OpenSceneGraph/include/osgGL2/ProgramObject

247 lines
7.5 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
* Copyright (C) 2003 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/osgGL2/ProgramObject
* author: Mike Weiblen 2003-10-03
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#ifndef OSGGL2_PROGRAMOBJECT
#define OSGGL2_PROGRAMOBJECT 1
#include <osg/State>
#include <osg/StateAttribute>
#include <osg/buffered_value>
#include <osg/ref_ptr>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Notify>
#include <osgGL2/Export>
#include <osgGL2/Extensions>
#include <osgGL2/UniformValue>
#include <string>
#include <vector>
namespace osgGL2 {
class ProgramObject;
typedef osg::ref_ptr<ProgramObject> ProgramObjectPtr;
class ShaderObject;
typedef osg::ref_ptr<ShaderObject> ShaderObjectPtr;
///////////////////////////////////////////////////////////////////////////
/** Encapsulates the OpenGL Shading Language ProgramObject */
class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
{
public:
ProgramObject();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
ProgramObject(const ProgramObject& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_StateAttribute(osgGL2, ProgramObject, PROGRAMOBJECT);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const osg::StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Paramter macro's below.
COMPARE_StateAttribute_Types(ProgramObject,sa)
// compare each parameter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_shaderObjectList);
// COMPARE_StateAttribute_Parameter(_pcpoList);
return 0; // passed all the above comparison macro's, must be equal.
}
virtual void getAssociatedModes(std::vector<GLMode>& ) const {}
virtual void apply(osg::State& state) const;
virtual void compile(osg::State& state) const { apply(state); }
// data access methods.
/** Force a relink on next apply() of associated glProgramObject. */
void dirtyProgramObject();
/** Force a recompile of all ShaderObjects on next apply(). */
void dirtyShaderObjects();
/** Set whether rendering of ProgramObject is enabled or disabled */
void enable( bool enabled ) { _enabled = enabled; }
/** Attach a ShaderObject to this ProgramObject */
void addShader( ShaderObject* shadObj );
void setUniform( const char* uniformName, int value );
void setUniform( const char* uniformName, float value );
void setUniform( const char* uniformName, osg::Vec2 value );
void setUniform( const char* uniformName, osg::Vec3 value );
void setUniform( const char* uniformName, osg::Vec4 value );
inline void setSampler( const char* uniformName, int value )
{
// emphatic alias for setUniform(int)
setUniform( uniformName, static_cast<int>(value) );
}
/** use deleteObject instead of glDeleteObject to allow
* GL2 Objects to cached until they can be deleted
* by the OpenGL context in which they were created, specified
* by contextID.*/
static void deleteObject(unsigned int contextID, GLhandleARB handle);
/** flush all the cached glProgramObjects which need to be deleted
* in the OpenGL context related to contextID.*/
static void flushDeletedGL2Objects(unsigned int contextID,double currentTime, double& availableTime);
protected:
class PerContextProgObj : public osg::Referenced
{
public:
PerContextProgObj(const ProgramObject* progObj, unsigned int contextID);
PerContextProgObj(const PerContextProgObj& rhs);
GLhandleARB& getHandle() {return _glProgObjHandle;}
bool isDirty() const {return _dirty;}
void markAsDirty() {_dirty = true; }
void build();
void use() const;
void updateUniforms( const UniformValueList& univalList );
void applyUniformValues();
void printInfoLog(osg::NotifySeverity severity) const;
protected: /*methods*/
PerContextProgObj();
~PerContextProgObj();
protected: /*data*/
const ProgramObject* _progObj;
osg::ref_ptr<Extensions> _extensions;
GLhandleARB _glProgObjHandle;
bool _dirty;
UniformValueList _univalList;
const unsigned int _contextID;
};
protected: /*methods*/
virtual ~ProgramObject();
PerContextProgObj* getPCPO(unsigned int contextID) const;
void updateUniforms( int frameNumber ) const;
protected: /*data*/
bool _enabled;
std::vector< ShaderObjectPtr > _shaderObjectList;
mutable osg::buffered_value< osg::ref_ptr<PerContextProgObj> > _pcpoList;
mutable int _frameNumberOfLastPCPOUpdate;
mutable UniformValueList _univalList;
};
///////////////////////////////////////////////////////////////////////////
/** Encapsulates the OpenGL Shading Language ShaderObject */
class OSGGL2_EXPORT ShaderObject : public osg::Object
{
public:
enum Type {
VERTEX = GL_VERTEX_SHADER_ARB,
FRAGMENT = GL_FRAGMENT_SHADER_ARB,
UNKNOWN = -1
};
ShaderObject();
ShaderObject(Type type);
ShaderObject(Type type, const char* sourceText);
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
ShaderObject(const ShaderObject& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgGL2, ShaderObject);
// data access methods.
void setShaderSource( const char* sourceText );
inline const std::string& getShaderSource() const {return _shaderSource; }
bool loadShaderSourceFromFile( const char* fileName );
inline Type getType() const { return _type; }
const char* getTypename() const;
/** Force a recompile on next apply() of associated glShaderObject. */
void dirtyShaderObject();
void build(unsigned int contextID) const;
void attach(unsigned int contextID, GLhandleARB progObj) const;
protected:
class PerContextShaderObj : public osg::Referenced
{
public:
PerContextShaderObj(const ShaderObject* shadObj, unsigned int contextID);
PerContextShaderObj(const PerContextShaderObj& rhs);
GLhandleARB& getHandle() {return _glShaderObjHandle;}
bool isDirty() const {return _dirty;}
void markAsDirty() {_dirty = true; }
void build();
void attach(GLhandleARB progObj) const;
void printInfoLog(osg::NotifySeverity severity) const;
protected: /*methods*/
PerContextShaderObj();
~PerContextShaderObj();
protected: /*data*/
const ShaderObject* _shadObj;
osg::ref_ptr<Extensions> _extensions;
GLhandleARB _glShaderObjHandle;
bool _dirty;
const unsigned int _contextID;
};
protected: /*methods*/
virtual ~ShaderObject();
PerContextShaderObj* getPCSO(unsigned int contextID) const;
friend void ProgramObject::addShader( ShaderObject* shadObj ); // to access addProgObjRef()
void addProgObjRef( ProgramObject* progObj );
protected: /*data*/
Type _type;
std::string _shaderSource;
std::vector< ProgramObjectPtr > _programObjectList;
mutable osg::buffered_value< osg::ref_ptr<PerContextShaderObj> > _pcsoList;
};
}
#endif