OpenSceneGraph/include/osg/Program
Robert Osfield 175c3ce806 From Art Trevs, "File Changes:
- GL2Extensions, Program and Program.cpp

Features:
- Support for fragment output binding. (e.g. You can now specify in the fragment shader varying out vec3 fragOut; fragOut = vec3(1,0,1); to write to the fragOut variable. In your program you call glBindFragDataLocation(program, 1, "fragOut") to bind the fragOut variable with the MRT 1 - GL_COLOR_ATTACHMENT1_EXT)

- new methods Program::add/removeBindFragDataLocation Program::getFragDataBindingList

"
2007-09-11 13:34:41 +00:00

260 lines
11 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
*
* 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/osg/Program
* author: Mike Weiblen 2006-03-25
*/
#ifndef OSG_PROGRAM
#define OSG_PROGRAM 1
#include <string>
#include <vector>
#include <map>
#include <osg/buffered_value>
#include <osg/ref_ptr>
#include <osg/Uniform>
#include <osg/Shader>
#include <osg/StateAttribute>
namespace osg {
class State;
///////////////////////////////////////////////////////////////////////////
/** osg::Program is an application-level abstraction of an OpenGL glProgram.
* It is an osg::StateAttribute that, when applied, will activate a
* glProgram for subsequent rendering.
* osg::Shaders containing the actual shader source code are
* attached to a Program, which will then manage the compilation,
* linking, and activation of the GLSL program.
* osg::Program will automatically manage per-context instancing of the
* OpenGL glPrograms, if that is necessary for a particular display
* configuration.
*/
class OSG_EXPORT Program : public osg::StateAttribute
{
public:
Program();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Program(const Program& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, Program, PROGRAM);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const osg::StateAttribute& sa) const;
/** If enabled, activate our program in the GL pipeline,
* performing any rebuild operations that might be pending. */
virtual void apply(osg::State& state) const;
/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
virtual void setThreadSafeRefUnref(bool threadSafe);
/** Compile program and associated shaders.*/
virtual void compileGLObjects(osg::State& state) const;
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** release OpenGL objects in specified graphics context if State
object is passed, otherwise release OpenGL objects for all graphics context if
State object pointer NULL.*/
virtual void releaseGLObjects(osg::State* state=0) const;
/** Mark our PCSOs as needing relink */
void dirtyProgram();
/** Attach an osg::Shader to this osg::Program.
* Mark Program as needing relink. Return true for success */
bool addShader( Shader* shader );
unsigned int getNumShaders() const { return _shaderList.size(); }
Shader* getShader( unsigned int i ) { return _shaderList[i].get(); }
const Shader* getShader( unsigned int i ) const { return _shaderList[i].get(); }
/** Remove osg::Shader from this osg::Program.
* Mark Program as needing relink. Return true for success */
bool removeShader( Shader* shader );
/** Add an attribute location binding. */
void addBindAttribLocation( const std::string& name, GLuint index );
/** Remove an attribute location binding. */
void removeBindAttribLocation( const std::string& name );
/** Add an frag data location binding. See EXT_gpu_shader4 for BindFragDataLocationEXT */
void addBindFragDataLocation( const std::string& name, GLuint index );
/** Remove an frag data location binding. */
void removeBindFragDataLocation( const std::string& name );
typedef std::map<std::string,GLuint> AttribBindingList;
typedef std::map<std::string,GLuint> FragDataBindingList;
const AttribBindingList& getAttribBindingList() const { return _attribBindingList; }
const FragDataBindingList& getFragDataBindingList() const { return _fragDataBindingList; }
/** Return true if this Program represents "fixed-functionality" rendering */
bool isFixedFunction() const;
/** Query InfoLog from a glProgram */
bool getGlProgramInfoLog(unsigned int contextID, std::string& log) const;
/** Mark internal glProgram for deletion.
* Deletion requests are queued until they can be executed
* in the proper GL context. */
static void deleteGlProgram(unsigned int contextID, GLuint program);
/** flush all the cached glPrograms which need to be deleted
* in the OpenGL context related to contextID.*/
static void flushDeletedGlPrograms(unsigned int contextID,double currentTime, double& availableTime);
struct ActiveVarInfo {
ActiveVarInfo() : _location(-1), _type(Uniform::UNDEFINED), _size(-1) {}
ActiveVarInfo( GLint loc, GLenum type, GLint size ) : _location(loc), _type(type), _size(size) {}
GLint _location;
GLenum _type;
GLint _size;
};
typedef std::map< std::string, ActiveVarInfo > ActiveVarInfoMap;
const ActiveVarInfoMap& getActiveUniforms(unsigned int contextID) const;
const ActiveVarInfoMap& getActiveAttribs(unsigned int contextID) const;
public:
// make PerContextProgram a friend to allow it access Program's protected
// methods and member variables.
class PerContextProgram;
friend class PerContextProgram;
/** PerContextProgram (PCP) is an OSG-internal encapsulation of glPrograms per-GL context. */
class OSG_EXPORT PerContextProgram : public osg::Referenced
{
public:
PerContextProgram(const Program* program, unsigned int contextID);
GLuint getHandle() const {return _glProgramHandle;}
void requestLink();
void linkProgram();
bool validateProgram();
bool needsLink() const {return _needsLink;}
bool isLinked() const {return _isLinked;}
bool getInfoLog( std::string& infoLog ) const;
void useProgram() const;
void resetAppliedUniforms() const
{
for(LastAppliedUniformList::iterator itr=_lastAppliedUniformList.begin();
itr!=_lastAppliedUniformList.end();
++itr)
{
(*itr).first = 0;
(*itr).second = 0;
}
}
inline void apply(const Uniform& uniform) const
{
GLint location = getUniformLocation(uniform.getName());
if (location>=0)
{
if ((unsigned int)location>=_lastAppliedUniformList.size()) _lastAppliedUniformList.resize(location+1);
const Uniform* lastAppliedUniform = _lastAppliedUniformList[location].first;
if (lastAppliedUniform != &uniform)
{
// new attribute
uniform.apply(_extensions.get(),location);
_lastAppliedUniformList[location].first = &uniform;
_lastAppliedUniformList[location].second = uniform.getModifiedCount();
}
else if (_lastAppliedUniformList[location].second != uniform.getModifiedCount())
{
// existing attribute has been modified
uniform.apply(_extensions.get(),location);
_lastAppliedUniformList[location].first = &uniform;
_lastAppliedUniformList[location].second = uniform.getModifiedCount();
}
}
}
const ActiveVarInfoMap& getActiveUniforms() const {return _uniformInfoMap;}
const ActiveVarInfoMap& getActiveAttribs() const {return _attribInfoMap;}
inline GLint getUniformLocation( const std::string& name ) const { ActiveVarInfoMap::const_iterator itr = _uniformInfoMap.find(name); return (itr!=_uniformInfoMap.end()) ? itr->second._location : -1; }
inline GLint getAttribLocation( const std::string& name ) const { ActiveVarInfoMap::const_iterator itr = _attribInfoMap.find(name); return (itr!=_attribInfoMap.end()) ? itr->second._location : -1; }
protected: /*methods*/
~PerContextProgram();
protected: /*data*/
/** Pointer to our parent Program */
const Program* _program;
/** Pointer to this context's extension functions */
osg::ref_ptr<GL2Extensions> _extensions;
/** Handle to the actual OpenGL glProgram */
GLuint _glProgramHandle;
/** Does our glProgram need to be linked? */
bool _needsLink;
/** Is our glProgram successfully linked? */
bool _isLinked;
const unsigned int _contextID;
ActiveVarInfoMap _uniformInfoMap;
ActiveVarInfoMap _attribInfoMap;
typedef std::pair<const osg::Uniform*, unsigned int> UniformModifiedCountPair;
typedef std::vector<UniformModifiedCountPair> LastAppliedUniformList;
mutable LastAppliedUniformList _lastAppliedUniformList;
private:
PerContextProgram(); // disallowed
PerContextProgram(const PerContextProgram&); // disallowed
PerContextProgram& operator=(const PerContextProgram&); // disallowed
};
/** Get the PCP for a particular GL context */
PerContextProgram* getPCP(unsigned int contextID) const;
protected: /*methods*/
virtual ~Program();
protected: /*data*/
mutable osg::buffered_value< osg::ref_ptr<PerContextProgram> > _pcpList;
AttribBindingList _attribBindingList;
FragDataBindingList _fragDataBindingList;
typedef std::vector< ref_ptr<Shader> > ShaderList;
ShaderList _shaderList;
private:
Program& operator=(const Program&); // disallowed
};
}
#endif
/*EOF*/