OpenSceneGraph/include/osg/Program
Robert Osfield aefd1513f4 Ported osg::Geometry across to supporting the aliasing of vertex, color and normal etc. calls to Vertex Attributes.
Added support for automatic aliasing of vertex, normal, color etc. arrays to Vertex Attribute equivelants.

Added new osg::GLBeginEndAdapter class for runtime conversion from glBegin/glEnd codes to vertex arrray equivelants.

Added automatic shader source conversion from gl_ to osg_ builtins.
2009-10-16 16:26:27 +00:00

285 lines
12 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
* Copyright (C) 2008 Zebra Imaging
*
* 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 2008-01-02
*/
#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 static_cast<unsigned int>(_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 );
/** Set/get GL program parameters */
void setParameter( GLenum pname, GLint value );
GLint getParameter( GLenum pname ) const;
/** 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);
/** discard all the cached glPrograms which need to be deleted
* in the OpenGL context related to contextID.
* Note, unlike flush no OpenGL calls are made, instead the handles are all removed.
* this call is useful for when an OpenGL context has been destroyed. */
static void discardDeletedGlPrograms(unsigned int contextID);
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(osg::State& state);
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.get();
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; }
inline void addShaderToAttach(Shader *shader)
{
_shadersToAttach.push_back(shader);
}
inline void addShaderToDetach(Shader *shader)
{
_shadersToDetach.push_back(shader);
}
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<osg::ref_ptr<const osg::Uniform>, unsigned int> UniformModifiedCountPair;
typedef std::vector<UniformModifiedCountPair> LastAppliedUniformList;
mutable LastAppliedUniformList _lastAppliedUniformList;
typedef std::vector< ref_ptr<Shader> > ShaderList;
ShaderList _shadersToDetach;
ShaderList _shadersToAttach;
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;
/** Parameters maintained with glProgramParameteriEXT */
GLint _geometryVerticesOut;
GLint _geometryInputType;
GLint _geometryOutputType;
private:
Program& operator=(const Program&); // disallowed
};
}
#endif