/usr/include/osgEarth/VirtualProgram is in libosgearth-dev 2.5.0+dfsg-2+b2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 | /* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2008-2013 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program 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. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#ifndef OSGEARTH_VIRTUAL_PROGRAM_H
#define OSGEARTH_VIRTUAL_PROGRAM_H 1
#include <osgEarth/Common>
#include <osgEarth/Revisioning>
#include <osgEarth/ThreadingUtils>
#include <osgEarth/ColorFilter>
#include <osg/Shader>
#include <osg/Program>
#include <osg/StateAttribute>
#include <string>
#include <map>
#ifdef OSG_GLES2_AVAILABLE
# define GLSL_VERSION_STR "100"
# define GLSL_DEFAULT_PRECISION_FLOAT "precision highp float;"
#else
# define GLSL_VERSION_STR "110"
# define GLSL_DEFAULT_PRECISION_FLOAT ""
#endif
namespace osgEarth
{
namespace ShaderComp
{
// User function injection points.
enum FunctionLocation
{
// vertex is in model space (equivalent to gl_Vertex).
LOCATION_VERTEX_MODEL = 0,
// vertex is in view(aka eye) coordinates, with the camera at 0,0,0
// looking down the -Z axis.
LOCATION_VERTEX_VIEW = 1,
// vertex is in post-perspective coordinates; [-w..w] along each axis
LOCATION_VERTEX_CLIP = 2,
// fragment is being colored.
LOCATION_FRAGMENT_COLORING = 3,
// fragment is being lit.
LOCATION_FRAGMENT_LIGHTING = 4
};
// set of user functions, ordered by priority.
typedef std::multimap<float, std::string> OrderedFunctionMap; // duplicate keys allowed
// user function sets, categorized by function location.
typedef std::map<FunctionLocation, OrderedFunctionMap> FunctionLocationMap;
}
/**
* VirtualProgram enables GLSL shader composition within osgEarth. It automatically
* assembles shader functions into a full shader program at run time. You can add
* or remove functions (injection points) at any time.
*
* Read about shader composition:
* http://docs.osgearth.org/en/latest/developer/shader_composition.html
*
* VirtualProgram (VP) is an osg::StateAttribute. But unlike most attributes, a VP
* will inherit properties from other VPs in the state stack.
*
* Though the code has evolved quite a bit, VirtualProgram was originally adapted
* from the VirtualProgram shader composition work done by Wojciech Lewandowski and
* found in OSG's osgvirtualprogram example.
*/
class OSGEARTH_EXPORT VirtualProgram : public osg::StateAttribute
{
public:
static const osg::StateAttribute::Type SA_TYPE;
/**
* Gets the VP on a stateset, creating and installing one if the stateset
* does not already have one. This is a convenient patternt to use, since
* the normal use-case is to add functions to an existing VP rather than
* to replace it entirely.
*/
static VirtualProgram* getOrCreate(osg::StateSet* on);
/**
* Gets the VP on a stateset, or NULL if one is not found.
*/
static VirtualProgram* get(osg::StateSet* on);
static const VirtualProgram* get(const osg::StateSet* on);
/**
* Clones the VP on a stateset, or creates a new one
*/
static VirtualProgram* cloneOrCreate(const osg::StateSet* src, osg::StateSet* dest);
public:
/**
* Adds a custom shader function to the program.
*
* Call this method (rather than setShader directly) to inject "user" functions into the
* shader program.
*
* name: Name of the function. This should be the actual function name in the shader source.
* source: The shader source code.
* location: Function location relative to the built-ins.
* priority: Lets you control the order of functions that you inject at the same location.
* The default priority is 1.0. Note that many of osgEarth's built-in shaders (like
* those that render the terrain) use priority 0.0 so that by default they run before
* user-injected functions.
*/
void setFunction(
const std::string& name,
const std::string& source,
ShaderComp::FunctionLocation loc,
float priority =1.0f );
/**
* Whether this VP should inherit shaders from parent state sets. This is
* the normal operation. You can set this to "false" to "reset" the VP.
*/
void setInheritShaders( bool value );
public:
/**
* Constructs a new VP
*/
VirtualProgram( unsigned int mask = 0xFFFFFFFFUL );
/**
* Copy constructor
*/
VirtualProgram( const VirtualProgram& VirtualProgram,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY );
META_StateAttribute( osgEarth, VirtualProgram, SA_TYPE);
/** dtor */
virtual ~VirtualProgram() { }
/**
* Compare this program against another (used for state-sorting)
* return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.
*/
virtual int compare(const 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;
/**
* Gets a shader by its ID.
*/
osg::Shader* getShader( const std::string& shaderID ) const;
/**
* Adds a shader to this VP's shader table.
*/
osg::Shader* setShader(
const std::string& shaderID,
osg::Shader* shader,
osg::StateAttribute::OverrideValue ov =osg::StateAttribute::ON );
osg::Shader* setShader(
osg::Shader* shader,
osg::StateAttribute::OverrideValue ov =osg::StateAttribute::ON );
/**
* Removes a shader from the local VP.
*/
void removeShader( const std::string& shaderID );
/** Add an attribute location binding. */
void addBindAttribLocation( const std::string& name, GLuint index );
/** Remove an attribute location binding. */
void removeBindAttribLocation( const std::string& name );
/** Gets a reference to the attribute bindings. */
typedef osg::Program::AttribBindingList AttribBindingList;
const AttribBindingList& getAttribBindingList() const { return _attribBindingList; }
/** Access to the property template. */
osg::Program* getTemplate() { return _template.get(); }
const osg::Program* getTemplate() const { return _template.get(); }
public: // StateAttribute
virtual void compileGLObjects(osg::State& state) const;
virtual void resizeGLObjectBuffers(unsigned maxSize);
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* pState) const;
public:
typedef std::vector< osg::ref_ptr<osg::Shader> > ShaderVector;
public:
typedef std::pair< osg::ref_ptr<osg::Shader>, osg::StateAttribute::OverrideValue > ShaderEntry;
typedef std::map< std::string, ShaderEntry > ShaderMap;
typedef std::map< ShaderVector, osg::ref_ptr<osg::Program> > ProgramMap;
typedef std::map< std::string, std::string > AttribAliasMap;
typedef std::pair< std::string, std::string > AttribAlias;
typedef std::vector< AttribAlias > AttribAliasVector;
public:
// thread-safe functions map getter
void getFunctions( ShaderComp::FunctionLocationMap& out ) const;
// thread-safe shader map getter
void getShaderMap( ShaderMap& out ) const;
protected:
// holds "template" data that should be installed in every auto-generated
// Program, like uniform buffer bindings, etc.
osg::ref_ptr<osg::Program> _template;
unsigned int _mask;
AttribBindingList _attribBindingList;
AttribAliasMap _attribAliases;
// holds the injection points the user has added to this VP.
// _dataModelMutex protects access to this member.
ShaderComp::FunctionLocationMap _functions;
// holds a map of each named shader installed in this VP.
// _dataModelMutex protects access to this member.
ShaderMap _shaderMap;
// protects access to the data members, which may be accessed by other VPs in the state stack.
mutable Threading::ReadWriteMutex _dataModelMutex;
// The program cache holds an osg::Program instance for each collection of shaders
// that comprises this VP. There can be multiple programs in the cache if the VP is
// shared in the scene graph.
mutable ProgramMap _programCache;
mutable Threading::ReadWriteMutex _programCacheMutex;
bool _inherit;
bool _inheritSet;
bool hasLocalFunctions() const;
void accumulateFunctions( const osg::State& state, ShaderComp::FunctionLocationMap& result ) const;
const AttribAliasMap& getAttribAliases() const { return _attribAliases; }
};
} // namespace osgEarth
#endif // OSGEARTH_VIRTUAL_PROGRAM_H
|