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

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@@ -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.*/

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@@ -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_ */

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@@ -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

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@@ -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