OpenSceneGraph/include/osg/Shader
Robert Osfield 161246d864 Refactored the GL object deletion management to use new osg::GraphicsObjectManager/GLObjectManager base classes, and osg::ContextData container.
This approach unifies much of the code handling the clean up of OpenGL graphics data, avoids lots of local mutexes and static variables that were previously required,
and enables the clean up scheme to be easily extended by users providing their own GraphicsObjectManager subclasses.


git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15130 16af8721-9629-0410-8352-f15c8da7e697
2015-09-23 09:47:34 +00:00

348 lines
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/* -*-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
* Copyright (C) 2010 VIRES Simulationstechnologie GmbH
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commercial and non commercial
* 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/Shader
* author: Mike Weiblen 2008-01-02
* Holger Helmich 2010-10-21
*/
#ifndef OSG_SHADER
#define OSG_SHADER 1
#include <osg/GLExtensions>
#include <osg/Object>
#include <osg/buffered_value>
#include <set>
#include <map>
namespace osg {
class Program;
// set of shader define strings that the shader is dependent upon.
typedef std::set<std::string> ShaderDefines;
/** Simple class for wrapping up the data used in OpenGL ES 2's glShaderBinary calls.
* ShaderBinary is set up with the binary data then assigned to one or more osg::Shader. */
class OSG_EXPORT ShaderBinary : public osg::Object
{
public:
ShaderBinary();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
ShaderBinary(const ShaderBinary& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osg, ShaderBinary);
/** Allocated a data buffer of specified size/*/
void allocate(unsigned int size);
/** Assign shader binary data, copying the specified data into locally stored data buffer, the original data can then be deleted.*/
void assign(unsigned int size, const unsigned char* data);
/** Get the size of the shader binary data.*/
unsigned int getSize() const { return static_cast<unsigned int>(_data.size()); }
/** Get a ptr to the shader binary data.*/
unsigned char* getData() { return _data.empty() ? 0 : &(_data.front()); }
/** Get a const ptr to the shader binary data.*/
const unsigned char* getData() const { return _data.empty() ? 0 : &(_data.front()); }
/** Read shader binary from file.
* Return the resulting Shader or 0 if no valid shader binary could be read.*/
static ShaderBinary* readShaderBinaryFile(const std::string& fileName);
protected:
typedef std::vector<unsigned char> Data;
Data _data;
};
///////////////////////////////////////////////////////////////////////////
/** osg::Shader is an application-level abstraction of an OpenGL glShader.
* It is a container to load the shader source code text and manage its
* compilation.
* An osg::Shader may be attached to more than one osg::Program.
* Shader will automatically manage per-context instancing of the
* internal objects, if that is necessary for a particular display
* configuration.
*/
class OSG_EXPORT Shader : public osg::Object
{
public:
enum Type {
VERTEX = GL_VERTEX_SHADER,
TESSCONTROL = GL_TESS_CONTROL_SHADER,
TESSEVALUATION = GL_TESS_EVALUATION_SHADER,
GEOMETRY = GL_GEOMETRY_SHADER,
FRAGMENT = GL_FRAGMENT_SHADER,
COMPUTE = GL_COMPUTE_SHADER,
UNDEFINED = -1
};
Shader(Type type = UNDEFINED);
Shader(Type type, const std::string& source );
Shader(Type type, ShaderBinary* shaderBinary );
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Shader(const Shader& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osg, Shader);
int compare(const Shader& rhs) const;
/** Set the Shader type as an enum. */
bool setType(Type t);
/** Get the Shader type as an enum. */
inline Type getType() const { return _type; }
/** Get the Shader type as a descriptive string. */
const char* getTypename() const;
/** Set file name for the shader source code. */
inline void setFileName(const std::string& fileName) { _shaderFileName = fileName; }
/** Get filename to which the shader source code belongs. */
inline const std::string& getFileName() const { return _shaderFileName; }
/** Set the Shader's source code text from a string. */
void setShaderSource(const std::string& sourceText);
/** Query the shader's source code text */
inline const std::string& getShaderSource() const { return _shaderSource; }
enum ShaderDefinesMode
{
USE_SHADER_PRAGMA,
USE_MANUAL_SETTINGS
};
void setShaderDefinesMode(ShaderDefinesMode sdm) { _shaderDefinesMode = sdm; }
ShaderDefinesMode getShaderDefinesMode() const { return _shaderDefinesMode; }
void setShaderDefines(const ShaderDefines& shaderDefs) { _shaderDefines = shaderDefs; }
ShaderDefines& getShaderDefines() { return _shaderDefines; }
const ShaderDefines& getShaderDefines() const { return _shaderDefines; }
void setShaderRequirements(const ShaderDefines& shaderDefs) { _shaderRequirements = shaderDefs; }
ShaderDefines& getShaderRequirements() { return _shaderRequirements; }
const ShaderDefines& getShaderRequirements() const { return _shaderRequirements; }
/** Set the Shader using a ShaderBinary. */
void setShaderBinary(ShaderBinary* shaderBinary) { _shaderBinary = shaderBinary; }
/** Get the Shader's ShaderBinary, return NULL if none is assigned. */
ShaderBinary* getShaderBinary() { return _shaderBinary.get(); }
/** Get the const Shader's ShaderBinary, return NULL if none is assigned. */
const ShaderBinary* getShaderBinary() const { return _shaderBinary.get(); }
/** Read shader source from file and then constructor shader of specified type.
* Return the resulting Shader or 0 if no valid shader source could be read.*/
static Shader* readShaderFile( Type type, const std::string& fileName );
/** Load the Shader's source code text from a file. */
bool loadShaderSourceFromFile( const std::string& fileName );
/** The code injection map used when generating the main shader during main shader composition.*/
typedef std::multimap<float, std::string> CodeInjectionMap;
/** Add code injection that will be placed in the main shader to enable support for this shader.
* The position is set up so that code to be inserted before the main() will have a negative value,
* a position between 0 and 1.0 will be inserted in main() and a position greater than 1.0 will
* be placed after the main().
* During shader composition all the code injections are sorted in ascending order and then
* placed in the appropriate section of the main shader. */
void addCodeInjection(float position, const std::string& code) { _codeInjectionMap.insert(CodeInjectionMap::value_type(position, code)); }
/** Get the code injection map.*/
CodeInjectionMap& getCodeInjectionMap() { return _codeInjectionMap; }
/** Get the const code injection map.*/
const CodeInjectionMap& getCodeInjectionMap() const { return _codeInjectionMap; }
/** 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.*/
void releaseGLObjects(osg::State* state=0) const;
/** Mark our PCSs as needing recompilation.
* Also mark Programs that depend on us as needing relink */
void dirtyShader();
/** If needed, compile the PCS's glShader */
void compileShader(osg::State& state) const;
static Shader::Type getTypeId( const std::string& tname );
public:
/** PerContextShader (PCS) is an OSG-internal encapsulation of glShader per-GL context. */
class OSG_EXPORT PerContextShader : public osg::Referenced
{
public:
PerContextShader(const Shader* shader, unsigned int contextID);
void setDefineString(const std::string& defStr) { _defineStr = defStr; }
const std::string& getDefineString() const { return _defineStr; }
GLuint getHandle() const {return _glShaderHandle;}
void requestCompile();
void compileShader(osg::State& state);
bool needsCompile() const {return _needsCompile;}
bool isCompiled() const {return _isCompiled;}
bool getInfoLog( std::string& infoLog ) const;
/** Attach our glShader to a glProgram */
void attachShader(GLuint program) const;
/** Detach our glShader from a glProgram */
void detachShader(GLuint program) const;
protected: /*methods*/
~PerContextShader();
protected: /*data*/
/** Pointer to our parent osg::Shader */
const Shader* _shader;
/** Pointer to this context's extension functions. */
osg::ref_ptr<osg::GLExtensions> _extensions;
/** Handle to the actual glShader. */
GLuint _glShaderHandle;
/** Define string passed on to Shaders to help configure them.*/
std::string _defineStr;
/** Does our glShader need to be recompiled? */
bool _needsCompile;
/** Is our glShader successfully compiled? */
bool _isCompiled;
const unsigned int _contextID;
private:
PerContextShader(); // disallowed
PerContextShader(const PerContextShader&); // disallowed
PerContextShader& operator=(const PerContextShader&); // disallowed
};
struct OSG_EXPORT ShaderObjects : public osg::Referenced
{
typedef std::vector< osg::ref_ptr<PerContextShader> > PerContextShaders;
ShaderObjects(const Shader* shader, unsigned int contextID);
unsigned int _contextID;
const Shader* _shader;
mutable PerContextShaders _perContextShaders;
PerContextShader* getPCS(const std::string& defineStr) const;
PerContextShader* createPerContextShader(const std::string& defineStr);
void requestCompile();
};
PerContextShader* getPCS(osg::State& state) const;
protected: /*methods*/
virtual ~Shader();
friend class osg::Program;
bool addProgramRef( osg::Program* program );
bool removeProgramRef( osg::Program* program );
void _computeShaderDefines();
void _parseShaderDefines(const std::string& str, ShaderDefines& defines);
protected: /*data*/
Type _type;
std::string _shaderFileName;
std::string _shaderSource;
osg::ref_ptr<ShaderBinary> _shaderBinary;
CodeInjectionMap _codeInjectionMap;
// ShaderDefines variables
ShaderDefinesMode _shaderDefinesMode;
ShaderDefines _shaderDefines;
ShaderDefines _shaderRequirements;
/** osg::Programs that this osg::Shader is attached to */
typedef std::set< osg::Program* > ProgramSet;
ProgramSet _programSet;
mutable osg::buffered_value< osg::ref_ptr<ShaderObjects> > _pcsList;
private:
Shader& operator=(const Shader&); // disallowed
};
class OSG_EXPORT ShaderComponent : public osg::Object
{
public:
ShaderComponent();
ShaderComponent(const ShaderComponent& sc,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_Object(osg, ShaderComponent)
unsigned int addShader(osg::Shader* shader);
void removeShader(unsigned int i);
osg::Shader* getShader(unsigned int i) { return _shaders[i].get(); }
const osg::Shader* getShader(unsigned int i) const { return _shaders[i].get(); }
unsigned int getNumShaders() const { return static_cast<unsigned int>(_shaders.size()); }
virtual void compileGLObjects(State& state) const;
virtual void resizeGLObjectBuffers(unsigned int maxSize);
virtual void releaseGLObjects(State* state=0) const;
protected:
typedef std::vector< osg::ref_ptr<osg::Shader> > Shaders;
Shaders _shaders;
};
}
#endif