Removed osgGL2 from CVS, osgGL2 now can be found on the Community/NodeKits section on the OSG website.
This commit is contained in:
@@ -158,17 +158,16 @@ class OSG_EXPORT StateAttribute : public Object
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VERTEXPROGRAM,
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FRAGMENTPROGRAM,
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POINTSPRITE,
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/// osgGL2 namespace
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PROGRAMOBJECT,
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/// core GLSL support
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PROGRAM,
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/// osgFX namespace
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VALIDATOR,
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VIEWMATRIXEXTRACTOR,
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// osgNV namespace
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/// osgNV namespace
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OSGNV_PARAMETER_BLOCK,
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// osgNVExt namespace
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@@ -176,17 +175,15 @@ class OSG_EXPORT StateAttribute : public Object
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OSGNVEXT_VERTEX_PROGRAM,
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OSGNVEXT_REGISTER_COMBINERS,
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// osgNVCg namespace
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/// osgNVCg namespace
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OSGNVCG_PROGRAM,
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// osgNVSlang namespace
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OSGNVSLANG_PROGRAM,
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// osgNVParse
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OSGNVPARSE_PROGRAM_PARSER,
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OSGNVPARSE_PROGRAM_PARSER
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/// core GLSL support
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PROGRAM
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};
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/** Simple pairing between an attribute type and the member within that attribute type group.*/
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@@ -1,54 +0,0 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGGL2_EXPORT_
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#define OSGGL2_EXPORT_ 1
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#if defined(WIN32) && !(defined(__CYGWIN__) || defined(__MINGW32__))
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#pragma warning( disable : 4244 )
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#pragma warning( disable : 4251 )
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#pragma warning( disable : 4275 )
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#pragma warning( disable : 4786 )
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#pragma warning( disable : 4290 )
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#pragma warning( disable : 4305 )
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#endif
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#if defined(_MSC_VER) || defined(__CYGWIN__) || defined(__MINGW32__) || defined( __BCPLUSPLUS__) || defined( __MWERKS__)
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# ifdef OSGGL2_LIBRARY
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# define OSGGL2_EXPORT __declspec(dllexport)
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# else
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# define OSGGL2_EXPORT __declspec(dllimport)
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# endif
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#else
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# define OSGGL2_EXPORT
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#endif
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/* Define NULL pointer value */
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#ifndef NULL
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#ifdef __cplusplus
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#define NULL 0
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#else
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#define NULL ((void *)0)
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#endif
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#endif
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/**
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\namespace osgGL2
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The osgGL2 is a NodeKit library that extends the core scene graph to support OpenGL Shader Language.
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*/
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#endif /* OSGGL2_EXPORT_ */
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@@ -1,272 +0,0 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
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* Copyright (C) 2003-2004 3Dlabs Inc. Ltd.
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commericial and non commericial
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* applications, as long as this copyright notice is maintained.
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*
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* This application is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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/* file: include/osgGL2/Extensions
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* author: Mike Weiblen 2004-07-06
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* modifications: Bob Kuehne 2004-06-03
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*
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* See http://www.3dlabs.com/opengl2/ for more information regarding
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* the OpenGL Shading Language.
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* See also:
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* http://oss.sgi.com/projects/ogl-sample/registry/ARB/fragment_shader.txt
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* http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_shader.txt
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* http://oss.sgi.com/projects/ogl-sample/registry/ARB/shader_objects.txt
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* http://oss.sgi.com/projects/ogl-sample/registry/ARB/shading_language_100.txt
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*/
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#ifndef OSGGL2_EXTENSIONS
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#define OSGGL2_EXTENSIONS 1
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#include <osg/Referenced>
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#include <osg/GL>
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#include <osgGL2/Export>
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///////////////////////////////////////////////////////////////////////////
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// If not defined by the OpenGL headers, use #defines from the glext.h
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// header available from http://oss.sgi.com/projects/ogl-sample/registry/
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// These enums were copied verbatim from:
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// glext.h, updated 2004/6/22, GL_GLEXT_VERSION 23
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#ifndef GL_ARB_vertex_program
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#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
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#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623
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#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
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#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625
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#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626
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#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642
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#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643
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#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
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#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869
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#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
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#endif
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#ifndef GL_ARB_fragment_program
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#define GL_MAX_TEXTURE_COORDS_ARB 0x8871
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#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872
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#endif
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#ifndef GL_ARB_shader_objects
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#define GL_PROGRAM_OBJECT_ARB 0x8B40
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#define GL_SHADER_OBJECT_ARB 0x8B48
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#define GL_OBJECT_TYPE_ARB 0x8B4E
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#define GL_OBJECT_SUBTYPE_ARB 0x8B4F
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#define GL_FLOAT_VEC2_ARB 0x8B50
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#define GL_FLOAT_VEC3_ARB 0x8B51
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#define GL_FLOAT_VEC4_ARB 0x8B52
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#define GL_INT_VEC2_ARB 0x8B53
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#define GL_INT_VEC3_ARB 0x8B54
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#define GL_INT_VEC4_ARB 0x8B55
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#define GL_BOOL_ARB 0x8B56
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#define GL_BOOL_VEC2_ARB 0x8B57
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#define GL_BOOL_VEC3_ARB 0x8B58
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#define GL_BOOL_VEC4_ARB 0x8B59
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#define GL_FLOAT_MAT2_ARB 0x8B5A
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#define GL_FLOAT_MAT3_ARB 0x8B5B
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#define GL_FLOAT_MAT4_ARB 0x8B5C
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#define GL_SAMPLER_1D_ARB 0x8B5D
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#define GL_SAMPLER_2D_ARB 0x8B5E
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#define GL_SAMPLER_3D_ARB 0x8B5F
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#define GL_SAMPLER_CUBE_ARB 0x8B60
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#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61
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#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62
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#define GL_SAMPLER_2D_RECT_ARB 0x8B63
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#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64
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#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80
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#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81
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#define GL_OBJECT_LINK_STATUS_ARB 0x8B82
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#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83
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#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84
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#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85
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#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86
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#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
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#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
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#endif
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#ifndef GL_ARB_vertex_shader
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#define GL_VERTEX_SHADER_ARB 0x8B31
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#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
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#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B
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#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
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#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
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#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89
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#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
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#endif
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#ifndef GL_ARB_fragment_shader
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#define GL_FRAGMENT_SHADER_ARB 0x8B30
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#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
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#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B
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#endif
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#ifndef GL_ARB_shading_language_100
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#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C
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#endif
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#ifndef GL_ARB_shader_objects
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/* GL types for handling shader object handles and characters */
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typedef char GLcharARB; /* native character */
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typedef unsigned int GLhandleARB; /* shader object handle */
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#endif
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///////////////////////////////////////////////////////////////////////////
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namespace osgGL2 {
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/** Extensions class which encapsulates the querying of extensions and
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* associated function pointers, and provide convenience wrappers to
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* check for the extensions or use the associated functions.*/
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class OSGGL2_EXPORT Extensions : public osg::Referenced
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{
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public:
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Extensions();
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Extensions(const Extensions& rhs);
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void lowestCommonDenominator(const Extensions& rhs);
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void setupGLExtensions();
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/** are all the extensions required for GLSL supported? */
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bool isGlslSupported() const { return ( _isShaderObjectsSupported &&
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_isVertexShaderSupported &&
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_isFragmentShaderSupported ); }
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void setShaderObjectsSupported(bool flag) { _isShaderObjectsSupported = flag; }
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bool isShaderObjectsSupported() const { return _isShaderObjectsSupported; }
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void setVertexShaderSupported(bool flag) { _isVertexShaderSupported = flag; }
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bool isVertexShaderSupported() const { return _isVertexShaderSupported; }
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void setFragmentShaderSupported(bool flag) { _isFragmentShaderSupported = flag; }
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bool isFragmentShaderSupported() const { return _isFragmentShaderSupported; }
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void setLanguage100Supported(bool flag) { _isLanguage100Supported = flag; }
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bool isLanguage100Supported() const { return _isLanguage100Supported; }
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float getLanguageVersion() const { return _languageVersion; }
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/** Function to call to get the extension of a specified context.
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* If the Exentsion object for that context has not yet been created then
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* and the 'createIfNotInitalized' flag been set to false then returns NULL.
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* If 'createIfNotInitalized' is true then the Extensions object is
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* automatically created. However, in this case the extension object
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* only be created with the graphics context associated with ContextID..*/
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static Extensions* Get(unsigned int contextID,bool createIfNotInitalized);
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/** allows users to override the extensions across graphics contexts.
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* typically used when you have different extensions supported across graphics pipes
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* but need to ensure that they all use the same low common denominator extensions.*/
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static void Set(unsigned int contextID,Extensions* extensions);
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GLhandleARB glCreateShaderObject(GLenum shaderType) const;
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GLhandleARB glCreateProgramObject() const;
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void glDeleteObject(GLhandleARB obj) const;
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void glAttachObject(GLhandleARB containerObj, GLhandleARB obj) const;
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void glDetachObject(GLhandleARB containerObj, GLhandleARB attachedObj) const;
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void glShaderSource(GLhandleARB shaderObj, GLsizei count, const GLcharARB **strings, const GLint *length) const;
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void glCompileShader(GLhandleARB shaderObj) const;
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void glBindAttribLocation(GLhandleARB programObj, GLuint index, const GLcharARB *name) const;
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void glLinkProgram(GLhandleARB programObj) const;
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void glUseProgramObject(GLhandleARB programObj) const;
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void glGetInfoLog(GLhandleARB obj,GLsizei maxLength, GLsizei *length, GLcharARB *infoLog) const;
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void glGetAttachedObjects(GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj) const;
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void glGetShaderSource(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source) const;
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void glUniform1f(GLint location, GLfloat v0) const;
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void glUniform2f(GLint location, GLfloat v0, GLfloat v1) const;
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void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) const;
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void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const;
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void glUniform1i(GLint location, GLint v0) const;
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void glUniform2i(GLint location, GLint v0, GLint v1) const;
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void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const;
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void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const;
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void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const;
|
||||
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const;
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||||
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const;
|
||||
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const;
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void glUniform1iv(GLint location, GLsizei count, const GLint *value) const;
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void glUniform2iv(GLint location, GLsizei count, const GLint *value) const;
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void glUniform3iv(GLint location, GLsizei count, const GLint *value) const;
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||||
void glUniform4iv(GLint location, GLsizei count, const GLint *value) const;
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||||
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
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void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
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||||
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
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||||
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;
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||||
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
|
||||
|
||||
@@ -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*/
|
||||
@@ -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*/
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user