/usr/include/osg/Shader is in libopenscenegraph-3.4-dev 3.4.1+dfsg1-3.
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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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 | /* -*-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;
/** Mark internal glShader for deletion.
* Deletion requests are queued until they can be executed
* in the proper GL context. */
static void deleteGlShader(unsigned int contextID, GLuint shader);
/** flush all the cached glShaders which need to be deleted
* in the OpenGL context related to contextID.*/
static void flushDeletedGlShaders(unsigned int contextID,double currentTime, double& availableTime);
/** discard all the cached glShaders which need to be deleted in the OpenGL context related to contextID.
* Note, unlike flush no OpenGL calls are made, instead the handles are all removed.
* this call is useful for when an OpenGL context has been destroyed. */
static void discardDeletedGlShaders(unsigned int contextID);
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
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