Updates to osgGL2 from Mike Weiblen
This commit is contained in:
@@ -11,7 +11,7 @@
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*/
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/* file: include/osgGL2/ProgramObject
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* author: Mike Weiblen 2003-10-03
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* author: Mike Weiblen 2003-12-28
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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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@@ -28,7 +28,6 @@
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#include <osg/Vec2>
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#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/Notify>
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#include <osgGL2/Export>
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#include <osgGL2/Extensions>
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@@ -47,8 +46,17 @@ class ShaderObject;
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typedef osg::ref_ptr<ShaderObject> ShaderObjectPtr;
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///////////////////////////////////////////////////////////////////////////
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/** osgGL2::ProgramObject is an application-level abstraction of the OpenGL Shading Language glProgramObject.
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* It is an osg::StateAttribute that, when applied, will install an OGLSL
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* shader program for subsequent rendering.
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* osgGL2::ShaderObjects containing the actual shader source code are
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* attached to the ProgramObject, which will then manage the compilation,
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* linking, and installation of the GL shader program.
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* ProgramObject will automatically manage per-context instancing of the
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* internal objects, if that is necessary for a particular display
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* configuration.
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*/
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/** Encapsulates the OpenGL Shading Language ProgramObject */
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class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
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{
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public:
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@@ -75,24 +83,30 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
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virtual void getAssociatedModes(std::vector<GLMode>& ) const {}
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/** If enabled, install our shader program in the GL pipeline,
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* performing any shader program rebuild operations that might
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* be pending. */
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virtual void apply(osg::State& state) const;
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virtual void compile(osg::State& state) const { apply(state); }
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// data access methods.
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/** Force a relink on next apply() of associated glProgramObject. */
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/** Mark us as "dirty" and in need of relinking. */
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void dirtyProgramObject();
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/** Force a recompile of all ShaderObjects on next apply(). */
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/** Mark our attached ShaderObjects as "dirty" and in need of
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* recompilation. */
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void dirtyShaderObjects();
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/** Set whether rendering of ProgramObject is enabled or disabled */
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/** An override to control whether the shader program will
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* actually be installed when OSG attempts to apply() */
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void enable( bool enabled ) { _enabled = enabled; }
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/** Attach a ShaderObject to this ProgramObject */
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void addShader( ShaderObject* shadObj );
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/** Assign a value to a ProgramObject's uniform variable */
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void setUniform( const char* uniformName, int value );
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void setUniform( const char* uniformName, float value );
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void setUniform( const char* uniformName, osg::Vec2 value );
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@@ -105,10 +119,9 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
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setUniform( uniformName, static_cast<int>(value) );
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}
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/** use deleteObject instead of glDeleteObject to allow
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* GL2 Objects to cached until they can be deleted
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* by the OpenGL context in which they were created, specified
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* by contextID.*/
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/** Mark internal GL objects for deletion.
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* Deletion requests are queued until they can be executed
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* in the proper GL context. */
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static void deleteObject(unsigned int contextID, GLhandleARB handle);
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/** flush all the cached glProgramObjects which need to be deleted
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@@ -117,6 +130,7 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
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protected:
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/** PCPO is an OSG-internal encapsulation of glProgramObjects per-GL context. */
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class PerContextProgObj : public osg::Referenced
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{
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public:
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@@ -130,27 +144,37 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
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void build();
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void use() const;
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/** Add a list of UniformValues to our per-context queue */
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void updateUniforms( const UniformValueList& univalList );
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void applyUniformValues();
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void printInfoLog(osg::NotifySeverity severity) const;
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/** Apply our queue of pending UniformValue updates to the glProgramObjects */
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void applyUniformValues();
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protected: /*methods*/
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PerContextProgObj();
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~PerContextProgObj();
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protected: /*data*/
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/** Pointer to our parent ProgramObject */
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const ProgramObject* _progObj;
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/** Pointer to this context's extension functions */
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osg::ref_ptr<Extensions> _extensions;
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/** Handle to the actual glProgramObject */
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GLhandleARB _glProgObjHandle;
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/** Do we need to be linked? */
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bool _dirty;
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/** Queue of UniformValues awaiting assignment */
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UniformValueList _univalList;
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const unsigned int _contextID;
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};
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protected: /*methods*/
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virtual ~ProgramObject();
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/** Get the PCPO for a particular GL context */
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PerContextProgObj* getPCPO(unsigned int contextID) const;
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/** Per frame, copy the list of pending UniformValue updates to
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* each of the PCPOs. */
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void updateUniforms( int frameNumber ) const;
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protected: /*data*/
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@@ -159,11 +183,21 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
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mutable osg::buffered_value< osg::ref_ptr<PerContextProgObj> > _pcpoList;
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mutable int _frameNumberOfLastPCPOUpdate;
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mutable UniformValueList _univalList;
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private:
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const ProgramObject& operator=(const ProgramObject&);
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};
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///////////////////////////////////////////////////////////////////////////
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/** osgGL2::ShaderObject is an application-level abstraction of the OpenGL Shading Language glShaderObject.
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* It is a container to load the shader source code text and manage its
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* compilation.
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* A ShaderObject may be attached to more than one osgGL2::ProgramObject.
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* ShaderObject will automatically manage per-context instancing of the
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* internal objects, if that is necessary for a particular display
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* configuration.
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*/
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/** Encapsulates the OpenGL Shading Language ShaderObject */
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class OSGGL2_EXPORT ShaderObject : public osg::Object
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{
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public:
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@@ -184,20 +218,33 @@ class OSGGL2_EXPORT ShaderObject : public osg::Object
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// data access methods.
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/** Load the ShaderObject's source code text from a string. */
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void setShaderSource( const char* sourceText );
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/** Retreive the source code text */
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inline const std::string& getShaderSource() const {return _shaderSource; }
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/** Load the ShaderObject's source code text from a file. */
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bool loadShaderSourceFromFile( const char* fileName );
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/** Get the ShaderObject type as an enum. */
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inline Type getType() const { return _type; }
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/** Get the ShaderObject type as a descriptive string. */
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const char* getTypename() const;
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/** Force a recompile on next apply() of associated glShaderObject. */
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/** Mark us as "dirty" and in need of recompilation */
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void dirtyShaderObject();
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/** Perform a recompilation of all our PCSOs */
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void build(unsigned int contextID) const;
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/** For a given GL context, attach a glShaderObject to a glProgramObject */
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void attach(unsigned int contextID, GLhandleARB progObj) const;
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protected:
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/** PCSO is an OSG-internal encapsulation of glShaderObjects per-GL context. */
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class PerContextShaderObj : public osg::Referenced
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{
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public:
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@@ -210,18 +257,21 @@ class OSGGL2_EXPORT ShaderObject : public osg::Object
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void markAsDirty() {_dirty = true; }
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void build();
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/** Attach our glShaderObject to a glProgramObject */
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void attach(GLhandleARB progObj) const;
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void printInfoLog(osg::NotifySeverity severity) const;
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protected: /*methods*/
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PerContextShaderObj();
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~PerContextShaderObj();
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protected: /*data*/
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/** Pointer to our parent ShaderObject */
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const ShaderObject* _shadObj;
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/** Pointer to this context's extension functions. */
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osg::ref_ptr<Extensions> _extensions;
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/** Handle to the actual glShaderObject. */
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GLhandleARB _glShaderObjHandle;
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/** Do we need to be recompiled? */
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bool _dirty;
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const unsigned int _contextID;
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};
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@@ -238,9 +288,13 @@ class OSGGL2_EXPORT ShaderObject : public osg::Object
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std::string _shaderSource;
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std::vector< ProgramObjectPtr > _programObjectList;
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mutable osg::buffered_value< osg::ref_ptr<PerContextShaderObj> > _pcsoList;
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private:
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const ShaderObject& operator=(const ShaderObject&);
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};
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}
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#endif
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/*EOF*/
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