/usr/include/SurgSim/Graphics/OsgProgram.h is in libopensurgsim-dev 0.7.0-5.
This file is owned by root:root, with mode 0o644.
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// Copyright 2013-2016, SimQuest Solutions Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef SURGSIM_GRAPHICS_OSGPROGRAM_H
#define SURGSIM_GRAPHICS_OSGPROGRAM_H
#include "SurgSim/Graphics/Program.h"
#include <osg/Program>
#include <osg/StateSet>
#include <string>
#include <memory>
#include <array>
namespace SurgSim
{
namespace Framework
{
class ApplicationData;
}
namespace Graphics
{
/// OSG-based implementation of a graphics shader.
///
/// Wraps an osg::Program which manages the geometry, vertex, and fragment shaders.
/// The osg::Program is added to the osg::StateSet of an osg::Node to use the shaders for the rendering of that
/// node's geometry.
class OsgProgram : public Program
{
public:
/// Constructor
/// \post No shader code is set, so the fixed-function pipeline is used.
OsgProgram();
bool hasVertexShader() const override;
void clearVertexShader() override;
bool loadVertexShader(const std::string& filePath) override;
void setVertexShaderSource(const std::string& source) override;
bool getVertexShaderSource(std::string* source) const override;
bool hasGeometryShader() const override;
void clearGeometryShader() override;
bool loadGeometryShader(const std::string& filePath) override;
void setGeometryShaderSource(const std::string& source) override;
bool getGeometryShaderSource(std::string* source) const override;
bool hasFragmentShader() const override;
void clearFragmentShader() override;
bool loadFragmentShader(const std::string& filePath) override;
void setFragmentShaderSource(const std::string& source) override;
bool getFragmentShaderSource(std::string* source) const override;
void setGlobalScope(bool val) override;
bool isGlobalScope() const override;
/// \return the OSG program attribute
osg::ref_ptr<osg::Program> getOsgProgram() const;
/// Adds this shader to the OSG state set
/// \param stateSet OSG state set
void addToStateSet(osg::StateSet* stateSet);
/// Removes this uniform from the OSG state set
/// \param stateSet OSG state set
void removeFromStateSet(osg::StateSet* stateSet);
private:
/// OSG program attribute
osg::ref_ptr<osg::Program> m_program;
// Type of shader, internal use only
enum ShaderType
{
SHADER_TYPE_VERTEX = 0,
SHADER_TYPE_FRAGMENT,
SHADER_TYPE_GEOMETRY,
SHADER_TYPE_COUNT
};
/// Storage of the osg objects
std::array<osg::ref_ptr<osg::Shader>, SHADER_TYPE_COUNT> m_osgShaders;
/// Check whether there is a shader in use for the given type
/// \param shaderType Type of the shader
/// \return true if the shader has been set, otherwise false.
bool hasShader(int shaderType) const;
/// Removes the geometry shader, returning that portion of the shader program to fixed-function.
/// \param shaderType Type of the shader
void clearShader(int shaderType);
/// Loads the shader source code from a file
/// \param filePath Path to file containing shader source code
/// \param shaderType Type of the shader
/// \return True if the source is successfully loaded, otherwise false.
bool loadShaderSource(const std::string& filePath, int shaderType);
/// Set the shader source code
/// \param source Shader source code
/// \param shaderType Type of the shader
virtual void setShaderSource(const std::string& source, int shaderType);
/// Gets the shader source code
/// \return Shader source code
virtual bool getShaderSource(int shaderType, std::string* source) const;
/// Fetches the appropriate shader if it exists, creates it otherwise
/// \param shaderType Type of the shader
/// \return the shader with the given type
osg::ref_ptr<osg::Shader> getOrCreateOsgShader(int shaderType);
/// Is the shader supposed to be used globally
bool m_globalScope;
};
/// Utility function, load a program from a set of shader files
/// \param data Application data object
/// \param name the base name of the shader files to be used '.vert' and '.frag' will be added automatically
/// \return a valid program if all the shaders are found, nullptr otherwise
std::shared_ptr<SurgSim::Graphics::OsgProgram> loadProgram(const SurgSim::Framework::ApplicationData& data,
const std::string& name);
/// Utility function, load a program from a set of shader files
/// \param data Application data object
/// \param vertexShaderName name of the vertex shader to be used
/// \param fragmentShaderName name of the fragment shader to be used
/// \return a valid program if all the shaders are found, nullptr otherwise
std::shared_ptr<SurgSim::Graphics::OsgProgram> loadProgram(const SurgSim::Framework::ApplicationData& data,
const std::string& vertexShaderName, const std::string& fragmentShaderName);
}; // namespace Graphics
}; // namespace SurgSim
#endif // SURGSIM_GRAPHICS_OSGPROGRAM_H
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