OpenSceneGraph/include/osg/Program

462 lines
18 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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 2005-04-06
*/
#ifndef OSG_PROGRAM
#define OSG_PROGRAM 1
#include <string>
#include <vector>
#include <map>
#include <osg/buffered_value>
#include <osg/ref_ptr>
#include <osg/Referenced>
#include <osg/GL>
#include <osg/Uniform>
#include <osg/StateAttribute>
namespace osg {
class State;
class Shader;
class OSG_EXPORT GL2Extensions : public osg::Referenced
{
public:
GL2Extensions();
GL2Extensions(const GL2Extensions& rhs);
void lowestCommonDenominator(const GL2Extensions& rhs);
void setupGL2Extensions();
/** Does the GL driver support OpenGL Shading Language? */
bool isGlslSupported() const;
float getGlVersion() const { return _glVersion; }
float getLanguageVersion() const { return _glslLanguageVersion; }
void setShaderObjectsSupported(bool flag) { _isShaderObjectsSupported = flag; }
bool isShaderObjectsSupported() const { return _isShaderObjectsSupported; }
void setVertexShaderSupported(bool flag) { _isVertexShaderSupported = flag; }
bool isVertexShaderSupported() const { return _isVertexShaderSupported; }
void setFragmentShaderSupported(bool flag) { _isFragmentShaderSupported = flag; }
bool isFragmentShaderSupported() const { return _isFragmentShaderSupported; }
void setLanguage100Supported(bool flag) { _isLanguage100Supported = flag; }
bool isLanguage100Supported() const { return _isLanguage100Supported; }
/** Function to call to get the extension of a specified context.
* If the Exentsion object for that context has not yet been created then
* and the 'createIfNotInitalized' flag been set to false then returns NULL.
* If 'createIfNotInitalized' is true then the Extensions object is
* automatically created. However, in this case the extension object
* only be created with the graphics context associated with ContextID..*/
static GL2Extensions* Get(unsigned int contextID,bool createIfNotInitalized);
/** allows users to override the extensions across graphics contexts.
* typically used when you have different extensions supported across graphics pipes
* but need to ensure that they all use the same low common denominator extensions.*/
static void Set(unsigned int contextID, GL2Extensions* extensions);
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) const;
void glDrawBuffers(GLsizei n, const GLenum *bufs) const;
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) const;
void glStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) const;
void glStencilMaskSeparate(GLenum face, GLuint mask) const;
void glAttachShader(GLuint program, GLuint shader) const;
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) const;
void glCompileShader(GLuint shader) const;
GLuint glCreateProgram(void) const;
GLuint glCreateShader(GLenum type) const;
void glDeleteProgram(GLuint program) const;
void glDeleteShader(GLuint shader) const;
void glDetachShader(GLuint program, GLuint shader) const;
void glDisableVertexAttribArray(GLuint index) const;
void glEnableVertexAttribArray(GLuint index) const;
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) const;
GLint glGetAttribLocation(GLuint program, const GLchar *name) const;
void glGetProgramiv(GLuint program, GLenum pname, GLint *params) const;
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) const;
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) const;
GLint glGetUniformLocation(GLuint program, const GLchar *name) const;
void glGetUniformfv(GLuint program, GLint location, GLfloat *params) const;
void glGetUniformiv(GLuint program, GLint location, GLint *params) const;
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) const;
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) const;
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) const;
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) const;
GLboolean glIsProgram(GLuint program) const;
GLboolean glIsShader(GLuint shader) const;
void glLinkProgram(GLuint program) const;
void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length) const;
void glUseProgram(GLuint program) const;
void glUniform1f(GLint location, GLfloat v0) const;
void glUniform2f(GLint location, GLfloat v0, GLfloat v1) const;
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) const;
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const;
void glUniform1i(GLint location, GLint v0) const;
void glUniform2i(GLint location, GLint v0, GLint v1) const;
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const;
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const;
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform1iv(GLint location, GLsizei count, const GLint *value) const;
void glUniform2iv(GLint location, GLsizei count, const GLint *value) const;
void glUniform3iv(GLint location, GLsizei count, const GLint *value) const;
void glUniform4iv(GLint location, GLsizei count, const GLint *value) const;
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
void glValidateProgram(GLuint program) const;
void glVertexAttrib1d(GLuint index, GLdouble x) const;
void glVertexAttrib1dv(GLuint index, const GLdouble *v) const;
void glVertexAttrib1f(GLuint index, GLfloat x) const;
void glVertexAttrib1fv(GLuint index, const GLfloat *v) const;
void glVertexAttrib1s(GLuint index, GLshort x) const;
void glVertexAttrib1sv(GLuint index, const GLshort *v) const;
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y) const;
void glVertexAttrib2dv(GLuint index, const GLdouble *v) const;
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) const;
void glVertexAttrib2fv(GLuint index, const GLfloat *v) const;
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y) const;
void glVertexAttrib2sv(GLuint index, const GLshort *v) const;
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) const;
void glVertexAttrib3dv(GLuint index, const GLdouble *v) const;
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) const;
void glVertexAttrib3fv(GLuint index, const GLfloat *v) const;
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) const;
void glVertexAttrib3sv(GLuint index, const GLshort *v) const;
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v) const;
void glVertexAttrib4Niv(GLuint index, const GLint *v) const;
void glVertexAttrib4Nsv(GLuint index, const GLshort *v) const;
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) const;
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v) const;
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v) const;
void glVertexAttrib4Nusv(GLuint index, const GLushort *v) const;
void glVertexAttrib4bv(GLuint index, const GLbyte *v) const;
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) const;
void glVertexAttrib4dv(GLuint index, const GLdouble *v) const;
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) const;
void glVertexAttrib4fv(GLuint index, const GLfloat *v) const;
void glVertexAttrib4iv(GLuint index, const GLint *v) const;
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) const;
void glVertexAttrib4sv(GLuint index, const GLshort *v) const;
void glVertexAttrib4ubv(GLuint index, const GLubyte *v) const;
void glVertexAttrib4uiv(GLuint index, const GLuint *v) const;
void glVertexAttrib4usv(GLuint index, const GLushort *v) const;
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) const;
// C++-friendly convenience wrapper methods
GLuint getCurrentProgram() const;
bool getProgramInfoLog( GLuint program, std::string& result ) const;
bool getShaderInfoLog( GLuint shader, std::string& result ) const;
bool getAttribLocation( const char* attribName, GLuint& slot ) const;
protected:
~GL2Extensions() {}
float _glVersion;
float _glslLanguageVersion;
bool _isShaderObjectsSupported;
bool _isVertexShaderSupported;
bool _isFragmentShaderSupported;
bool _isLanguage100Supported;
void* _glBlendEquationSeparate;
void* _glDrawBuffers;
void* _glStencilOpSeparate;
void* _glStencilFuncSeparate;
void* _glStencilMaskSeparate;
void* _glAttachShader;
void* _glBindAttribLocation;
void* _glCompileShader;
void* _glCreateProgram;
void* _glCreateShader;
void* _glDeleteProgram;
void* _glDeleteShader;
void* _glDetachShader;
void* _glDisableVertexAttribArray;
void* _glEnableVertexAttribArray;
void* _glGetActiveAttrib;
void* _glGetActiveUniform;
void* _glGetAttachedShaders;
void* _glGetAttribLocation;
void* _glGetProgramiv;
void* _glGetProgramInfoLog;
void* _glGetShaderiv;
void* _glGetShaderInfoLog;
void* _glGetShaderSource;
void* _glGetUniformLocation;
void* _glGetUniformfv;
void* _glGetUniformiv;
void* _glGetVertexAttribdv;
void* _glGetVertexAttribfv;
void* _glGetVertexAttribiv;
void* _glGetVertexAttribPointerv;
void* _glIsProgram;
void* _glIsShader;
void* _glLinkProgram;
void* _glShaderSource;
void* _glUseProgram;
void* _glUniform1f;
void* _glUniform2f;
void* _glUniform3f;
void* _glUniform4f;
void* _glUniform1i;
void* _glUniform2i;
void* _glUniform3i;
void* _glUniform4i;
void* _glUniform1fv;
void* _glUniform2fv;
void* _glUniform3fv;
void* _glUniform4fv;
void* _glUniform1iv;
void* _glUniform2iv;
void* _glUniform3iv;
void* _glUniform4iv;
void* _glUniformMatrix2fv;
void* _glUniformMatrix3fv;
void* _glUniformMatrix4fv;
void* _glValidateProgram;
void* _glVertexAttrib1d;
void* _glVertexAttrib1dv;
void* _glVertexAttrib1f;
void* _glVertexAttrib1fv;
void* _glVertexAttrib1s;
void* _glVertexAttrib1sv;
void* _glVertexAttrib2d;
void* _glVertexAttrib2dv;
void* _glVertexAttrib2f;
void* _glVertexAttrib2fv;
void* _glVertexAttrib2s;
void* _glVertexAttrib2sv;
void* _glVertexAttrib3d;
void* _glVertexAttrib3dv;
void* _glVertexAttrib3f;
void* _glVertexAttrib3fv;
void* _glVertexAttrib3s;
void* _glVertexAttrib3sv;
void* _glVertexAttrib4Nbv;
void* _glVertexAttrib4Niv;
void* _glVertexAttrib4Nsv;
void* _glVertexAttrib4Nub;
void* _glVertexAttrib4Nubv;
void* _glVertexAttrib4Nuiv;
void* _glVertexAttrib4Nusv;
void* _glVertexAttrib4bv;
void* _glVertexAttrib4d;
void* _glVertexAttrib4dv;
void* _glVertexAttrib4f;
void* _glVertexAttrib4fv;
void* _glVertexAttrib4iv;
void* _glVertexAttrib4s;
void* _glVertexAttrib4sv;
void* _glVertexAttrib4ubv;
void* _glVertexAttrib4uiv;
void* _glVertexAttrib4usv;
void* _glVertexAttribPointer;
void* _glGetInfoLogARB;
void* _glGetObjectParameterivARB;
void* _glDeleteObjectARB;
void* _glGetHandleARB;
};
///////////////////////////////////////////////////////////////////////////
/** 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;
virtual void compileGLObjects(osg::State& state) const;
/** 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 bindAttribLocation( GLuint index, const char* name );
typedef std::map<std::string,GLuint> AttribBindingList;
const AttribBindingList& getAttribBindingList() const { return _attribBindingList; }
/** Return true if this Program represents "fixed-functionality" rendering */
bool isFixedFunction() const;
/** Query InfoLog from a glProgram */
void getGlProgramInfoLog(unsigned int contextID, std::string& log) const;
/** A name for use by the application */
void setName( const std::string& name ) { _name = name; }
void setName( const char* name ) { _name = name; }
const std::string& getName() const { return _name; }
/** 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);
protected:
class ActiveUniform : public osg::Uniform
{
public:
ActiveUniform( const char* name, GLenum type, GLint loc );
void applyData( const GL2Extensions* ext, GLuint prog );
protected:
virtual ~ActiveUniform() {}
const GLint _location;
private:
ActiveUniform(); // disallowed
ActiveUniform(ActiveUniform&); // disallowed
ActiveUniform& operator=(ActiveUniform&); // disallowed
};
typedef std::vector< osg::ref_ptr<ActiveUniform> > ActiveUniformList;
protected:
// 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 PerContextProgram : public osg::Referenced
{
public:
PerContextProgram(const Program* program, unsigned int contextID);
GLuint getHandle() const {return _glProgramHandle;}
void requestLink();
void linkProgram();
bool needsLink() const {return _needsLink;}
bool isLinked() const {return _isLinked;}
void getInfoLog( std::string& infoLog ) const;
void useProgram() const;
void applyUniforms( osg::State& state ) const;
GLint getUniformLocation( const char* name ) const;
GLint getAttribLocation( const char* name ) const;
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;
/** List of PCP's active uniforms */
ActiveUniformList _activeUniformList;
private:
PerContextProgram(); // disallowed
PerContextProgram(const PerContextProgram&); // disallowed
PerContextProgram& operator=(const PerContextProgram&); // disallowed
};
protected: /*methods*/
virtual ~Program();
/** Get the PCP for a particular GL context */
PerContextProgram* getPCP(unsigned int contextID) const;
protected: /*data*/
std::string _name;
mutable osg::buffered_value< osg::ref_ptr<PerContextProgram> > _pcpList;
AttribBindingList _attribBindingList;
typedef std::vector< ref_ptr<Shader> > ShaderList;
ShaderList _shaderList;
private:
Program& operator=(const Program&); // disallowed
};
}
#endif
/*EOF*/