285 lines
12 KiB
C++
285 lines
12 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
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* Copyright (C) 2004-2005 Nathan Cournia
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* Copyright (C) 2008 Zebra Imaging
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commericial and non commericial
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* applications, as long as this copyright notice is maintained.
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*
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* This application is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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/* file: include/osg/Program
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* author: Mike Weiblen 2008-01-02
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*/
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#ifndef OSG_PROGRAM
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#define OSG_PROGRAM 1
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#include <string>
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#include <vector>
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#include <map>
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#include <osg/buffered_value>
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#include <osg/ref_ptr>
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#include <osg/Uniform>
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#include <osg/Shader>
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#include <osg/StateAttribute>
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namespace osg {
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class State;
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///////////////////////////////////////////////////////////////////////////
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/** osg::Program is an application-level abstraction of an OpenGL glProgram.
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* It is an osg::StateAttribute that, when applied, will activate a
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* glProgram for subsequent rendering.
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* osg::Shaders containing the actual shader source code are
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* attached to a Program, which will then manage the compilation,
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* linking, and activation of the GLSL program.
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* osg::Program will automatically manage per-context instancing of the
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* OpenGL glPrograms, if that is necessary for a particular display
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* configuration.
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*/
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class OSG_EXPORT Program : public osg::StateAttribute
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{
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public:
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Program();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Program(const Program& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_StateAttribute(osg, Program, PROGRAM);
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
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virtual int compare(const osg::StateAttribute& sa) const;
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/** If enabled, activate our program in the GL pipeline,
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* performing any rebuild operations that might be pending. */
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virtual void apply(osg::State& state) const;
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/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
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virtual void setThreadSafeRefUnref(bool threadSafe);
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/** Compile program and associated shaders.*/
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virtual void compileGLObjects(osg::State& state) const;
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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** release OpenGL objects in specified graphics context if State
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object is passed, otherwise release OpenGL objects for all graphics context if
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State object pointer NULL.*/
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virtual void releaseGLObjects(osg::State* state=0) const;
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/** Mark our PCSOs as needing relink */
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void dirtyProgram();
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/** Attach an osg::Shader to this osg::Program.
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* Mark Program as needing relink. Return true for success */
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bool addShader( Shader* shader );
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unsigned int getNumShaders() const { return static_cast<unsigned int>(_shaderList.size()); }
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Shader* getShader( unsigned int i ) { return _shaderList[i].get(); }
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const Shader* getShader( unsigned int i ) const { return _shaderList[i].get(); }
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/** Remove osg::Shader from this osg::Program.
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* Mark Program as needing relink. Return true for success */
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bool removeShader( Shader* shader );
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/** Set/get GL program parameters */
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void setParameter( GLenum pname, GLint value );
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GLint getParameter( GLenum pname ) const;
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/** Add an attribute location binding. */
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void addBindAttribLocation( const std::string& name, GLuint index );
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/** Remove an attribute location binding. */
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void removeBindAttribLocation( const std::string& name );
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/** Add an frag data location binding. See EXT_gpu_shader4 for BindFragDataLocationEXT */
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void addBindFragDataLocation( const std::string& name, GLuint index );
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/** Remove an frag data location binding. */
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void removeBindFragDataLocation( const std::string& name );
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typedef std::map<std::string,GLuint> AttribBindingList;
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typedef std::map<std::string,GLuint> FragDataBindingList;
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const AttribBindingList& getAttribBindingList() const { return _attribBindingList; }
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const FragDataBindingList& getFragDataBindingList() const { return _fragDataBindingList; }
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/** Return true if this Program represents "fixed-functionality" rendering */
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bool isFixedFunction() const;
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/** Query InfoLog from a glProgram */
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bool getGlProgramInfoLog(unsigned int contextID, std::string& log) const;
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/** Mark internal glProgram for deletion.
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* Deletion requests are queued until they can be executed
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* in the proper GL context. */
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static void deleteGlProgram(unsigned int contextID, GLuint program);
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/** flush all the cached glPrograms which need to be deleted
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* in the OpenGL context related to contextID.*/
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static void flushDeletedGlPrograms(unsigned int contextID,double currentTime, double& availableTime);
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/** discard all the cached glPrograms which need to be deleted
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* in the OpenGL context related to contextID.
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* Note, unlike flush no OpenGL calls are made, instead the handles are all removed.
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* this call is useful for when an OpenGL context has been destroyed. */
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static void discardDeletedGlPrograms(unsigned int contextID);
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struct ActiveVarInfo {
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ActiveVarInfo() : _location(-1), _type(Uniform::UNDEFINED), _size(-1) {}
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ActiveVarInfo( GLint loc, GLenum type, GLint size ) : _location(loc), _type(type), _size(size) {}
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GLint _location;
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GLenum _type;
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GLint _size;
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};
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typedef std::map< std::string, ActiveVarInfo > ActiveVarInfoMap;
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const ActiveVarInfoMap& getActiveUniforms(unsigned int contextID) const;
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const ActiveVarInfoMap& getActiveAttribs(unsigned int contextID) const;
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public:
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// make PerContextProgram a friend to allow it access Program's protected
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// methods and member variables.
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class PerContextProgram;
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friend class PerContextProgram;
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/** PerContextProgram (PCP) is an OSG-internal encapsulation of glPrograms per-GL context. */
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class OSG_EXPORT PerContextProgram : public osg::Referenced
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{
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public:
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PerContextProgram(const Program* program, unsigned int contextID);
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GLuint getHandle() const {return _glProgramHandle;}
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void requestLink();
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void linkProgram();
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bool validateProgram();
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bool needsLink() const {return _needsLink;}
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bool isLinked() const {return _isLinked;}
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bool getInfoLog( std::string& infoLog ) const;
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void useProgram() const;
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void resetAppliedUniforms() const
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{
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for(LastAppliedUniformList::iterator itr=_lastAppliedUniformList.begin();
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itr!=_lastAppliedUniformList.end();
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++itr)
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{
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(*itr).first = 0;
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(*itr).second = 0;
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}
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}
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inline void apply(const Uniform& uniform) const
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{
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GLint location = getUniformLocation(uniform.getName());
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if (location>=0)
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{
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if ((unsigned int)location>=_lastAppliedUniformList.size()) _lastAppliedUniformList.resize(location+1);
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const Uniform* lastAppliedUniform = _lastAppliedUniformList[location].first.get();
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if (lastAppliedUniform != &uniform)
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{
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// new attribute
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uniform.apply(_extensions.get(),location);
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_lastAppliedUniformList[location].first = &uniform;
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_lastAppliedUniformList[location].second = uniform.getModifiedCount();
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}
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else if (_lastAppliedUniformList[location].second != uniform.getModifiedCount())
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{
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// existing attribute has been modified
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uniform.apply(_extensions.get(),location);
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_lastAppliedUniformList[location].first = &uniform;
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_lastAppliedUniformList[location].second = uniform.getModifiedCount();
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}
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}
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}
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const ActiveVarInfoMap& getActiveUniforms() const {return _uniformInfoMap;}
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const ActiveVarInfoMap& getActiveAttribs() const {return _attribInfoMap;}
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inline GLint getUniformLocation( const std::string& name ) const { ActiveVarInfoMap::const_iterator itr = _uniformInfoMap.find(name); return (itr!=_uniformInfoMap.end()) ? itr->second._location : -1; }
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inline GLint getAttribLocation( const std::string& name ) const { ActiveVarInfoMap::const_iterator itr = _attribInfoMap.find(name); return (itr!=_attribInfoMap.end()) ? itr->second._location : -1; }
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inline void addShaderToAttach(Shader *shader)
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{
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_shadersToAttach.push_back(shader);
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}
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inline void addShaderToDetach(Shader *shader)
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{
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_shadersToDetach.push_back(shader);
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}
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protected: /*methods*/
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~PerContextProgram();
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protected: /*data*/
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/** Pointer to our parent Program */
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const Program* _program;
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/** Pointer to this context's extension functions */
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osg::ref_ptr<GL2Extensions> _extensions;
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/** Handle to the actual OpenGL glProgram */
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GLuint _glProgramHandle;
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/** Does our glProgram need to be linked? */
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bool _needsLink;
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/** Is our glProgram successfully linked? */
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bool _isLinked;
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const unsigned int _contextID;
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ActiveVarInfoMap _uniformInfoMap;
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ActiveVarInfoMap _attribInfoMap;
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typedef std::pair<osg::ref_ptr<const osg::Uniform>, unsigned int> UniformModifiedCountPair;
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typedef std::vector<UniformModifiedCountPair> LastAppliedUniformList;
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mutable LastAppliedUniformList _lastAppliedUniformList;
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typedef std::vector< ref_ptr<Shader> > ShaderList;
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ShaderList _shadersToDetach;
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ShaderList _shadersToAttach;
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private:
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PerContextProgram(); // disallowed
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PerContextProgram(const PerContextProgram&); // disallowed
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PerContextProgram& operator=(const PerContextProgram&); // disallowed
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};
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/** Get the PCP for a particular GL context */
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PerContextProgram* getPCP(unsigned int contextID) const;
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protected: /*methods*/
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virtual ~Program();
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protected: /*data*/
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mutable osg::buffered_value< osg::ref_ptr<PerContextProgram> > _pcpList;
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AttribBindingList _attribBindingList;
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FragDataBindingList _fragDataBindingList;
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typedef std::vector< ref_ptr<Shader> > ShaderList;
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ShaderList _shaderList;
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/** Parameters maintained with glProgramParameteriEXT */
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GLint _geometryVerticesOut;
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GLint _geometryInputType;
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GLint _geometryOutputType;
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private:
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Program& operator=(const Program&); // disallowed
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};
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}
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#endif
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