Removed osgGL2 from CVS, osgGL2 now can be found on the Community/NodeKits section on the OSG website.

This commit is contained in:
Robert Osfield
2005-04-15 08:35:06 +00:00
parent 678b22ce83
commit 0503712fe4
15 changed files with 7 additions and 2497 deletions

View File

@@ -1,16 +1,12 @@
################################################################
# Dependency library which have been installed on this system
# should we compile osgIntrospection?
COMPILE_INTROSPECTION = no
# should we compile any of the examples?
COMPILE_EXAMPLES ?= no
# should we compile the deprecated osgGL2 library.
COMPILE_osgGL2 ?= no
# follows are dependenices on the various plugins.
GDAL_INSTALLED ?= no

View File

@@ -19,15 +19,10 @@ SRC_DIRS = \
osgGA\
osgParticle\
osgText\
osgFX\
osgSim\
osgProducer
ifeq ($(COMPILE_osgGL2),yes)
SRC_DIRS += osgGL2
endif
SRC_DIRS += osgFX
ifeq ($(GDAL_INSTALLED),yes)
SRC_DIRS += osgTerrain
endif
@@ -243,10 +238,6 @@ EXAMPLE_DIRS = \
osgvolume\
osgwindows\
ifeq ($(COMPILE_osgGL2),yes)
EXAMPLE_DIRS += osgGL2Shaders
endif
ifeq ($(COMPILE_INTROSPECTION),yes)
EXAMPLE_DIRS += osgintrospection
endif

View File

@@ -78,27 +78,6 @@ Package=<4>
###############################################################################
Project: "Core osgGL2"=.\osgGL2\osgGL2.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name Core osg
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgUtil
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgDB
End Project Dependency
}}}
###############################################################################
Project: "Core osgFX"=.\osgFX\osgFX.dsp - Package Owner=<4>
Package=<5>

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@@ -1,142 +0,0 @@
# Microsoft Developer Studio Project File - Name="Core osgGL2" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=Core osgGL2 - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "osgGL2.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "osgGL2.mak" CFG="Core osgGL2 - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "Core osgGL2 - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "Core osgGL2 - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "Core osgGL2 - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "../../lib"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../lib"
# PROP Intermediate_Dir "Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
F90=df.exe
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GR /GX /O2 /I "../../include" /I "../../../OpenThreads/include" /I "../../../Producer/include" /I "../../../3rdParty/include" /D "NDEBUG" /D "_MBCS" /D "_USRDLL" /D "OSGGL2_LIBRARY" /D "WIN32" /D "_WINDOWS" /YX /FD /Zm200 /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x809 /d "NDEBUG"
# ADD RSC /l 0x809 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386
# ADD LINK32 OpenThreadsWin32.lib opengl32.lib glu32.lib /nologo /dll /pdb:none /machine:I386 /out:"../../bin/osgGL2.dll" /libpath:"../../lib" /libpath:"../../../OpenThreads/lib/win32" /libpath:"../../../Producer/lib" /libpath:"../../../3rdParty/lib"
!ELSEIF "$(CFG)" == "Core osgGL2 - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../../lib"
# PROP Intermediate_Dir "Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
F90=df.exe
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /vmg /vd0 /GR /GX /Zi /Od /I "../../include" /I "../../../OpenThreads/include" /I "../../../Producer/include" /I "../../../3rdParty/include" /D "OSGGL2_LIBRARY" /D "_WINDOWS" /D "WIN32" /D "_DEBUG" /YX /FD /GZ /Zm200 /c
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x809 /d "_DEBUG"
# ADD RSC /l 0x809 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
# ADD LINK32 OpenThreadsWin32d.lib opengl32.lib glu32.lib /nologo /dll /debug /machine:I386 /out:"../../bin/osgGL2d.dll" /pdbtype:sept /libpath:"../../lib" /libpath:"../../../OpenThreads/lib/win32" /libpath:"../../../Producer/lib" /libpath:"../../../3rdParty/lib"
# SUBTRACT LINK32 /pdb:none
!ENDIF
# Begin Target
# Name "Core osgGL2 - Win32 Release"
# Name "Core osgGL2 - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\src\osgGL2\Extensions.cpp
# End Source File
# Begin Source File
SOURCE=..\..\src\osgGL2\ProgramObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\src\osgGL2\UniformValue.cpp
# End Source File
# Begin Source File
SOURCE=..\..\src\osgGL2\Version.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter ";h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\include\osgGL2\Export
# End Source File
# Begin Source File
SOURCE=..\..\include\osgGL2\Extensions
# End Source File
# Begin Source File
SOURCE=..\..\include\osgGL2\ProgramObject
# End Source File
# Begin Source File
SOURCE=..\..\include\osgGL2\UniformValue
# End Source File
# Begin Source File
SOURCE=..\..\include\osgGL2\Version
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project

View File

@@ -158,17 +158,16 @@ class OSG_EXPORT StateAttribute : public Object
VERTEXPROGRAM,
FRAGMENTPROGRAM,
POINTSPRITE,
/// osgGL2 namespace
PROGRAMOBJECT,
/// core GLSL support
PROGRAM,
/// osgFX namespace
VALIDATOR,
VIEWMATRIXEXTRACTOR,
// osgNV namespace
/// osgNV namespace
OSGNV_PARAMETER_BLOCK,
// osgNVExt namespace
@@ -176,17 +175,15 @@ class OSG_EXPORT StateAttribute : public Object
OSGNVEXT_VERTEX_PROGRAM,
OSGNVEXT_REGISTER_COMBINERS,
// osgNVCg namespace
/// osgNVCg namespace
OSGNVCG_PROGRAM,
// osgNVSlang namespace
OSGNVSLANG_PROGRAM,
// osgNVParse
OSGNVPARSE_PROGRAM_PARSER,
OSGNVPARSE_PROGRAM_PARSER
/// core GLSL support
PROGRAM
};
/** Simple pairing between an attribute type and the member within that attribute type group.*/

View File

@@ -1,54 +0,0 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGGL2_EXPORT_
#define OSGGL2_EXPORT_ 1
#if defined(WIN32) && !(defined(__CYGWIN__) || defined(__MINGW32__))
#pragma warning( disable : 4244 )
#pragma warning( disable : 4251 )
#pragma warning( disable : 4275 )
#pragma warning( disable : 4786 )
#pragma warning( disable : 4290 )
#pragma warning( disable : 4305 )
#endif
#if defined(_MSC_VER) || defined(__CYGWIN__) || defined(__MINGW32__) || defined( __BCPLUSPLUS__) || defined( __MWERKS__)
# ifdef OSGGL2_LIBRARY
# define OSGGL2_EXPORT __declspec(dllexport)
# else
# define OSGGL2_EXPORT __declspec(dllimport)
# endif
#else
# define OSGGL2_EXPORT
#endif
/* Define NULL pointer value */
#ifndef NULL
#ifdef __cplusplus
#define NULL 0
#else
#define NULL ((void *)0)
#endif
#endif
/**
\namespace osgGL2
The osgGL2 is a NodeKit library that extends the core scene graph to support OpenGL Shader Language.
*/
#endif /* OSGGL2_EXPORT_ */

View File

@@ -1,272 +0,0 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
* Copyright (C) 2003-2004 3Dlabs Inc. Ltd.
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial
* 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/osgGL2/Extensions
* author: Mike Weiblen 2004-07-06
* modifications: Bob Kuehne 2004-06-03
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
* See also:
* http://oss.sgi.com/projects/ogl-sample/registry/ARB/fragment_shader.txt
* http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_shader.txt
* http://oss.sgi.com/projects/ogl-sample/registry/ARB/shader_objects.txt
* http://oss.sgi.com/projects/ogl-sample/registry/ARB/shading_language_100.txt
*/
#ifndef OSGGL2_EXTENSIONS
#define OSGGL2_EXTENSIONS 1
#include <osg/Referenced>
#include <osg/GL>
#include <osgGL2/Export>
///////////////////////////////////////////////////////////////////////////
// If not defined by the OpenGL headers, use #defines from the glext.h
// header available from http://oss.sgi.com/projects/ogl-sample/registry/
// These enums were copied verbatim from:
// glext.h, updated 2004/6/22, GL_GLEXT_VERSION 23
#ifndef GL_ARB_vertex_program
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625
#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626
#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643
#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
#endif
#ifndef GL_ARB_fragment_program
#define GL_MAX_TEXTURE_COORDS_ARB 0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872
#endif
#ifndef GL_ARB_shader_objects
#define GL_PROGRAM_OBJECT_ARB 0x8B40
#define GL_SHADER_OBJECT_ARB 0x8B48
#define GL_OBJECT_TYPE_ARB 0x8B4E
#define GL_OBJECT_SUBTYPE_ARB 0x8B4F
#define GL_FLOAT_VEC2_ARB 0x8B50
#define GL_FLOAT_VEC3_ARB 0x8B51
#define GL_FLOAT_VEC4_ARB 0x8B52
#define GL_INT_VEC2_ARB 0x8B53
#define GL_INT_VEC3_ARB 0x8B54
#define GL_INT_VEC4_ARB 0x8B55
#define GL_BOOL_ARB 0x8B56
#define GL_BOOL_VEC2_ARB 0x8B57
#define GL_BOOL_VEC3_ARB 0x8B58
#define GL_BOOL_VEC4_ARB 0x8B59
#define GL_FLOAT_MAT2_ARB 0x8B5A
#define GL_FLOAT_MAT3_ARB 0x8B5B
#define GL_FLOAT_MAT4_ARB 0x8B5C
#define GL_SAMPLER_1D_ARB 0x8B5D
#define GL_SAMPLER_2D_ARB 0x8B5E
#define GL_SAMPLER_3D_ARB 0x8B5F
#define GL_SAMPLER_CUBE_ARB 0x8B60
#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61
#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62
#define GL_SAMPLER_2D_RECT_ARB 0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64
#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80
#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81
#define GL_OBJECT_LINK_STATUS_ARB 0x8B82
#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83
#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84
#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85
#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86
#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
#endif
#ifndef GL_ARB_vertex_shader
#define GL_VERTEX_SHADER_ARB 0x8B31
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89
#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
#endif
#ifndef GL_ARB_fragment_shader
#define GL_FRAGMENT_SHADER_ARB 0x8B30
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B
#endif
#ifndef GL_ARB_shading_language_100
#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C
#endif
#ifndef GL_ARB_shader_objects
/* GL types for handling shader object handles and characters */
typedef char GLcharARB; /* native character */
typedef unsigned int GLhandleARB; /* shader object handle */
#endif
///////////////////////////////////////////////////////////////////////////
namespace osgGL2 {
/** Extensions class which encapsulates the querying of extensions and
* associated function pointers, and provide convenience wrappers to
* check for the extensions or use the associated functions.*/
class OSGGL2_EXPORT Extensions : public osg::Referenced
{
public:
Extensions();
Extensions(const Extensions& rhs);
void lowestCommonDenominator(const Extensions& rhs);
void setupGLExtensions();
/** are all the extensions required for GLSL supported? */
bool isGlslSupported() const { return ( _isShaderObjectsSupported &&
_isVertexShaderSupported &&
_isFragmentShaderSupported ); }
void setShaderObjectsSupported(bool flag) { _isShaderObjectsSupported = flag; }
bool isShaderObjectsSupported() const { return _isShaderObjectsSupported; }
void setVertexShaderSupported(bool flag) { _isVertexShaderSupported = flag; }
bool isVertexShaderSupported() const { return _isVertexShaderSupported; }
void setFragmentShaderSupported(bool flag) { _isFragmentShaderSupported = flag; }
bool isFragmentShaderSupported() const { return _isFragmentShaderSupported; }
void setLanguage100Supported(bool flag) { _isLanguage100Supported = flag; }
bool isLanguage100Supported() const { return _isLanguage100Supported; }
float getLanguageVersion() const { return _languageVersion; }
/** Function to call to get the extension of a specified context.
* If the Exentsion object for that context has not yet been created then
* and the 'createIfNotInitalized' flag been set to false then returns NULL.
* If 'createIfNotInitalized' is true then the Extensions object is
* automatically created. However, in this case the extension object
* only be created with the graphics context associated with ContextID..*/
static Extensions* Get(unsigned int contextID,bool createIfNotInitalized);
/** allows users to override the extensions across graphics contexts.
* typically used when you have different extensions supported across graphics pipes
* but need to ensure that they all use the same low common denominator extensions.*/
static void Set(unsigned int contextID,Extensions* extensions);
GLhandleARB glCreateShaderObject(GLenum shaderType) const;
GLhandleARB glCreateProgramObject() const;
void glDeleteObject(GLhandleARB obj) const;
void glAttachObject(GLhandleARB containerObj, GLhandleARB obj) const;
void glDetachObject(GLhandleARB containerObj, GLhandleARB attachedObj) const;
void glShaderSource(GLhandleARB shaderObj, GLsizei count, const GLcharARB **strings, const GLint *length) const;
void glCompileShader(GLhandleARB shaderObj) const;
void glBindAttribLocation(GLhandleARB programObj, GLuint index, const GLcharARB *name) const;
void glLinkProgram(GLhandleARB programObj) const;
void glUseProgramObject(GLhandleARB programObj) const;
void glGetInfoLog(GLhandleARB obj,GLsizei maxLength, GLsizei *length, GLcharARB *infoLog) const;
void glGetAttachedObjects(GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj) const;
void glGetShaderSource(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source) const;
void glUniform1f(GLint location, GLfloat v0) const;
void glUniform2f(GLint location, GLfloat v0, GLfloat v1) const;
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) const;
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const;
void glUniform1i(GLint location, GLint v0) const;
void glUniform2i(GLint location, GLint v0, GLint v1) const;
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const;
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const;
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform1iv(GLint location, GLsizei count, const GLint *value) const;
void glUniform2iv(GLint location, GLsizei count, const GLint *value) const;
void glUniform3iv(GLint location, GLsizei count, const GLint *value) const;
void glUniform4iv(GLint location, GLsizei count, const GLint *value) const;
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
GLint glGetUniformLocation(GLhandleARB programObject, const GLcharARB *name) const;
GLint glGetAttribLocation(GLhandleARB programObj, const GLcharARB *name) const;
void glGetActiveUniform(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLint *type, GLcharARB *name) const;
void glGetActiveAttribs(GLhandleARB programObj, GLint *count, const GLint **size, const GLenum **type, const GLcharARB* const **attributes) const;
void glGetUniformfv(GLhandleARB programObj, GLint location, GLfloat *params) const;
void glGetUniformiv(GLhandleARB programObj, GLint location, GLint *params) const;
void glGetObjectParameterfv(GLhandleARB obj, GLenum pname, GLfloat *params) const;
void glGetObjectParameteriv(GLhandleARB obj, GLenum pname, GLint *params) const;
GLhandleARB glGetHandle(GLenum pname) const;
protected:
~Extensions() {}
bool _isShaderObjectsSupported;
bool _isVertexShaderSupported;
bool _isFragmentShaderSupported;
bool _isLanguage100Supported;
float _languageVersion;
void* _glCreateShaderObject;
void* _glCreateProgramObject;
void* _glDeleteObject;
void* _glAttachObject;
void* _glDetachObject;
void* _glShaderSource;
void* _glCompileShader;
void* _glBindAttribLocation;
void* _glLinkProgram;
void* _glUseProgramObject;
void* _glGetInfoLog;
void* _glGetAttachedObjects;
void* _glGetShaderSource;
void* _glUniform1f;
void* _glUniform2f;
void* _glUniform3f;
void* _glUniform4f;
void* _glUniform1i;
void* _glUniform2i;
void* _glUniform3i;
void* _glUniform4i;
void* _glUniform1fv;
void* _glUniform2fv;
void* _glUniform3fv;
void* _glUniform4fv;
void* _glUniform1iv;
void* _glUniform2iv;
void* _glUniform3iv;
void* _glUniform4iv;
void* _glUniformMatrix2fv;
void* _glUniformMatrix3fv;
void* _glUniformMatrix4fv;
void* _glGetUniformLocation;
void* _glGetAttribLocation;
void* _glGetActiveUniform;
void* _glGetActiveAttribs;
void* _glGetUniformfv;
void* _glGetUniformiv;
void* _glGetObjectParameterfv;
void* _glGetObjectParameteriv;
void* _glGetHandle;
};
}
#endif

View File

@@ -1,296 +0,0 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
* Copyright (C) 2003-2004 3Dlabs Inc. Ltd.
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial
* 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/osgGL2/ProgramObject
* author: Mike Weiblen 2004-11-09
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#ifndef OSGGL2_PROGRAMOBJECT
#define OSGGL2_PROGRAMOBJECT 1
#include <osg/State>
#include <osg/StateAttribute>
#include <osg/buffered_value>
#include <osg/ref_ptr>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osgGL2/Export>
#include <osgGL2/Extensions>
#include <osgGL2/UniformValue>
#include <string>
#include <vector>
namespace osgGL2 {
class ProgramObject;
typedef osg::ref_ptr<ProgramObject> ProgramObjectPtr;
class ShaderObject;
typedef osg::ref_ptr<ShaderObject> ShaderObjectPtr;
///////////////////////////////////////////////////////////////////////////
/** osgGL2::ProgramObject is an application-level abstraction of the OpenGL Shading Language glProgramObject.
* It is an osg::StateAttribute that, when applied, will install an OGLSL
* shader program for subsequent rendering.
* osgGL2::ShaderObjects containing the actual shader source code are
* attached to the ProgramObject, which will then manage the compilation,
* linking, and installation of the GL shader program.
* ProgramObject will automatically manage per-context instancing of the
* internal objects, if that is necessary for a particular display
* configuration.
*/
class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
{
public:
ProgramObject();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
ProgramObject(const ProgramObject& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_StateAttribute(osgGL2, ProgramObject, PROGRAMOBJECT);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const osg::StateAttribute& sa) const;
/** If enabled, install our shader program in the GL pipeline,
* performing any shader program rebuild operations that might
* be pending. */
virtual void apply(osg::State& state) const;
virtual void compileGLObjects(osg::State& state) const;
/** release an OpenGL objects in specified graphics context if State
object is passed, otherwise release OpenGL objexts for all graphics context if
State object pointer NULL.*/
virtual void releaseGLObjects(osg::State* state=0) const;
// data access methods.
/** Mark us as "dirty" and in need of relinking. */
void dirtyProgramObject();
/** Mark our attached ShaderObjects as "dirty" and in need of
* recompilation. */
void dirtyShaderObjects();
/** An override to control whether the shader program will
* actually be installed when OSG attempts to apply() */
void enable( bool enabled ) { _enabled = enabled; }
/** Attach a ShaderObject to this ProgramObject */
void addShader( ShaderObject* shadObj );
/** Assign a value to a ProgramObject's uniform variable */
void setUniform( const char* uniformName, int value );
void setUniform( const char* uniformName, float value );
void setUniform( const char* uniformName, osg::Vec2 value );
void setUniform( const char* uniformName, osg::Vec3 value );
void setUniform( const char* uniformName, osg::Vec4 value );
inline void setSampler( const char* uniformName, int value )
{
// emphatic alias for setUniform(int)
setUniform( uniformName, static_cast<int>(value) );
}
/** Mark internal GL objects for deletion.
* Deletion requests are queued until they can be executed
* in the proper GL context. */
static void deleteObject(unsigned int contextID, GLhandleARB handle);
/** flush all the cached glProgramObjects which need to be deleted
* in the OpenGL context related to contextID.*/
static void flushDeletedGL2Objects(unsigned int contextID,double currentTime, double& availableTime);
protected:
/** PCPO is an OSG-internal encapsulation of glProgramObjects per-GL context. */
class PerContextProgObj : public osg::Referenced
{
public:
PerContextProgObj(const ProgramObject* progObj, unsigned int contextID);
PerContextProgObj(const PerContextProgObj& rhs);
GLhandleARB& getHandle() {return _glProgObjHandle;}
bool isDirty() const {return _dirty;}
void markAsDirty() {_dirty = true; }
void build();
void use() const;
/** Add a list of UniformValues to our per-context queue */
void updateUniforms( const UniformValueList& univalList );
/** Apply our queue of pending UniformValue updates to the glProgramObjects */
void applyUniformValues();
protected: /*methods*/
PerContextProgObj();
~PerContextProgObj();
protected: /*data*/
/** Pointer to our parent ProgramObject */
const ProgramObject* _progObj;
/** Pointer to this context's extension functions */
osg::ref_ptr<Extensions> _extensions;
/** Handle to the actual glProgramObject */
GLhandleARB _glProgObjHandle;
/** Do we need to be linked? */
bool _dirty;
/** Queue of UniformValues awaiting assignment */
UniformValueList _univalList;
const unsigned int _contextID;
};
protected: /*methods*/
virtual ~ProgramObject();
/** Get the PCPO for a particular GL context */
PerContextProgObj* getPCPO(unsigned int contextID) const;
/** Per frame, copy the list of pending UniformValue updates to
* each of the PCPOs. */
void updateUniforms( int frameNumber ) const;
protected: /*data*/
bool _enabled;
typedef std::vector< ShaderObjectPtr > ShaderObjectList;
ShaderObjectList _shaderObjectList;
mutable osg::buffered_value< osg::ref_ptr<PerContextProgObj> > _pcpoList;
mutable int _frameNumberOfLastPCPOUpdate;
mutable UniformValueList _univalList;
private:
const ProgramObject& operator=(const ProgramObject&);
};
///////////////////////////////////////////////////////////////////////////
/** osgGL2::ShaderObject is an application-level abstraction of the OpenGL Shading Language glShaderObject.
* It is a container to load the shader source code text and manage its
* compilation.
* A ShaderObject may be attached to more than one osgGL2::ProgramObject.
* ShaderObject will automatically manage per-context instancing of the
* internal objects, if that is necessary for a particular display
* configuration.
*/
class OSGGL2_EXPORT ShaderObject : public osg::Object
{
public:
enum Type {
VERTEX = GL_VERTEX_SHADER_ARB,
FRAGMENT = GL_FRAGMENT_SHADER_ARB,
UNKNOWN = -1
};
ShaderObject();
ShaderObject(Type type);
ShaderObject(Type type, const char* sourceText);
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
ShaderObject(const ShaderObject& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgGL2, ShaderObject);
int compare(const ShaderObject& sa) const;
// data access methods.
/** Load the ShaderObject's source code text from a string. */
void setShaderSource( const char* sourceText );
/** Retreive the source code text */
inline const std::string& getShaderSource() const {return _shaderSource; }
/** Load the ShaderObject's source code text from a file. */
bool loadShaderSourceFromFile( const char* fileName );
/** Get the ShaderObject type as an enum. */
inline Type getType() const { return _type; }
/** Get the ShaderObject type as a descriptive string. */
const char* getTypename() const;
/** Mark us as "dirty" and in need of recompilation */
void dirtyShaderObject();
/** Perform a recompilation of all our PCSOs */
void build(unsigned int contextID) const;
/** For a given GL context, attach a glShaderObject to a glProgramObject */
void attach(unsigned int contextID, GLhandleARB progObj) const;
protected:
/** PCSO is an OSG-internal encapsulation of glShaderObjects per-GL context. */
class PerContextShaderObj : public osg::Referenced
{
public:
PerContextShaderObj(const ShaderObject* shadObj, unsigned int contextID);
PerContextShaderObj(const PerContextShaderObj& rhs);
GLhandleARB& getHandle() {return _glShaderObjHandle;}
bool isDirty() const {return _dirty;}
void markAsDirty() {_dirty = true; }
void build();
/** Attach our glShaderObject to a glProgramObject */
void attach(GLhandleARB progObj) const;
protected: /*methods*/
PerContextShaderObj();
~PerContextShaderObj();
protected: /*data*/
/** Pointer to our parent ShaderObject */
const ShaderObject* _shadObj;
/** Pointer to this context's extension functions. */
osg::ref_ptr<Extensions> _extensions;
/** Handle to the actual glShaderObject. */
GLhandleARB _glShaderObjHandle;
/** Do we need to be recompiled? */
bool _dirty;
const unsigned int _contextID;
};
protected: /*methods*/
virtual ~ShaderObject();
PerContextShaderObj* getPCSO(unsigned int contextID) const;
friend void ProgramObject::addShader( ShaderObject* shadObj ); // to access addProgObjRef()
void addProgObjRef( ProgramObject* progObj );
protected: /*data*/
Type _type;
std::string _shaderSource;
std::vector< ProgramObjectPtr > _programObjectList;
mutable osg::buffered_value< osg::ref_ptr<PerContextShaderObj> > _pcsoList;
private:
const ShaderObject& operator=(const ShaderObject&);
};
}
#endif
/*EOF*/

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@@ -1,114 +0,0 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
* Copyright (C) 2003 3Dlabs Inc. Ltd.
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial
* 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/osgGL2/UniformValue
* author: Mike Weiblen 2003-12-28
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#ifndef OSGGL2_UNIFORMVALUE
#define OSGGL2_UNIFORMVALUE 1
#include <vector>
#include <typeinfo>
#include <osg/ref_ptr>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Referenced>
#include <osgGL2/Extensions>
namespace osgGL2 {
///////////////////////////////////////////////////////////////////////////
/** osgGL2::UniformValue is for internal use by osgGL2::ProgramObject.
* UniformValue is an abstract class to encapsulate a new value for a glUniform.
* osgGL2::ProgramObject.setUniform() constructs and sends a UniformValue
* to all its PerContextProgramObjects (PCPOs) to set the value of a
* glUniform.
* The value contained in each UniformValue value is propagated to the
* glProgramObjects during the next osgGL2::ProgramObject.apply().
*/
class OSGGL2_EXPORT UniformValue : public osg::Referenced
{
public:
virtual void apply( Extensions *ext, const GLhandleARB progObj ) const = 0;
virtual int compare(const UniformValue& uv) const;
protected:
UniformValue( const char* uniformName ) : _name( uniformName ) {};
virtual ~UniformValue() {};
UniformValue();
UniformValue(const UniformValue&);
UniformValue& operator=(const UniformValue&);
int getLocation( Extensions *ext, const GLhandleARB progObj ) const;
std::string _name;
};
typedef std::vector< osg::ref_ptr<UniformValue> > UniformValueList;
///////////////////////////////////////////////////////////////////////////
/** UniformValueTemplate creates the concrete classes for each of the
* uniform value types */
template<typename T>
class UniformValueTemplate: public UniformValue
{
public:
UniformValueTemplate( const char* uniformName, T value ) :
UniformValue( uniformName ), _value( value ) {}
virtual void apply( Extensions *ext, const GLhandleARB progObj ) const;
virtual int compare(const UniformValue& uv) const
{
if (this==&uv) return 0;
const std::type_info* type_lhs = &typeid(*this);
const std::type_info* type_rhs = &typeid(uv);
if (type_lhs->before(*type_rhs)) return -1;
if (*type_lhs != *type_rhs) return 1;
const UniformValueTemplate& rhs = static_cast<const UniformValueTemplate&>(uv);
if (_name<rhs._name) return -1;
if (rhs._name<_name) return 1;
if (_value<rhs._value) return -1;
if (rhs._value<_value) return 1;
return 0;
}
protected:
UniformValueTemplate();
const T _value;
};
typedef UniformValueTemplate<int> UniformValue_int;
typedef UniformValueTemplate<float> UniformValue_float;
typedef UniformValueTemplate<osg::Vec2> UniformValue_Vec2;
typedef UniformValueTemplate<osg::Vec3> UniformValue_Vec3;
typedef UniformValueTemplate<osg::Vec4> UniformValue_Vec4;
}
#endif
/*EOF*/

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@@ -1,49 +0,0 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGGL2_VERSION
#define OSGGL2_VERSION 1
#include <osgGL2/Export>
extern "C" {
/*
* osgGL2GetVersion() returns the library version number.
* Numbering convention : OpenSceneGraph-GL2-0.1 will return 0.1 from osgGL2getVersion.
*
* This C function can be also used to check for the existence of the OpenSceneGraph
* library using autoconf and its m4 macro AC_CHECK_LIB.
*
* Here is the code to add to your configure.in:
\verbatim
#
# Check for the OpenSceneGraph-GL2 library
#
AC_CHECK_LIB(osg, osgGL2GetVersion, ,
[AC_MSG_ERROR(OpenSceneGraph library not found. See http://www.openscenegraph.org)],)
\endverbatim
*/
extern OSGGL2_EXPORT const char* osgGL2GetVersion();
/*
* osgGL2GetLibraryName() returns the library name in human friendly form.
*/
extern OSGGL2_EXPORT const char* osgGL2GetLibraryName();
}
#endif

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@@ -1,767 +0,0 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
* Copyright (C) 2003-2004 3Dlabs Inc. Ltd.
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial
* 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: src/osgGL2/Extensions.cpp
* author: Mike Weiblen 2004-07-08
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#include <osg/Notify>
#include <osg/GLExtensions>
#include <osg/buffered_value>
#include <osg/ref_ptr>
#include <osgGL2/Extensions>
using namespace osgGL2;
Extensions::Extensions()
{
setupGLExtensions();
}
Extensions::Extensions(const Extensions& rhs) : osg::Referenced()
{
_isShaderObjectsSupported = rhs._isShaderObjectsSupported;
_isVertexShaderSupported = rhs._isVertexShaderSupported;
_isFragmentShaderSupported = rhs._isFragmentShaderSupported;
_isLanguage100Supported = rhs._isLanguage100Supported;
_languageVersion = rhs._languageVersion;
_glCreateShaderObject = rhs._glCreateShaderObject;
_glCreateProgramObject = rhs._glCreateProgramObject;
_glDeleteObject = rhs._glDeleteObject;
_glAttachObject = rhs._glAttachObject;
_glDetachObject = rhs._glDetachObject;
_glShaderSource = rhs._glShaderSource;
_glCompileShader = rhs._glCompileShader;
_glBindAttribLocation = rhs._glBindAttribLocation;
_glLinkProgram = rhs._glLinkProgram;
_glUseProgramObject = rhs._glUseProgramObject;
_glGetInfoLog = rhs._glGetInfoLog;
_glGetAttachedObjects = rhs._glGetAttachedObjects;
_glGetShaderSource = rhs._glGetShaderSource;
_glUniform1f = rhs._glUniform1f;
_glUniform2f = rhs._glUniform2f;
_glUniform3f = rhs._glUniform3f;
_glUniform4f = rhs._glUniform4f;
_glUniform1i = rhs._glUniform1i;
_glUniform2i = rhs._glUniform2i;
_glUniform3i = rhs._glUniform3i;
_glUniform4i = rhs._glUniform4i;
_glUniform1fv = rhs._glUniform1fv;
_glUniform2fv = rhs._glUniform2fv;
_glUniform3fv = rhs._glUniform3fv;
_glUniform4fv = rhs._glUniform4fv;
_glUniform1iv = rhs._glUniform1iv;
_glUniform2iv = rhs._glUniform2iv;
_glUniform3iv = rhs._glUniform3iv;
_glUniform4iv = rhs._glUniform4iv;
_glUniformMatrix2fv = rhs._glUniformMatrix2fv;
_glUniformMatrix3fv = rhs._glUniformMatrix3fv;
_glUniformMatrix4fv = rhs._glUniformMatrix4fv;
_glGetUniformLocation = rhs._glGetUniformLocation;
_glGetAttribLocation = rhs._glGetAttribLocation;
_glGetActiveUniform = rhs._glGetActiveUniform;
_glGetActiveAttribs = rhs._glGetActiveAttribs;
_glGetUniformfv = rhs._glGetUniformfv;
_glGetUniformiv = rhs._glGetUniformiv;
_glGetObjectParameterfv = rhs._glGetObjectParameterfv;
_glGetObjectParameteriv = rhs._glGetObjectParameteriv;
_glGetHandle = rhs._glGetHandle;
}
void Extensions::lowestCommonDenominator(const Extensions& rhs)
{
if (!rhs._isShaderObjectsSupported) _isShaderObjectsSupported = false;
if (!rhs._isVertexShaderSupported) _isVertexShaderSupported = false;
if (!rhs._isFragmentShaderSupported) _isFragmentShaderSupported = false;
if (!rhs._isLanguage100Supported) _isLanguage100Supported = false;
if (rhs._languageVersion < _languageVersion) _languageVersion = rhs._languageVersion;
if (!rhs._glCreateShaderObject) _glCreateShaderObject = 0;
if (!rhs._glCreateProgramObject) _glCreateProgramObject = 0;
if (!rhs._glDeleteObject) _glDeleteObject = 0;
if (!rhs._glAttachObject) _glAttachObject = 0;
if (!rhs._glDetachObject) _glDetachObject = 0;
if (!rhs._glShaderSource) _glShaderSource = 0;
if (!rhs._glCompileShader) _glCompileShader = 0;
if (!rhs._glBindAttribLocation) _glBindAttribLocation = 0;
if (!rhs._glLinkProgram) _glLinkProgram = 0;
if (!rhs._glUseProgramObject) _glUseProgramObject = 0;
if (!rhs._glGetInfoLog) _glGetInfoLog = 0;
if (!rhs._glGetAttachedObjects) _glGetAttachedObjects = 0;
if (!rhs._glGetShaderSource) _glGetShaderSource = 0;
if (!rhs._glUniform1f) _glUniform1f = 0;
if (!rhs._glUniform2f) _glUniform2f = 0;
if (!rhs._glUniform3f) _glUniform3f = 0;
if (!rhs._glUniform4f) _glUniform4f = 0;
if (!rhs._glUniform1i) _glUniform1i = 0;
if (!rhs._glUniform2i) _glUniform2i = 0;
if (!rhs._glUniform3i) _glUniform3i = 0;
if (!rhs._glUniform4i) _glUniform4i = 0;
if (!rhs._glUniform1fv) _glUniform1fv = 0;
if (!rhs._glUniform2fv) _glUniform2fv = 0;
if (!rhs._glUniform3fv) _glUniform3fv = 0;
if (!rhs._glUniform4fv) _glUniform4fv = 0;
if (!rhs._glUniform1iv) _glUniform1iv = 0;
if (!rhs._glUniform2iv) _glUniform2iv = 0;
if (!rhs._glUniform3iv) _glUniform3iv = 0;
if (!rhs._glUniform4iv) _glUniform4iv = 0;
if (!rhs._glUniformMatrix2fv) _glUniformMatrix2fv = 0;
if (!rhs._glUniformMatrix3fv) _glUniformMatrix3fv = 0;
if (!rhs._glUniformMatrix4fv) _glUniformMatrix4fv = 0;
if (!rhs._glGetUniformLocation) _glGetUniformLocation = 0;
if (!rhs._glGetAttribLocation) _glGetAttribLocation = 0;
if (!rhs._glGetActiveUniform) _glGetActiveUniform = 0;
if (!rhs._glGetActiveAttribs) _glGetActiveAttribs = 0;
if (!rhs._glGetUniformfv) _glGetUniformfv = 0;
if (!rhs._glGetUniformiv) _glGetUniformiv = 0;
if (!rhs._glGetObjectParameterfv) _glGetObjectParameterfv = 0;
if (!rhs._glGetObjectParameteriv) _glGetObjectParameteriv = 0;
if (!rhs._glGetHandle) _glGetHandle = 0;
}
void Extensions::setupGLExtensions()
{
_isShaderObjectsSupported = osg::isGLExtensionSupported("GL_ARB_shader_objects");
_isVertexShaderSupported = osg::isGLExtensionSupported("GL_ARB_vertex_shader");
_isFragmentShaderSupported = osg::isGLExtensionSupported("GL_ARB_fragment_shader");
_isLanguage100Supported = osg::isGLExtensionSupported("GL_ARB_shading_language_100");
_languageVersion = 0.0f;
if( _isLanguage100Supported )
{
// If glGetString raises an error, assume initial release "1.00"
glGetError(); // reset error flag
const char* langVerStr = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
const GLenum errorNum = glGetError();
if( (errorNum != GL_NO_ERROR) || (langVerStr == 0) )
{
langVerStr = "1.00 (default)";
}
osg::notify(osg::INFO) << "GL_SHADING_LANGUAGE_VERSION_ARB: \"" << langVerStr << "\"" << std::endl;
// TODO verify this parser is sufficiently robust
_languageVersion = atof( langVerStr );
}
osg::notify(osg::INFO) << "GLSL language version = " << _languageVersion << std::endl;
_glCreateShaderObject = osg::getGLExtensionFuncPtr("glCreateShaderObjectARB");
_glCreateProgramObject = osg::getGLExtensionFuncPtr("glCreateProgramObjectARB");
_glDeleteObject = osg::getGLExtensionFuncPtr("glDeleteObjectARB");
_glAttachObject = osg::getGLExtensionFuncPtr("glAttachObjectARB");
_glDetachObject = osg::getGLExtensionFuncPtr("glDetachObjectARB");
_glShaderSource = osg::getGLExtensionFuncPtr("glShaderSourceARB");
_glCompileShader = osg::getGLExtensionFuncPtr("glCompileShaderARB");
_glBindAttribLocation = osg::getGLExtensionFuncPtr("glBindAttribLocationARB");
_glLinkProgram = osg::getGLExtensionFuncPtr("glLinkProgramARB");
_glUseProgramObject = osg::getGLExtensionFuncPtr("glUseProgramObjectARB");
_glGetInfoLog = osg::getGLExtensionFuncPtr("glGetInfoLogARB");
_glGetAttachedObjects = osg::getGLExtensionFuncPtr("glGetAttachedObjectsARB");
_glGetShaderSource = osg::getGLExtensionFuncPtr("glGetShaderSourceARB");
_glUniform1f = osg::getGLExtensionFuncPtr("glUniform1fARB");
_glUniform2f = osg::getGLExtensionFuncPtr("glUniform2fARB");
_glUniform3f = osg::getGLExtensionFuncPtr("glUniform3fARB");
_glUniform4f = osg::getGLExtensionFuncPtr("glUniform4fARB");
_glUniform1i = osg::getGLExtensionFuncPtr("glUniform1iARB");
_glUniform2i = osg::getGLExtensionFuncPtr("glUniform2iARB");
_glUniform3i = osg::getGLExtensionFuncPtr("glUniform3iARB");
_glUniform4i = osg::getGLExtensionFuncPtr("glUniform4iARB");
_glUniform1fv = osg::getGLExtensionFuncPtr("glUniform1fvARB");
_glUniform2fv = osg::getGLExtensionFuncPtr("glUniform2fvARB");
_glUniform3fv = osg::getGLExtensionFuncPtr("glUniform3fvARB");
_glUniform4fv = osg::getGLExtensionFuncPtr("glUniform4fvARB");
_glUniform1iv = osg::getGLExtensionFuncPtr("glUniform1ivARB");
_glUniform2iv = osg::getGLExtensionFuncPtr("glUniform2ivARB");
_glUniform3iv = osg::getGLExtensionFuncPtr("glUniform3ivARB");
_glUniform4iv = osg::getGLExtensionFuncPtr("glUniform4ivARB");
_glUniformMatrix2fv = osg::getGLExtensionFuncPtr("glUniformMatrix2fvARB");
_glUniformMatrix3fv = osg::getGLExtensionFuncPtr("glUniformMatrix3fvARB");
_glUniformMatrix4fv = osg::getGLExtensionFuncPtr("glUniformMatrix4fvARB");
_glGetUniformLocation = osg::getGLExtensionFuncPtr("glGetUniformLocationARB");
_glGetAttribLocation = osg::getGLExtensionFuncPtr("glGetAttribLocationARB");
_glGetActiveUniform = osg::getGLExtensionFuncPtr("glGetActiveUniformARB");
_glGetActiveAttribs = osg::getGLExtensionFuncPtr("glGetActiveAttribsARB");
_glGetUniformfv = osg::getGLExtensionFuncPtr("glGetUniformfvARB");
_glGetUniformiv = osg::getGLExtensionFuncPtr("glGetUniformivARB");
_glGetObjectParameterfv = osg::getGLExtensionFuncPtr("glGetObjectParameterfvARB");
_glGetObjectParameteriv = osg::getGLExtensionFuncPtr("glGetObjectParameterivARB");
_glGetHandle = osg::getGLExtensionFuncPtr("glGetHandleARB");
}
/***************************************************************************/
// Static array of per-context osgGL2::Extensions instances
typedef osg::buffered_value< osg::ref_ptr<Extensions> > BufferedExtensions;
static BufferedExtensions s_extensions;
Extensions* Extensions::Get(unsigned int contextID, bool createIfNotInitalized)
{
if (!s_extensions[contextID] && createIfNotInitalized)
s_extensions[contextID] = new Extensions;
return s_extensions[contextID].get();
}
void Extensions::Set(unsigned int contextID, Extensions* extensions)
{
s_extensions[contextID] = extensions;
}
/***************************************************************************/
GLhandleARB Extensions::glCreateShaderObject(GLenum shaderType) const
{
if (_glCreateShaderObject)
{
typedef GLhandleARB (APIENTRY * CreateShaderObjectProc) (GLenum shaderType);
return ((CreateShaderObjectProc)_glCreateShaderObject)(shaderType);
}
else
{
osg::notify(osg::WARN)<<"Error: glCreateShaderObject not supported by OpenGL driver"<<std::endl;
return 0;
}
}
GLhandleARB Extensions::glCreateProgramObject() const
{
if (_glCreateProgramObject)
{
typedef GLhandleARB (APIENTRY * CreateProgramObjectProc) ();
return ((CreateProgramObjectProc)_glCreateProgramObject)();
}
else
{
osg::notify(osg::WARN)<<"Error: glCreateProgramObject not supported by OpenGL driver"<<std::endl;
return 0;
}
}
void Extensions::glDeleteObject(GLhandleARB obj) const
{
if (_glDeleteObject)
{
typedef void (APIENTRY * DeleteObjectProc) (GLhandleARB obj);
((DeleteObjectProc)_glDeleteObject)(obj);
}
else
{
osg::notify(osg::WARN)<<"Error: glDeleteObject not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glAttachObject(GLhandleARB containerObj, GLhandleARB obj) const
{
if (_glAttachObject)
{
typedef void (APIENTRY * AttachObjectProc) (GLhandleARB containerObj, GLhandleARB obj);
((AttachObjectProc)_glAttachObject)(containerObj, obj);
}
else
{
osg::notify(osg::WARN)<<"Error: glAttachObject not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glDetachObject(GLhandleARB containerObj, GLhandleARB attachedObj) const
{
if (_glDetachObject)
{
typedef void (APIENTRY * DetachObjectProc) (GLhandleARB containerObj, GLhandleARB attachedObj);
((DetachObjectProc)_glDetachObject)(containerObj, attachedObj);
}
else
{
osg::notify(osg::WARN)<<"Error: glDetachObject not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glShaderSource(GLhandleARB shaderObj, GLsizei count, const GLcharARB **strings, const GLint *length) const
{
if (_glShaderSource)
{
typedef void (APIENTRY * ShaderSourceProc) (GLhandleARB shaderObj, GLsizei count, const GLcharARB **strings, const GLint *length);
((ShaderSourceProc)_glShaderSource)(shaderObj, count, strings, length);
}
else
{
osg::notify(osg::WARN)<<"Error: glShaderSource not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glCompileShader(GLhandleARB shaderObj) const
{
if (_glCompileShader)
{
typedef void (APIENTRY * CompileShaderProc) (GLhandleARB shaderObj);
((CompileShaderProc)_glCompileShader)(shaderObj);
}
else
{
osg::notify(osg::WARN)<<"Error: glCompileShader not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glBindAttribLocation(GLhandleARB programObj, GLuint index, const GLcharARB *name) const
{
if (_glBindAttribLocation)
{
typedef void (APIENTRY * BindAttribLocationProc) (GLhandleARB programObj, GLuint index, const GLcharARB *name);
((BindAttribLocationProc)_glBindAttribLocation)(programObj, index, name);
}
else
{
osg::notify(osg::WARN)<<"Error: glBindAttribLocation not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glLinkProgram(GLhandleARB programObj) const
{
if (_glLinkProgram)
{
typedef void (APIENTRY * LinkProgramProc) (GLhandleARB programObj);
((LinkProgramProc)_glLinkProgram)(programObj);
}
else
{
osg::notify(osg::WARN)<<"Error: glLinkProgram not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUseProgramObject(GLhandleARB programObj) const
{
if (_glUseProgramObject)
{
typedef void (APIENTRY * UseProgramObjectProc) (GLhandleARB programObj);
((UseProgramObjectProc)_glUseProgramObject)(programObj);
}
else
{
osg::notify(osg::WARN)<<"Error: glUseProgramObject not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glGetInfoLog(GLhandleARB obj,GLsizei maxLength, GLsizei *length, GLcharARB *infoLog) const
{
if (_glGetInfoLog)
{
typedef void (APIENTRY * GetInfoLogProc) (GLhandleARB obj,GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
((GetInfoLogProc)_glGetInfoLog)(obj,maxLength, length, infoLog);
}
else
{
osg::notify(osg::WARN)<<"Error: glGetInfoLog not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glGetAttachedObjects(GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj) const
{
if (_glGetAttachedObjects)
{
typedef void (APIENTRY * GetAttachedObjectsProc) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj);
((GetAttachedObjectsProc)_glGetAttachedObjects)(containerObj, maxCount, count, obj);
}
else
{
osg::notify(osg::WARN)<<"Error: glGetAttachedObjects not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glGetShaderSource(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source) const
{
if (_glGetShaderSource)
{
typedef void (APIENTRY * GetShaderSourceProc) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source);
((GetShaderSourceProc)_glGetShaderSource)(obj, maxLength, length, source);
}
else
{
osg::notify(osg::WARN)<<"Error: glGetShaderSource not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform1f(GLint location, GLfloat v0) const
{
if (_glUniform1f)
{
typedef void (APIENTRY * Uniform1fProc) (GLint location, GLfloat v0);
((Uniform1fProc)_glUniform1f)(location, v0);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform1f not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform2f(GLint location, GLfloat v0, GLfloat v1) const
{
if (_glUniform2f)
{
typedef void (APIENTRY * Uniform2fProc) (GLint location, GLfloat v0, GLfloat v1);
((Uniform2fProc)_glUniform2f)(location, v0, v1);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform2f not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) const
{
if (_glUniform3f)
{
typedef void (APIENTRY * Uniform3fProc) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
((Uniform3fProc)_glUniform3f)(location, v0, v1, v2);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform3f not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const
{
if (_glUniform4f)
{
typedef void (APIENTRY * Uniform4fProc) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
((Uniform4fProc)_glUniform4f)(location, v0, v1, v2, v3);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform4f not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform1i(GLint location, GLint v0) const
{
if (_glUniform1i)
{
typedef void (APIENTRY * Uniform1iProc) (GLint location, GLint v0);
((Uniform1iProc)_glUniform1i)(location, v0);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform1i not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform2i(GLint location, GLint v0, GLint v1) const
{
if (_glUniform2i)
{
typedef void (APIENTRY * Uniform2iProc) (GLint location, GLint v0, GLint v1);
((Uniform2iProc)_glUniform2i)(location, v0, v1);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform2i not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const
{
if (_glUniform3i)
{
typedef void (APIENTRY * Uniform3iProc) (GLint location, GLint v0, GLint v1, GLint v2);
((Uniform3iProc)_glUniform3i)(location, v0, v1, v2);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform3i not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const
{
if (_glUniform4i)
{
typedef void (APIENTRY * Uniform4iProc) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
((Uniform4iProc)_glUniform4i)(location, v0, v1, v2, v3);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform4i not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const
{
if (_glUniform1fv)
{
typedef void (APIENTRY * Uniform1fvProc) (GLint location, GLsizei count, const GLfloat *value);
((Uniform1fvProc)_glUniform1fv)(location, count, value);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform1fv not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const
{
if (_glUniform2fv)
{
typedef void (APIENTRY * Uniform2fvProc) (GLint location, GLsizei count, const GLfloat *value);
((Uniform2fvProc)_glUniform2fv)(location, count, value);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform2fv not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const
{
if (_glUniform3fv)
{
typedef void (APIENTRY * Uniform3fvProc) (GLint location, GLsizei count, const GLfloat *value);
((Uniform3fvProc)_glUniform3fv)(location, count, value);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform3fv not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const
{
if (_glUniform4fv)
{
typedef void (APIENTRY * Uniform4fvProc) (GLint location, GLsizei count, const GLfloat *value);
((Uniform4fvProc)_glUniform4fv)(location, count, value);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform4fv not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform1iv(GLint location, GLsizei count, const GLint *value) const
{
if (_glUniform1iv)
{
typedef void (APIENTRY * Uniform1ivProc) (GLint location, GLsizei count, const GLint *value);
((Uniform1ivProc)_glUniform1iv)(location, count, value);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform1iv not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform2iv(GLint location, GLsizei count, const GLint *value) const
{
if (_glUniform2iv)
{
typedef void (APIENTRY * Uniform2ivProc) (GLint location, GLsizei count, const GLint *value);
((Uniform2ivProc)_glUniform2iv)(location, count, value);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform2iv not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform3iv(GLint location, GLsizei count, const GLint *value) const
{
if (_glUniform3iv)
{
typedef void (APIENTRY * Uniform3ivProc) (GLint location, GLsizei count, const GLint *value);
((Uniform3ivProc)_glUniform3iv)(location, count, value);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform3iv not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniform4iv(GLint location, GLsizei count, const GLint *value) const
{
if (_glUniform4iv)
{
typedef void (APIENTRY * Uniform4ivProc) (GLint location, GLsizei count, const GLint *value);
((Uniform4ivProc)_glUniform4iv)(location, count, value);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniform4iv not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const
{
if (_glUniformMatrix2fv)
{
typedef void (APIENTRY * UniformMatrix2fvProc) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
((UniformMatrix2fvProc)_glUniformMatrix2fv)(location, count, transpose, value);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniformMatrix2fv not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const
{
if (_glUniformMatrix3fv)
{
typedef void (APIENTRY * UniformMatrix3fvProc) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
((UniformMatrix3fvProc)_glUniformMatrix3fv)(location, count, transpose, value);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniformMatrix3fv not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const
{
if (_glUniformMatrix4fv)
{
typedef void (APIENTRY * UniformMatrix4fvProc) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
((UniformMatrix4fvProc)_glUniformMatrix4fv)(location, count, transpose, value);
}
else
{
osg::notify(osg::WARN)<<"Error: glUniformMatrix4fv not supported by OpenGL driver"<<std::endl;
}
}
GLint Extensions::glGetUniformLocation(GLhandleARB programObject, const GLcharARB *name) const
{
if (_glGetUniformLocation)
{
typedef GLint (APIENTRY * GetUniformLocationProc) (GLhandleARB programObject, const GLcharARB *name);
return ((GetUniformLocationProc)_glGetUniformLocation)(programObject, name);
}
else
{
osg::notify(osg::WARN)<<"Error: glGetUniformLocation not supported by OpenGL driver"<<std::endl;
return -1;
}
}
GLint Extensions::glGetAttribLocation(GLhandleARB programObj, const GLcharARB *name) const
{
if (_glGetAttribLocation)
{
typedef GLint (APIENTRY * GetAttribLocationProc) (GLhandleARB programObj, const GLcharARB *name);
return ((GetAttribLocationProc)_glGetAttribLocation)(programObj, name);
}
else
{
osg::notify(osg::WARN)<<"Error: glGetAttribLocation not supported by OpenGL driver"<<std::endl;
return -1;
}
}
void Extensions::glGetActiveUniform(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLint *type, GLcharARB *name) const
{
if (_glGetActiveUniform)
{
typedef void (APIENTRY * GetActiveUniformProc) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLint *type, GLcharARB *name);
((GetActiveUniformProc)_glGetActiveUniform)(programObj, index, maxLength, length, size, type, name);
}
else
{
osg::notify(osg::WARN)<<"Error: glGetActiveUniform not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glGetActiveAttribs(GLhandleARB programObj, GLint *count, const GLint **size, const GLenum **type, const GLcharARB* const **attributes) const
{
if (_glGetActiveAttribs)
{
typedef void (APIENTRY * GetActiveAttribsProc) (GLhandleARB programObj, GLint *count, const GLint **size, const GLenum **type, const GLcharARB* const **attributes);
((GetActiveAttribsProc)_glGetActiveAttribs)(programObj, count, size, type, attributes);
}
else
{
osg::notify(osg::WARN)<<"Error: glGetActiveAttribs not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glGetUniformfv(GLhandleARB programObj, GLint location, GLfloat *params) const
{
if (_glGetUniformfv)
{
typedef void (APIENTRY * GetUniformfvProc) (GLhandleARB programObj, GLint location, GLfloat *params);
((GetUniformfvProc)_glGetUniformfv)(programObj, location, params);
}
else
{
osg::notify(osg::WARN)<<"Error: glGetUniformfv not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glGetUniformiv(GLhandleARB programObj, GLint location, GLint *params) const
{
if (_glGetUniformiv)
{
typedef void (APIENTRY * GetUniformivProc) (GLhandleARB programObj, GLint location, GLint *params);
((GetUniformivProc)_glGetUniformiv)(programObj, location, params);
}
else
{
osg::notify(osg::WARN)<<"Error: glGetUniformiv not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glGetObjectParameterfv(GLhandleARB obj, GLenum pname, GLfloat *params) const
{
if (_glGetObjectParameterfv)
{
typedef void (APIENTRY * GetObjectParameterfvProc) (GLhandleARB obj, GLenum pname, GLfloat *params);
((GetObjectParameterfvProc)_glGetObjectParameterfv)(obj, pname, params);
}
else
{
osg::notify(osg::WARN)<<"Error: glGetObjectParameterfv not supported by OpenGL driver"<<std::endl;
}
}
void Extensions::glGetObjectParameteriv(GLhandleARB obj, GLenum pname, GLint *params) const
{
if (_glGetObjectParameteriv)
{
typedef void (APIENTRY * GetObjectParameterivProc) (GLhandleARB obj, GLenum pname, GLint *params);
((GetObjectParameterivProc)_glGetObjectParameteriv)(obj, pname, params);
}
else
{
osg::notify(osg::WARN)<<"Error: glGetObjectParameteriv not supported by OpenGL driver"<<std::endl;
}
}
GLhandleARB Extensions::glGetHandle(GLenum pname) const
{
if (_glGetHandle)
{
typedef GLhandleARB (APIENTRY * GetHandleProc) (GLenum pname);
return ((GetHandleProc)_glGetHandle)(pname);
}
else
{
osg::notify(osg::WARN)<<"Error: glGetHandle not supported by OpenGL driver"<<std::endl;
return 0;
}
}

View File

@@ -1,21 +0,0 @@
TOPDIR = ../..
include $(TOPDIR)/Make/makedefs
CXXFILES = \
Extensions.cpp \
Version.cpp \
ProgramObject.cpp\
UniformValue.cpp
DEF += -DOSGGL2_LIBRARY
LIBS += -losg -losgUtil $(GL_LIBS) $(OTHER_LIBS)
TARGET_BASENAME = osgGL2
LIB = $(LIB_PREFIX)$(TARGET_BASENAME).$(LIB_EXT)
include $(TOPDIR)/Make/makerules

View File

@@ -1,617 +0,0 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
* Copyright (C) 2003-2004 3Dlabs Inc. Ltd.
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial
* 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: src/osgGL2/ProgramObject.cpp
* author: Mike Weiblen 2005-03-21
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#include <fstream>
#include <osg/Notify>
#include <osg/State>
#include <osg/Timer>
#include <osg/FrameStamp>
#include <osgGL2/ProgramObject>
#include <osgGL2/UniformValue>
#include <osgGL2/Extensions>
#include <list>
#include <OpenThreads/ScopedLock>
#include <OpenThreads/Mutex>
using namespace osgGL2;
///////////////////////////////////////////////////////////////////////////
namespace {
class InfoLog
{
public:
InfoLog( Extensions* ext, const GLhandleARB handle )
{
GLint blen = 0; // length of buffer to allocate
GLint slen = 0; // strlen GL actually wrote to buffer
ext->glGetObjectParameteriv(handle, GL_OBJECT_INFO_LOG_LENGTH_ARB , &blen);
if (blen > 1)
{
GLcharARB* infoLog = new GLcharARB[blen];
ext->glGetInfoLog( handle, blen, &slen, infoLog );
_text = infoLog;
delete [] infoLog;
}
}
friend std::ostream& operator<< ( std::ostream& o, const InfoLog& log )
{
return o << log._text;
}
private:
InfoLog();
std::string _text;
};
}
///////////////////////////////////////////////////////////////////////////
// static cache of deleted GL2 objects which may only
// by actually deleted in the correct GL context.
typedef std::list<GLhandleARB> GL2ObjectList;
typedef std::map<unsigned int, GL2ObjectList> DeletedGL2ObjectCache;
static OpenThreads::Mutex s_mutex_deletedGL2ObjectCache;
static DeletedGL2ObjectCache s_deletedGL2ObjectCache;
void ProgramObject::deleteObject(unsigned int contextID, GLhandleARB handle)
{
if (handle!=0)
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(s_mutex_deletedGL2ObjectCache);
// add handle to the cache for the appropriate context.
s_deletedGL2ObjectCache[contextID].push_back(handle);
}
}
void ProgramObject::flushDeletedGL2Objects(unsigned int contextID,double /*currentTime*/, double& availableTime)
{
// if no time available don't try to flush objects.
if (availableTime<=0.0) return;
const osg::Timer& timer = *osg::Timer::instance();
osg::Timer_t start_tick = timer.tick();
double elapsedTime = 0.0;
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(s_mutex_deletedGL2ObjectCache);
DeletedGL2ObjectCache::iterator citr = s_deletedGL2ObjectCache.find(contextID);
if( citr != s_deletedGL2ObjectCache.end() )
{
const Extensions* extensions = Extensions::Get(contextID,true);
if (!extensions->isGlslSupported())
{
// can we really get here?
osg::notify(osg::WARN) << "flushDeletedGL2Objects not supported by OpenGL driver" << std::endl;
return;
}
GL2ObjectList& vpObjectList = citr->second;
for(GL2ObjectList::iterator titr=vpObjectList.begin();
titr!=vpObjectList.end() && elapsedTime<availableTime;
)
{
extensions->glDeleteObject( *titr );
titr = vpObjectList.erase( titr );
elapsedTime = timer.delta_s(start_tick,timer.tick());
}
}
}
availableTime -= elapsedTime;
}
///////////////////////////////////////////////////////////////////////////
// osgGL2::ProgramObject
///////////////////////////////////////////////////////////////////////////
ProgramObject::ProgramObject()
{
// To ensure all PCPOs consistently get the same values, we must
// postpone updates until all PCPOs have been created.
// They are created during ProgramObject::apply(), so let a frame
// go by before sending the updates.
_frameNumberOfLastPCPOUpdate = 1;
_enabled = true;
}
ProgramObject::ProgramObject(const ProgramObject& rhs, const osg::CopyOp& copyop):
osg::StateAttribute(rhs, copyop)
{
osg::notify(osg::FATAL) << "how got here?" << std::endl;
}
// virtual
ProgramObject::~ProgramObject()
{
for( unsigned int cxt=0; cxt < _pcpoList.size(); ++cxt )
{
if( ! _pcpoList[cxt] ) continue;
PerContextProgObj* pcpo = _pcpoList[cxt].get();
deleteObject( cxt, pcpo->getHandle() );
// TODO add shader objects to delete list.
_pcpoList[cxt] = 0;
}
}
int ProgramObject::compare(const osg::StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Paramter macro's below.
COMPARE_StateAttribute_Types(ProgramObject,sa)
if (_shaderObjectList.size()<rhs._shaderObjectList.size()) return -1;
if (_shaderObjectList.size()>rhs._shaderObjectList.size()) return 1;
ShaderObjectList::const_iterator litr=_shaderObjectList.begin();
ShaderObjectList::const_iterator ritr=rhs._shaderObjectList.begin();
for(;
litr!=_shaderObjectList.end();
++litr,++ritr)
{
int result = (*litr)->compare(*(*ritr));
if (result!=0) return result;
}
if (_univalList.size()<rhs._univalList.size()) return -1;
if (_univalList.size()>rhs._univalList.size()) return 1;
UniformValueList::const_iterator luitr=_univalList.begin();
UniformValueList::const_iterator ruitr=rhs._univalList.begin();
for(;
luitr!=_univalList.end();
++luitr,++ruitr)
{
int result = (*luitr)->compare(*(*ruitr));
if (result!=0) return result;
}
return 0; // passed all the above comparison macro's, must be equal.
}
void ProgramObject::compileGLObjects(osg::State&) const
{
}
// mark all PCPOs as needing a relink
void ProgramObject::dirtyProgramObject()
{
for( unsigned int cxt=0; cxt < _pcpoList.size(); ++cxt )
{
if( ! _pcpoList[cxt] ) continue;
PerContextProgObj* pcpo = _pcpoList[cxt].get();
pcpo->markAsDirty();
}
}
// mark all attached ShaderObjects as needing a rebuild
void ProgramObject::dirtyShaderObjects()
{
for( unsigned int i=0; i < _shaderObjectList.size() ; ++i )
{
_shaderObjectList[i]->dirtyShaderObject();
}
}
void ProgramObject::releaseGLObjects(osg::State* state) const
{
if (!state) const_cast<ProgramObject*>(this)->dirtyShaderObjects();
else
{
unsigned int contextID = state->getContextID();
const_cast<ProgramObject*>(this)->_shaderObjectList[contextID]->dirtyShaderObject();
}
}
void ProgramObject::addShader( ShaderObject* shadObj )
{
_shaderObjectList.push_back( shadObj );
shadObj->addProgObjRef( this );
dirtyProgramObject();
}
void ProgramObject::setUniform( const char* uniformName, int value )
{
_univalList.push_back( new UniformValue_int( uniformName, value ) );
}
void ProgramObject::setUniform( const char* uniformName, float value )
{
_univalList.push_back( new UniformValue_float( uniformName, value ) );
}
void ProgramObject::setUniform( const char* uniformName, osg::Vec2 value )
{
_univalList.push_back( new UniformValue_Vec2( uniformName, value ) );
}
void ProgramObject::setUniform( const char* uniformName, osg::Vec3 value )
{
_univalList.push_back( new UniformValue_Vec3( uniformName, value ) );
}
void ProgramObject::setUniform( const char* uniformName, osg::Vec4 value )
{
_univalList.push_back( new UniformValue_Vec4( uniformName, value ) );
}
void ProgramObject::apply(osg::State& state) const
{
const unsigned int contextID = state.getContextID();
const Extensions* extensions = Extensions::Get(contextID,true);
// if there are no ShaderObjects on this ProgramObject,
// use GL 1.x "fixed functionality" rendering.
if( !_enabled || _shaderObjectList.empty() )
{
if( extensions->isGlslSupported() )
{
extensions->glUseProgramObject( 0 );
}
return;
}
if( ! extensions->isGlslSupported() )
{
osg::notify(osg::WARN) << "GLSL not supported by OpenGL driver" << std::endl;
return;
}
const osg::FrameStamp* frameStamp = state.getFrameStamp();
const int frameNumber = (frameStamp) ? frameStamp->getFrameNumber() : -1;
PerContextProgObj* pcpo = getPCPO( contextID );
if( pcpo->isDirty() )
{
for( unsigned int i=0; i < _shaderObjectList.size() ; ++i )
{
_shaderObjectList[i]->build( contextID );
}
pcpo->build();
}
updateUniforms( frameNumber );
// make this glProgramObject part of current GL state
pcpo->use();
// consume any pending setUniform messages
pcpo->applyUniformValues();
}
ProgramObject::PerContextProgObj* ProgramObject::getPCPO(unsigned int contextID) const
{
if( ! _pcpoList[contextID].valid() )
{
_pcpoList[contextID] = new PerContextProgObj( this, contextID );
// attach all PCSOs to this new PCPO
for( unsigned int i=0; i < _shaderObjectList.size() ; ++i )
{
_shaderObjectList[i]->attach( contextID, _pcpoList[contextID]->getHandle() );
}
}
return _pcpoList[contextID].get();
}
void ProgramObject::updateUniforms( int frameNumber ) const
{
if( frameNumber <= _frameNumberOfLastPCPOUpdate )
return;
_frameNumberOfLastPCPOUpdate = frameNumber;
if( _univalList.empty() )
return;
for( unsigned int cxt=0; cxt < _pcpoList.size(); ++cxt )
{
if( ! _pcpoList[cxt] ) continue;
PerContextProgObj* pcpo = _pcpoList[cxt].get();
pcpo->updateUniforms( _univalList );
}
_univalList.clear();
}
///////////////////////////////////////////////////////////////////////////
// PCPO : OSG abstraction of the per-context Program Object
ProgramObject::PerContextProgObj::PerContextProgObj(const ProgramObject* progObj, unsigned int contextID ) :
osg::Referenced(),
_contextID( contextID )
{
_progObj = progObj;
_extensions = Extensions::Get( _contextID, true );
_glProgObjHandle = _extensions->glCreateProgramObject();
markAsDirty();
}
ProgramObject::PerContextProgObj::PerContextProgObj(const PerContextProgObj& rhs) :
osg::Referenced(),
_contextID( rhs._contextID )
{
_progObj = rhs._progObj;
_extensions = rhs._extensions;
_glProgObjHandle = rhs._glProgObjHandle ;
_dirty = rhs._dirty;
}
ProgramObject::PerContextProgObj::~PerContextProgObj()
{
}
void ProgramObject::PerContextProgObj::build()
{
GLint linked;
_extensions->glLinkProgram( _glProgObjHandle );
_extensions->glGetObjectParameteriv(_glProgObjHandle,
GL_OBJECT_LINK_STATUS_ARB, &linked);
_dirty = (linked == 0);
if( _dirty )
{
InfoLog log( _extensions.get(), _glProgObjHandle );
osg::notify(osg::WARN) << "glLinkProgram FAILED:\n" << log << std::endl;
}
}
void ProgramObject::PerContextProgObj::use() const
{
_extensions->glUseProgramObject( _glProgObjHandle );
}
void ProgramObject::PerContextProgObj::updateUniforms( const UniformValueList& univalList )
{
// TODO: should the incoming list be appended rather than assigned?
_univalList = univalList;
}
void ProgramObject::PerContextProgObj::applyUniformValues()
{
Extensions *ext = _extensions.get();
for( unsigned int i=0; i < _univalList.size() ; ++i )
{
_univalList[i]->apply( ext, _glProgObjHandle );
}
_univalList.clear();
}
///////////////////////////////////////////////////////////////////////////
// osgGL2::ShaderObject
///////////////////////////////////////////////////////////////////////////
ShaderObject::ShaderObject() :
_type(UNKNOWN)
{
}
ShaderObject::ShaderObject(Type type) :
_type(type)
{
}
ShaderObject::ShaderObject(Type type, const char* sourceText) :
_type(type)
{
setShaderSource(sourceText);
}
ShaderObject::ShaderObject(const ShaderObject& rhs, const osg::CopyOp& copyop):
osg::Object(rhs, copyop)
{
/*TODO*/
}
ShaderObject::~ShaderObject()
{
/*TODO*/
}
int ShaderObject::compare(const ShaderObject& so) const
{
if (getShaderSource()<so.getShaderSource()) return -1;
if (so.getShaderSource()<getShaderSource()) return 1;
return 0;
}
// mark each PCSO (per-context Shader Object) as needing a recompile
void ShaderObject::dirtyShaderObject()
{
for( unsigned int cxt=0; cxt < _pcsoList.size(); ++cxt )
{
if( ! _pcsoList[cxt] ) continue;
PerContextShaderObj* pcso = _pcsoList[cxt].get();
pcso->markAsDirty();
}
// mark attached ProgramObjects dirty as well
for( unsigned int i=0; i < _programObjectList.size(); ++i )
{
_programObjectList[i]->dirtyProgramObject();
}
}
void ShaderObject::setShaderSource( const char* sourceText )
{
_shaderSource = sourceText;
dirtyShaderObject();
}
bool ShaderObject::loadShaderSourceFromFile( const char* fileName )
{
std::ifstream sourceFile;
sourceFile.open(fileName, std::ios::binary);
if(!sourceFile)
{
osg::notify(osg::WARN)<<"Error: can't open file \""<<fileName<<"\""<<std::endl;
return false;
}
osg::notify(osg::INFO)<<"Loading shader source file \""<<fileName<<"\""<<std::endl;
sourceFile.seekg(0, std::ios::end);
int length = sourceFile.tellg();
char *text = new char[length + 1];
sourceFile.seekg(0, std::ios::beg);
sourceFile.read(text, length);
sourceFile.close();
text[length] = '\0';
setShaderSource( text );
delete [] text;
return true;
}
const char* ShaderObject::getTypename() const
{
switch( getType() )
{
case VERTEX: return "Vertex";
case FRAGMENT: return "Fragment";
default: return "UNKNOWN";
}
}
void ShaderObject::build(unsigned int contextID ) const
{
PerContextShaderObj* pcso = getPCSO( contextID );
if( pcso->isDirty() )
{
pcso->build();
}
}
ShaderObject::PerContextShaderObj* ShaderObject::getPCSO(unsigned int contextID) const
{
if( ! _pcsoList[contextID].valid() )
{
_pcsoList[contextID] = new PerContextShaderObj( this, contextID );
}
return _pcsoList[contextID].get();
}
void ShaderObject::attach(unsigned int contextID, GLhandleARB progObj) const
{
getPCSO( contextID )->attach( progObj );
}
void ShaderObject::addProgObjRef( ProgramObject* progObj )
{
_programObjectList.push_back( progObj );
}
///////////////////////////////////////////////////////////////////////////
// PCSO : OSG abstraction of the per-context Shader Object
ShaderObject::PerContextShaderObj::PerContextShaderObj(const ShaderObject* shadObj, unsigned int contextID) :
osg::Referenced(),
_contextID( contextID )
{
_shadObj = shadObj;
_extensions = Extensions::Get( _contextID, true );
_glShaderObjHandle = _extensions->glCreateShaderObject( shadObj->getType() );
markAsDirty();
}
ShaderObject::PerContextShaderObj::PerContextShaderObj(const PerContextShaderObj& rhs) :
osg::Referenced(),
_contextID( rhs._contextID )
{
_shadObj = rhs._shadObj;
_extensions = rhs._extensions;
_glShaderObjHandle = rhs._glShaderObjHandle;
_dirty = rhs._dirty;
}
ShaderObject::PerContextShaderObj::~PerContextShaderObj()
{
}
void ShaderObject::PerContextShaderObj::build()
{
GLint compiled;
const char* sourceText = _shadObj->getShaderSource().c_str();
_extensions->glShaderSource( _glShaderObjHandle, 1, &sourceText, NULL );
_extensions->glCompileShader( _glShaderObjHandle );
_extensions->glGetObjectParameteriv(_glShaderObjHandle,
GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
_dirty = (compiled == 0);
if( _dirty )
{
InfoLog log( _extensions.get(), _glShaderObjHandle );
osg::notify(osg::WARN) << _shadObj->getTypename() <<
" glCompileShader FAILED:\n" << log << std::endl;
}
}
void ShaderObject::PerContextShaderObj::attach(GLhandleARB progObj) const
{
_extensions->glAttachObject( progObj, _glShaderObjHandle );
}
/*EOF*/

View File

@@ -1,108 +0,0 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
* Copyright (C) 2003 3Dlabs Inc. Ltd.
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial
* 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: src/osgGL2/UniformValue
* author: Mike Weiblen 2003-12-27
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#include <string>
#include <osg/Notify>
#include <osgGL2/UniformValue>
using namespace osgGL2;
using namespace osg;
int UniformValue::compare(const UniformValue& uv) const
{
if (_name<uv._name) return -1;
if (uv._name<_name) return 1;
return 0;
}
int UniformValue::getLocation( Extensions *ext, const GLhandleARB progObj ) const
{
GLint loc = ext->glGetUniformLocation( progObj, _name.c_str() );
if( loc == -1 )
{
osg::notify(osg::INFO) << "Uniform \"" << _name <<
"\" not found in ProgramObject" << std::endl;
}
return loc;
}
///////////////////////////////////////////////////////////////////////////
#ifdef sgi
template <>
#endif
void UniformValue_int::apply( Extensions *ext, const GLhandleARB progObj ) const
{
int loc = getLocation( ext, progObj );
if( loc != -1 )
{
ext->glUniform1i( loc, _value );
}
}
#ifdef sgi
template <>
#endif
void UniformValue_float::apply( Extensions *ext, const GLhandleARB progObj ) const
{
int loc = getLocation( ext, progObj );
if( loc != -1 )
{
ext->glUniform1f( loc, _value );
}
}
#ifdef sgi
template <>
#endif
void UniformValue_Vec2::apply( Extensions *ext, const GLhandleARB progObj ) const
{
int loc = getLocation( ext, progObj );
if( loc != -1 )
{
ext->glUniform2fv( loc, 1, _value.ptr() );
}
}
#ifdef sgi
template <>
#endif
void UniformValue_Vec3::apply( Extensions *ext, const GLhandleARB progObj ) const
{
int loc = getLocation( ext, progObj );
if( loc != -1 )
{
ext->glUniform3fv( loc, 1, _value.ptr() );
}
}
#ifdef sgi
template <>
#endif
void UniformValue_Vec4::apply( Extensions *ext, const GLhandleARB progObj ) const
{
int loc = getLocation( ext, progObj );
if( loc != -1 )
{
ext->glUniform4fv( loc, 1, _value.ptr() );
}
}
/*EOF*/

View File

@@ -1,13 +0,0 @@
#include <osgGL2/Version>
const char* osgGL2GetVersion()
{
return "0.9.8";
}
const char* osgGL2GetLibraryName()
{
return "OpenSceneGraph OpenGL Shading Language Library";
}