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