448 lines
17 KiB
C++
448 lines
17 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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* Copyright (C) 2003-2005 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/osg/Program
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* author: Mike Weiblen 2005-02-20
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*/
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// NOTICE: This code is CLOSED during construction and/or renovation!
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// It is in active development, so DO NOT yet use in application code.
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// This notice will be removed when the code is open for business.
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// For development plan and status see:
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// http://www.openscenegraph.org/index.php?page=Community.DevelopmentWork
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#ifndef OSG_PROGRAM
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#define OSG_PROGRAM 1
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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/Referenced>
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#include <osg/GL>
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#include <osg/Uniform>
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#include <string>
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#include <vector>
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namespace osg {
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class State;
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class SG_EXPORT GL2Extensions : public osg::Referenced
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{
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public:
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GL2Extensions();
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GL2Extensions(const GL2Extensions& rhs);
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void lowestCommonDenominator(const GL2Extensions& rhs);
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void setupGL2Extensions();
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/** Does the GL driver support OpenGL Shading Language? */
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bool isGlslSupported() const;
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float getGlVersion() const { return _glVersion; }
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float getLanguageVersion() const { return _glslLanguageVersion; }
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void setShaderObjectsSupported(bool flag) { _isShaderObjectsSupported = flag; }
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bool isShaderObjectsSupported() const { return _isShaderObjectsSupported; }
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void setVertexShaderSupported(bool flag) { _isVertexShaderSupported = flag; }
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bool isVertexShaderSupported() const { return _isVertexShaderSupported; }
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void setFragmentShaderSupported(bool flag) { _isFragmentShaderSupported = flag; }
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bool isFragmentShaderSupported() const { return _isFragmentShaderSupported; }
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void setLanguage100Supported(bool flag) { _isLanguage100Supported = flag; }
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bool isLanguage100Supported() const { return _isLanguage100Supported; }
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/** Function to call to get the extension of a specified context.
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* If the Exentsion object for that context has not yet been created then
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* and the 'createIfNotInitalized' flag been set to false then returns NULL.
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* If 'createIfNotInitalized' is true then the Extensions object is
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* automatically created. However, in this case the extension object
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* only be created with the graphics context associated with ContextID..*/
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static GL2Extensions* Get(unsigned int contextID,bool createIfNotInitalized);
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/** allows users to override the extensions across graphics contexts.
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* typically used when you have different extensions supported across graphics pipes
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* but need to ensure that they all use the same low common denominator extensions.*/
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static void Set(unsigned int contextID, GL2Extensions* extensions);
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void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) const;
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void glDrawBuffers(GLsizei n, const GLenum *bufs) const;
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void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) const;
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void glStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) const;
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void glStencilMaskSeparate(GLenum face, GLuint mask) const;
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void glAttachShader(GLuint program, GLuint shader) const;
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void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) const;
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void glCompileShader(GLuint shader) const;
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GLuint glCreateProgram(void) const;
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GLuint glCreateShader(GLenum type) const;
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void glDeleteProgram(GLuint program) const;
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void glDeleteShader(GLuint shader) const;
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void glDetachShader(GLuint program, GLuint shader) const;
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void glDisableVertexAttribArray(GLuint index) const;
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void glEnableVertexAttribArray(GLuint index) const;
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void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
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void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
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void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) const;
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GLint glGetAttribLocation(GLuint program, const GLchar *name) const;
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void glGetProgramiv(GLuint program, GLenum pname, GLint *params) const;
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void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
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void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) const;
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void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
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void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) const;
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GLint glGetUniformLocation(GLuint program, const GLchar *name) const;
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void glGetUniformfv(GLuint program, GLint location, GLfloat *params) const;
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void glGetUniformiv(GLuint program, GLint location, GLint *params) const;
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void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) const;
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void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) const;
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void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) const;
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void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) const;
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GLboolean glIsProgram(GLuint program) const;
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GLboolean glIsShader(GLuint shader) const;
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void glLinkProgram(GLuint program) const;
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void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length) const;
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void glUseProgram(GLuint program) const;
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void glUniform1f(GLint location, GLfloat v0) const;
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void glUniform2f(GLint location, GLfloat v0, GLfloat v1) const;
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void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) const;
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void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const;
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void glUniform1i(GLint location, GLint v0) const;
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void glUniform2i(GLint location, GLint v0, GLint v1) const;
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void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const;
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void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const;
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void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const;
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void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const;
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void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const;
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void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const;
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void glUniform1iv(GLint location, GLsizei count, const GLint *value) const;
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void glUniform2iv(GLint location, GLsizei count, const GLint *value) const;
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void glUniform3iv(GLint location, GLsizei count, const GLint *value) const;
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void glUniform4iv(GLint location, GLsizei count, const GLint *value) const;
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void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
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void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
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void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
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void glValidateProgram(GLuint program) const;
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void glVertexAttrib1d(GLuint index, GLdouble x) const;
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void glVertexAttrib1dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib1f(GLuint index, GLfloat x) const;
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void glVertexAttrib1fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib1s(GLuint index, GLshort x) const;
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void glVertexAttrib1sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y) const;
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void glVertexAttrib2dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) const;
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void glVertexAttrib2fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib2s(GLuint index, GLshort x, GLshort y) const;
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void glVertexAttrib2sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) const;
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void glVertexAttrib3dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) const;
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void glVertexAttrib3fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) const;
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void glVertexAttrib3sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib4Nbv(GLuint index, const GLbyte *v) const;
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void glVertexAttrib4Niv(GLuint index, const GLint *v) const;
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void glVertexAttrib4Nsv(GLuint index, const GLshort *v) const;
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void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) const;
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void glVertexAttrib4Nubv(GLuint index, const GLubyte *v) const;
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void glVertexAttrib4Nuiv(GLuint index, const GLuint *v) const;
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void glVertexAttrib4Nusv(GLuint index, const GLushort *v) const;
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void glVertexAttrib4bv(GLuint index, const GLbyte *v) const;
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void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) const;
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void glVertexAttrib4dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) const;
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void glVertexAttrib4fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib4iv(GLuint index, const GLint *v) const;
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void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) const;
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void glVertexAttrib4sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib4ubv(GLuint index, const GLubyte *v) const;
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void glVertexAttrib4uiv(GLuint index, const GLuint *v) const;
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void glVertexAttrib4usv(GLuint index, const GLushort *v) const;
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void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) const;
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// C++-friendly convenience wrapper methods
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GLuint getCurrentProgram() const;
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bool getProgramInfoLog( GLuint program, std::string& result ) const;
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bool getShaderInfoLog( GLuint shader, std::string& result ) const;
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protected:
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~GL2Extensions() {}
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float _glVersion;
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float _glslLanguageVersion;
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bool _isShaderObjectsSupported;
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bool _isVertexShaderSupported;
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bool _isFragmentShaderSupported;
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bool _isLanguage100Supported;
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void* _glBlendEquationSeparate;
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void* _glDrawBuffers;
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void* _glStencilOpSeparate;
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void* _glStencilFuncSeparate;
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void* _glStencilMaskSeparate;
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void* _glAttachShader;
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void* _glBindAttribLocation;
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void* _glCompileShader;
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void* _glCreateProgram;
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void* _glCreateShader;
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void* _glDeleteProgram;
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void* _glDeleteShader;
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void* _glDetachShader;
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void* _glDisableVertexAttribArray;
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void* _glEnableVertexAttribArray;
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void* _glGetActiveAttrib;
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void* _glGetActiveUniform;
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void* _glGetAttachedShaders;
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void* _glGetAttribLocation;
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void* _glGetProgramiv;
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void* _glGetProgramInfoLog;
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void* _glGetShaderiv;
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void* _glGetShaderInfoLog;
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void* _glGetShaderSource;
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void* _glGetUniformLocation;
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void* _glGetUniformfv;
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void* _glGetUniformiv;
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void* _glGetVertexAttribdv;
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void* _glGetVertexAttribfv;
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void* _glGetVertexAttribiv;
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void* _glGetVertexAttribPointerv;
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void* _glIsProgram;
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void* _glIsShader;
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void* _glLinkProgram;
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void* _glShaderSource;
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void* _glUseProgram;
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void* _glUniform1f;
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void* _glUniform2f;
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void* _glUniform3f;
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void* _glUniform4f;
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void* _glUniform1i;
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void* _glUniform2i;
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void* _glUniform3i;
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void* _glUniform4i;
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void* _glUniform1fv;
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void* _glUniform2fv;
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void* _glUniform3fv;
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void* _glUniform4fv;
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void* _glUniform1iv;
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void* _glUniform2iv;
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void* _glUniform3iv;
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void* _glUniform4iv;
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void* _glUniformMatrix2fv;
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void* _glUniformMatrix3fv;
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void* _glUniformMatrix4fv;
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void* _glValidateProgram;
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void* _glVertexAttrib1d;
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void* _glVertexAttrib1dv;
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void* _glVertexAttrib1f;
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void* _glVertexAttrib1fv;
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void* _glVertexAttrib1s;
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void* _glVertexAttrib1sv;
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void* _glVertexAttrib2d;
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void* _glVertexAttrib2dv;
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void* _glVertexAttrib2f;
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void* _glVertexAttrib2fv;
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void* _glVertexAttrib2s;
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void* _glVertexAttrib2sv;
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void* _glVertexAttrib3d;
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void* _glVertexAttrib3dv;
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void* _glVertexAttrib3f;
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void* _glVertexAttrib3fv;
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void* _glVertexAttrib3s;
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void* _glVertexAttrib3sv;
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void* _glVertexAttrib4Nbv;
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void* _glVertexAttrib4Niv;
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void* _glVertexAttrib4Nsv;
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void* _glVertexAttrib4Nub;
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void* _glVertexAttrib4Nubv;
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void* _glVertexAttrib4Nuiv;
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void* _glVertexAttrib4Nusv;
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void* _glVertexAttrib4bv;
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void* _glVertexAttrib4d;
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void* _glVertexAttrib4dv;
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void* _glVertexAttrib4f;
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void* _glVertexAttrib4fv;
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void* _glVertexAttrib4iv;
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void* _glVertexAttrib4s;
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void* _glVertexAttrib4sv;
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void* _glVertexAttrib4ubv;
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void* _glVertexAttrib4uiv;
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void* _glVertexAttrib4usv;
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void* _glVertexAttribPointer;
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void* _glGetInfoLogARB;
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void* _glGetObjectParameterivARB;
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void* _glDeleteObjectARB;
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void* _glGetHandleARB;
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};
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class Program;
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typedef osg::ref_ptr<Program> ProgramPtr;
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class Shader;
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typedef osg::ref_ptr<Shader> ShaderPtr;
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typedef std::vector< ShaderPtr > ShaderList;
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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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* Program will automatically manage per-context instancing of the
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* OpenGL objects, if that is necessary for a particular display
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* configuration.
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*/
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class SG_EXPORT Program : public osg::Object
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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_Object(osg, 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::Program& 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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virtual void compileGLObjects(osg::State& state) const;
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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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// data access methods.
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/** Mark us as "dirty" and in need of relinking. */
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void dirtyProgram();
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/** Mark our attached Shaders as "dirty" and in need of recompilation. */
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void dirtyShaders();
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/** Attach a Shader to this Program */
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void addShader( Shader* shader );
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/** Mark internal GL 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 deleteProgram(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 flushDeletedGlslObjects(unsigned int contextID,double currentTime, double& availableTime);
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/** An annotation/comment for use by the application */
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void setComment( const std::string& comment ) { _comment = comment; }
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void setComment( const char* comment ) { _comment = comment; }
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const std::string& getComment() const { return _comment; }
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/** should Uniform values be tested to avoid redundant setting? */
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void setAvoidRedundantUniformSetting( bool flag ) { _avoidRedundantUniformSetting = flag; }
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bool getAvoidRedundantUniformSetting() const { return _avoidRedundantUniformSetting; }
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// TODO glBindAttribLocation
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protected:
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/** An OSG-internal encapsulation of glProgram's active uniforms */
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class ActiveUniform : public osg::Referenced
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{
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public:
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ActiveUniform( const GLchar* name, GLenum type );
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protected:
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virtual ~ActiveUniform() {}
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Uniform::Value _value;
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GLint _location;
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private:
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ActiveUniform(); // disallowed
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};
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typedef osg::ref_ptr< ActiveUniform > ActiveUniformPtr;
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typedef std::vector< ActiveUniformPtr > ActiveUniformList;
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protected:
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/** PCPO is an OSG-internal encapsulation of glPrograms per-GL context. */
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class PerContextProgObj : public osg::Referenced
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{
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public:
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PerContextProgObj(const Program* program, unsigned int contextID);
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PerContextProgObj(const PerContextProgObj& rhs);
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const GLuint getHandle() {return _glProgramHandle;}
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bool isDirty() const {return _dirty;}
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void markAsDirty();
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void linkProgram();
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void useProgram() const;
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void applyUniforms( osg::State& state ) 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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/** 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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/** Do we need to be linked? */
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bool _dirty;
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/** Queue of UniformValues awaiting assignment */
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const unsigned int _contextID;
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/** List of PCPO's active uniforms */
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ActiveUniformList _activeUniformList;
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};
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protected: /*methods*/
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virtual ~Program();
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/** Get the PCPO for a particular GL context */
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PerContextProgObj* getPCPO(unsigned int contextID) const;
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protected: /*data*/
|
|
bool _avoidRedundantUniformSetting;
|
|
std::string _comment;
|
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ShaderList _shaderList;
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mutable osg::buffered_value< osg::ref_ptr<PerContextProgObj> > _pcpoList;
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private:
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const Program& operator=(const Program&);
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};
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|
|
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}
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#endif
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/*EOF*/
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