/usr/include/osgEarth/VirtualProgram is in libosgearth-dev 2.5.0+dfsg-8build1.
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/* 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
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