cast< const VirtualProgram *>( sa ); if( vp && ( vp->_mask & _mask ) ) { #if NOTIFICATION_MESSAGES if( vp->getName().empty() ) os << "VirtualProgram cumulate [ Unnamed VP ] apply" << std::endl; else os << "VirtualProgram cumulate ["<< vp->getName() << "] apply" << std::endl; #endif for( ShaderMap::const_iterator i = vp->_shaderMap.begin(); i != vp->_shaderMap.end(); ++i ) { shaderMap[ i->first ] = i->second; } } else { #if NOTIFICATION_MESSAGES os << "VirtualProgram cumulate ( not VP or mask not match ) ignored" << std::endl; #endif continue; // ignore osg::Programs } } for( ShaderMap::const_iterator i = this->_shaderMap.begin(); i != this->_shaderMap.end(); ++i ) shaderMap[ i->first ] = i->second; #if NOTIFICATION_MESSAGES os << "VirtualProgram cumulate End" << std::endl; #endif if( shaderMap.size() ) { ShaderList sl; for( ShaderMap::iterator i = shaderMap.begin(); i != shaderMap.end(); ++i ) sl.push_back( i->second ); osg::ref_ptr< osg::Program > & program = _programMap[ sl ]; if( !program.valid() ) { program = new osg::Program; #if !MERGE_SHADERS for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i ) program->addShader( i->get() ); #else std::string strFragment; std::string strVertex; std::string strGeometry; for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i ) { if( i->get()->getType() == osg::Shader::FRAGMENT ) strFragment += i->get()->getShaderSource(); else if ( i->get()->getType() == osg::Shader::VERTEX ) strVertex += i->get()->getShaderSource(); else if ( i->get()->getType() == osg::Shader::GEOMETRY ) strGeometry += i->get()->getShaderSource(); } if( strFragment.length() > 0 ) { program->addShader( new osg::Shader( osg::Shader::FRAGMENT, strFragment ) ); #if NOTIFICATION_MESSAGES os << "====VirtualProgram merged Fragment Shader:" << std::endl << strFragment << "====" << std::endl; #endif } if( strVertex.length() > 0 ) { program->addShader( new osg::Shader( osg::Shader::VERTEX, strVertex ) ); #if NOTIFICATION_MESSAGES os << "VirtualProgram merged Vertex Shader:" << std::endl << strVertex << "====" << std::endl; #endif } if( strGeometry.length() > 0 ) { program->addShader( new osg::Shader( osg::Shader::GEOMETRY, strGeometry ) ); #if NOTIFICATION_MESSAGES os << "VirtualProgram merged Geometry Shader:" << std::endl << strGeometry << "====" << std::endl; #endif } #endif } state.applyAttribute( program.get() ); } else { Program::apply( state ); } #if NOTIFICATION_MESSAGES os << "VirtualProgram Apply" << std::endl; #endif } //////////////////////////////////////////////////////////////////////////////// } // namespace osgExt