OpenSceneGraph/src/osg/Shader.cpp
Robert Osfield c4d07194a2 From Art Trevs, add support for saving external shader files.
From Robert Osfield, adding missing member variable initializes and Output::getShaderFileNameForOutput() implementation
2008-03-04 14:04:48 +00:00

397 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
* 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: src/osg/Shader.cpp
* author: Mike Weiblen 2008-01-02
*/
#include <fstream>
#include <list>
#include <osg/Notify>
#include <osg/State>
#include <osg/Timer>
#include <osg/FrameStamp>
#include <osg/buffered_value>
#include <osg/ref_ptr>
#include <osg/Shader>
#include <osg/GLExtensions>
#include <OpenThreads/ScopedLock>
#include <OpenThreads/Mutex>
using namespace osg;
///////////////////////////////////////////////////////////////////////////
// static cache of glShaders flagged for deletion, which will actually
// be deleted in the correct GL context.
typedef std::list<GLuint> GlShaderHandleList;
typedef osg::buffered_object<GlShaderHandleList> DeletedGlShaderCache;
static OpenThreads::Mutex s_mutex_deletedGlShaderCache;
static DeletedGlShaderCache s_deletedGlShaderCache;
void Shader::deleteGlShader(unsigned int contextID, GLuint shader)
{
if( shader )
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(s_mutex_deletedGlShaderCache);
// add glShader to the cache for the appropriate context.
s_deletedGlShaderCache[contextID].push_back(shader);
}
}
void Shader::flushDeletedGlShaders(unsigned int contextID,double /*currentTime*/, double& availableTime)
{
// if no time available don't try to flush objects.
if (availableTime<=0.0) return;
const GL2Extensions* extensions = GL2Extensions::Get(contextID,true);
if( ! extensions->isGlslSupported() ) return;
const osg::Timer& timer = *osg::Timer::instance();
osg::Timer_t start_tick = timer.tick();
double elapsedTime = 0.0;
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(s_mutex_deletedGlShaderCache);
GlShaderHandleList& pList = s_deletedGlShaderCache[contextID];
for(GlShaderHandleList::iterator titr=pList.begin();
titr!=pList.end() && elapsedTime<availableTime;
)
{
extensions->glDeleteShader( *titr );
titr = pList.erase( titr );
elapsedTime = timer.delta_s(start_tick,timer.tick());
}
}
availableTime -= elapsedTime;
}
void Shader::discardDeletedGlShaders(unsigned int contextID)
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(s_mutex_deletedGlShaderCache);
GlShaderHandleList& pList = s_deletedGlShaderCache[contextID];
pList.clear();
}
///////////////////////////////////////////////////////////////////////////
// osg::Shader
///////////////////////////////////////////////////////////////////////////
Shader::Shader(Type type) :
_type(type)
{
}
Shader::Shader(Type type, const std::string& source) :
_type(type)
{
setShaderSource( source);
}
Shader::Shader(const Shader& rhs, const osg::CopyOp& copyop):
osg::Object( rhs, copyop ),
_type(rhs._type),
_shaderSource(rhs._shaderSource),
_shaderFileName(rhs._shaderFileName)
{
}
Shader::~Shader()
{
}
bool Shader::setType( Type t )
{
if( _type != UNDEFINED )
{
osg::notify(osg::WARN) << "cannot change type of Shader" << std::endl;
return false;
}
_type = t;
return true;
}
int Shader::compare(const Shader& rhs) const
{
if( this == &rhs ) return 0;
if( getType() < rhs.getType() ) return -1;
if( rhs.getType() < getType() ) return 1;
if( getName() < rhs.getName() ) return -1;
if( rhs.getName() < getName() ) return 1;
if( getShaderSource() < rhs.getShaderSource() ) return -1;
if( rhs.getShaderSource() < getShaderSource() ) return 1;
if( getFileName() < rhs.getFileName() ) return -1;
if( rhs.getFileName() < getFileName() ) return 1;
return 0;
}
void Shader::setShaderSource( const std::string& sourceText )
{
_shaderSource = sourceText;
dirtyShader();
}
Shader* Shader::readShaderFile( Type type, const std::string& fileName )
{
ref_ptr<Shader> shader = new Shader(type);
if (shader->loadShaderSourceFromFile(fileName)) return shader.release();
return 0;
}
bool Shader::loadShaderSourceFromFile( const std::string& fileName )
{
std::ifstream sourceFile;
sourceFile.open(fileName.c_str(), std::ios::binary);
if(!sourceFile)
{
osg::notify(osg::WARN)<<"Error: can't open file \""<<fileName<<"\""<<std::endl;
return false;
}
osg::notify(osg::INFO)<<"Loading shader source file \""<<fileName<<"\""<<std::endl;
_shaderFileName = fileName;
sourceFile.seekg(0, std::ios::end);
int length = sourceFile.tellg();
char *text = new char[length + 1];
sourceFile.seekg(0, std::ios::beg);
sourceFile.read(text, length);
sourceFile.close();
text[length] = '\0';
setShaderSource( text );
delete [] text;
return true;
}
const char* Shader::getTypename() const
{
switch( getType() )
{
case VERTEX: return "VERTEX";
case FRAGMENT: return "FRAGMENT";
case GEOMETRY: return "GEOMETRY";
default: return "UNDEFINED";
}
}
Shader::Type Shader::getTypeId( const std::string& tname )
{
if( tname == "VERTEX" ) return VERTEX;
if( tname == "FRAGMENT" ) return FRAGMENT;
if( tname == "GEOMETRY" ) return GEOMETRY;
return UNDEFINED;
}
void Shader::resizeGLObjectBuffers(unsigned int maxSize)
{
_pcsList.resize(maxSize);
}
void Shader::releaseGLObjects(osg::State* state) const
{
if (!state) _pcsList.setAllElementsTo(0);
else
{
unsigned int contextID = state->getContextID();
_pcsList[contextID] = 0;
}
}
void Shader::compileShader( unsigned int contextID ) const
{
PerContextShader* pcs = getPCS( contextID );
if( pcs ) pcs->compileShader();
}
Shader::PerContextShader* Shader::getPCS(unsigned int contextID) const
{
if( getType() == UNDEFINED )
{
osg::notify(osg::WARN) << "Shader type is UNDEFINED" << std::endl;
return 0;
}
if( ! _pcsList[contextID].valid() )
{
_pcsList[contextID] = new PerContextShader( this, contextID );
}
return _pcsList[contextID].get();
}
void Shader::attachShader(unsigned int contextID, GLuint program) const
{
PerContextShader* pcs = getPCS( contextID );
if( pcs ) pcs->attachShader( program );
}
void Shader::detachShader(unsigned int contextID, GLuint program) const
{
PerContextShader* pcs = getPCS( contextID );
if( pcs ) pcs->detachShader( program );
}
bool Shader::getGlShaderInfoLog(unsigned int contextID, std::string& log) const
{
PerContextShader* pcs = getPCS( contextID );
return (pcs) ? pcs->getInfoLog( log ) : false;
}
/////////////////////////////////////////////////////////////////////////
// A Shader stores pointers to the osg::Programs to which it is attached,
// so that if the Shader is marked for recompilation with
// Shader::dirtyShader(), the upstream Program can be marked for relinking.
// _programSet does not use ref_ptrs, as that would cause a cyclical
// dependency, and neither the Program nor the Shader would be deleted.
bool Shader::addProgramRef( Program* program )
{
ProgramSet::iterator itr = _programSet.find(program);
if( itr != _programSet.end() ) return false;
_programSet.insert( program );
return true;
}
bool Shader::removeProgramRef( Program* program )
{
ProgramSet::iterator itr = _programSet.find(program);
if( itr == _programSet.end() ) return false;
_programSet.erase( itr );
return true;
}
void Shader::dirtyShader()
{
// Mark our PCSs as needing recompilation.
for( unsigned int cxt=0; cxt < _pcsList.size(); ++cxt )
{
if( _pcsList[cxt].valid() ) _pcsList[cxt]->requestCompile();
}
// Also mark Programs that depend on us as needing relink.
for( ProgramSet::iterator itr = _programSet.begin();
itr != _programSet.end(); ++itr )
{
(*itr)->dirtyProgram();
}
}
/////////////////////////////////////////////////////////////////////////
// osg::Shader::PerContextShader
// PCS is the OSG abstraction of the per-context glShader
///////////////////////////////////////////////////////////////////////////
Shader::PerContextShader::PerContextShader(const Shader* shader, unsigned int contextID) :
osg::Referenced(),
_contextID( contextID )
{
_shader = shader;
_extensions = GL2Extensions::Get( _contextID, true );
_glShaderHandle = _extensions->glCreateShader( shader->getType() );
requestCompile();
}
Shader::PerContextShader::~PerContextShader()
{
Shader::deleteGlShader( _contextID, _glShaderHandle );
}
void Shader::PerContextShader::requestCompile()
{
_needsCompile = true;
_isCompiled = false;
}
void Shader::PerContextShader::compileShader()
{
if( ! _needsCompile ) return;
_needsCompile = false;
osg::notify(osg::INFO)
<< "\nCompiling " << _shader->getTypename()
<< " source:\n" << _shader->getShaderSource() << std::endl;
GLint compiled = GL_FALSE;
const char* sourceText = _shader->getShaderSource().c_str();
_extensions->glShaderSource( _glShaderHandle, 1, &sourceText, NULL );
_extensions->glCompileShader( _glShaderHandle );
_extensions->glGetShaderiv( _glShaderHandle, GL_COMPILE_STATUS, &compiled );
_isCompiled = (compiled == GL_TRUE);
if( ! _isCompiled )
{
osg::notify(osg::WARN) << _shader->getTypename() << " glCompileShader \""
<< _shader->getName() << "\" FAILED" << std::endl;
std::string infoLog;
if( getInfoLog(infoLog) )
{
osg::notify(osg::WARN) << _shader->getTypename() << " Shader \""
<< _shader->getName() << "\" infolog:\n" << infoLog << std::endl;
}
}
else
{
std::string infoLog;
if( getInfoLog(infoLog) )
{
osg::notify(osg::INFO) << _shader->getTypename() << " Shader \""
<< _shader->getName() << "\" infolog:\n" << infoLog << std::endl;
}
}
}
bool Shader::PerContextShader::getInfoLog( std::string& infoLog ) const
{
return _extensions->getShaderInfoLog( _glShaderHandle, infoLog );
}
void Shader::PerContextShader::attachShader(GLuint program) const
{
_extensions->glAttachShader( program, _glShaderHandle );
}
void Shader::PerContextShader::detachShader(GLuint program) const
{
_extensions->glDetachShader( program, _glShaderHandle );
}