From Mike Weiblen, Progra/Shader fixes
This commit is contained in:
@@ -11,8 +11,8 @@
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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/* file: include/osg/Program
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* author: Mike Weiblen 2005-04-06
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/* file: include/osg/Program
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* author: Mike Weiblen 2005-04-29
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*/
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#ifndef OSG_PROGRAM
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@@ -37,254 +37,254 @@ class Shader;
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class OSG_EXPORT GL2Extensions : public osg::Referenced
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{
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public:
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GL2Extensions(unsigned int contextID);
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GL2Extensions(const GL2Extensions& rhs);
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GL2Extensions(unsigned int contextID);
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GL2Extensions(const GL2Extensions& rhs);
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void lowestCommonDenominator(const GL2Extensions& rhs);
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void lowestCommonDenominator(const GL2Extensions& rhs);
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void setupGL2Extensions(unsigned int contextID);
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void setupGL2Extensions(unsigned int contextID);
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/** Does the GL driver support OpenGL Shading Language? */
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bool isGlslSupported() const;
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/** Does the GL driver support OpenGL Shading Language? */
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bool isGlslSupported() const;
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float getGlVersion() const { return _glVersion; }
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float getLanguageVersion() const { return _glslLanguageVersion; }
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float getGlVersion() const { return _glVersion; }
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float getLanguageVersion() const { return _glslLanguageVersion; }
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void setShaderObjectsSupported(bool flag) { _isShaderObjectsSupported = flag; }
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bool isShaderObjectsSupported() const { return _isShaderObjectsSupported; }
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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 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 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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void setLanguage100Supported(bool flag) { _isLanguage100Supported = flag; }
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bool isLanguage100Supported() const { return _isLanguage100Supported; }
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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 GL2Extensions* Get(unsigned int contextID,bool createIfNotInitalized);
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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 GL2Extensions* 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, GL2Extensions* extensions);
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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, GL2Extensions* extensions);
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void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) const;
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void glDrawBuffers(GLsizei n, const GLenum *bufs) const;
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void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) const;
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void glStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) const;
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void glStencilMaskSeparate(GLenum face, GLuint mask) const;
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void glAttachShader(GLuint program, GLuint shader) const;
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void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) const;
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void glCompileShader(GLuint shader) const;
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GLuint glCreateProgram(void) const;
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GLuint glCreateShader(GLenum type) const;
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void glDeleteProgram(GLuint program) const;
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void glDeleteShader(GLuint shader) const;
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void glDetachShader(GLuint program, GLuint shader) const;
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void glDisableVertexAttribArray(GLuint index) const;
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void glEnableVertexAttribArray(GLuint index) const;
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void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
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void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
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void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) const;
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GLint glGetAttribLocation(GLuint program, const GLchar *name) const;
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void glGetProgramiv(GLuint program, GLenum pname, GLint *params) const;
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void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
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void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) const;
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void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
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void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) const;
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GLint glGetUniformLocation(GLuint program, const GLchar *name) const;
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void glGetUniformfv(GLuint program, GLint location, GLfloat *params) const;
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void glGetUniformiv(GLuint program, GLint location, GLint *params) const;
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void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) const;
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void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) const;
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void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) const;
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void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) const;
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GLboolean glIsProgram(GLuint program) const;
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GLboolean glIsShader(GLuint shader) const;
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void glLinkProgram(GLuint program) const;
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void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length) const;
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void glUseProgram(GLuint program) 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;
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void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const;
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void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const;
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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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void glValidateProgram(GLuint program) const;
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void glVertexAttrib1d(GLuint index, GLdouble x) const;
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void glVertexAttrib1dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib1f(GLuint index, GLfloat x) const;
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void glVertexAttrib1fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib1s(GLuint index, GLshort x) const;
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void glVertexAttrib1sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y) const;
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void glVertexAttrib2dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) const;
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void glVertexAttrib2fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib2s(GLuint index, GLshort x, GLshort y) const;
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void glVertexAttrib2sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) const;
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void glVertexAttrib3dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) const;
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void glVertexAttrib3fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) const;
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void glVertexAttrib3sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib4Nbv(GLuint index, const GLbyte *v) const;
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void glVertexAttrib4Niv(GLuint index, const GLint *v) const;
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void glVertexAttrib4Nsv(GLuint index, const GLshort *v) const;
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void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) const;
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void glVertexAttrib4Nubv(GLuint index, const GLubyte *v) const;
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void glVertexAttrib4Nuiv(GLuint index, const GLuint *v) const;
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void glVertexAttrib4Nusv(GLuint index, const GLushort *v) const;
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void glVertexAttrib4bv(GLuint index, const GLbyte *v) const;
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void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) const;
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void glVertexAttrib4dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) const;
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void glVertexAttrib4fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib4iv(GLuint index, const GLint *v) const;
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void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) const;
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void glVertexAttrib4sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib4ubv(GLuint index, const GLubyte *v) const;
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void glVertexAttrib4uiv(GLuint index, const GLuint *v) const;
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void glVertexAttrib4usv(GLuint index, const GLushort *v) const;
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void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) const;
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void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) const;
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void glDrawBuffers(GLsizei n, const GLenum *bufs) const;
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void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) const;
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void glStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) const;
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void glStencilMaskSeparate(GLenum face, GLuint mask) const;
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void glAttachShader(GLuint program, GLuint shader) const;
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void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) const;
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void glCompileShader(GLuint shader) const;
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GLuint glCreateProgram(void) const;
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GLuint glCreateShader(GLenum type) const;
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void glDeleteProgram(GLuint program) const;
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void glDeleteShader(GLuint shader) const;
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void glDetachShader(GLuint program, GLuint shader) const;
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void glDisableVertexAttribArray(GLuint index) const;
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void glEnableVertexAttribArray(GLuint index) const;
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void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
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void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
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void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) const;
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GLint glGetAttribLocation(GLuint program, const GLchar *name) const;
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void glGetProgramiv(GLuint program, GLenum pname, GLint *params) const;
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void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
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void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) const;
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void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
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void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) const;
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GLint glGetUniformLocation(GLuint program, const GLchar *name) const;
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void glGetUniformfv(GLuint program, GLint location, GLfloat *params) const;
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void glGetUniformiv(GLuint program, GLint location, GLint *params) const;
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void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) const;
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void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) const;
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void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) const;
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void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) const;
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GLboolean glIsProgram(GLuint program) const;
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GLboolean glIsShader(GLuint shader) const;
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void glLinkProgram(GLuint program) const;
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void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length) const;
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void glUseProgram(GLuint program) 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;
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void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const;
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void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const;
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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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void glValidateProgram(GLuint program) const;
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void glVertexAttrib1d(GLuint index, GLdouble x) const;
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void glVertexAttrib1dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib1f(GLuint index, GLfloat x) const;
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void glVertexAttrib1fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib1s(GLuint index, GLshort x) const;
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void glVertexAttrib1sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y) const;
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void glVertexAttrib2dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) const;
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void glVertexAttrib2fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib2s(GLuint index, GLshort x, GLshort y) const;
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void glVertexAttrib2sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) const;
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void glVertexAttrib3dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) const;
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void glVertexAttrib3fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) const;
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void glVertexAttrib3sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib4Nbv(GLuint index, const GLbyte *v) const;
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void glVertexAttrib4Niv(GLuint index, const GLint *v) const;
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void glVertexAttrib4Nsv(GLuint index, const GLshort *v) const;
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void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) const;
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void glVertexAttrib4Nubv(GLuint index, const GLubyte *v) const;
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void glVertexAttrib4Nuiv(GLuint index, const GLuint *v) const;
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void glVertexAttrib4Nusv(GLuint index, const GLushort *v) const;
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void glVertexAttrib4bv(GLuint index, const GLbyte *v) const;
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void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) const;
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void glVertexAttrib4dv(GLuint index, const GLdouble *v) const;
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void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) const;
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void glVertexAttrib4fv(GLuint index, const GLfloat *v) const;
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void glVertexAttrib4iv(GLuint index, const GLint *v) const;
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void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) const;
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void glVertexAttrib4sv(GLuint index, const GLshort *v) const;
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void glVertexAttrib4ubv(GLuint index, const GLubyte *v) const;
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void glVertexAttrib4uiv(GLuint index, const GLuint *v) const;
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void glVertexAttrib4usv(GLuint index, const GLushort *v) const;
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void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) const;
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// C++-friendly convenience wrapper methods
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GLuint getCurrentProgram() const;
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bool getProgramInfoLog( GLuint program, std::string& result ) const;
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bool getShaderInfoLog( GLuint shader, std::string& result ) const;
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bool getAttribLocation( const char* attribName, GLuint& slot ) const;
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// C++-friendly convenience wrapper methods
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GLuint getCurrentProgram() const;
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bool getProgramInfoLog( GLuint program, std::string& result ) const;
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bool getShaderInfoLog( GLuint shader, std::string& result ) const;
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bool getAttribLocation( const char* attribName, GLuint& slot ) const;
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protected:
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~GL2Extensions() {}
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~GL2Extensions() {}
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float _glVersion;
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float _glslLanguageVersion;
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float _glVersion;
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float _glslLanguageVersion;
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bool _isShaderObjectsSupported;
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bool _isVertexShaderSupported;
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bool _isFragmentShaderSupported;
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bool _isLanguage100Supported;
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bool _isShaderObjectsSupported;
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bool _isVertexShaderSupported;
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bool _isFragmentShaderSupported;
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bool _isLanguage100Supported;
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void* _glBlendEquationSeparate;
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void* _glDrawBuffers;
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void* _glStencilOpSeparate;
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void* _glStencilFuncSeparate;
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void* _glStencilMaskSeparate;
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void* _glAttachShader;
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void* _glBindAttribLocation;
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void* _glCompileShader;
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void* _glCreateProgram;
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void* _glCreateShader;
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void* _glDeleteProgram;
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void* _glDeleteShader;
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void* _glDetachShader;
|
||||
void* _glDisableVertexAttribArray;
|
||||
void* _glEnableVertexAttribArray;
|
||||
void* _glGetActiveAttrib;
|
||||
void* _glGetActiveUniform;
|
||||
void* _glGetAttachedShaders;
|
||||
void* _glGetAttribLocation;
|
||||
void* _glGetProgramiv;
|
||||
void* _glGetProgramInfoLog;
|
||||
void* _glGetShaderiv;
|
||||
void* _glGetShaderInfoLog;
|
||||
void* _glGetShaderSource;
|
||||
void* _glGetUniformLocation;
|
||||
void* _glGetUniformfv;
|
||||
void* _glGetUniformiv;
|
||||
void* _glGetVertexAttribdv;
|
||||
void* _glGetVertexAttribfv;
|
||||
void* _glGetVertexAttribiv;
|
||||
void* _glGetVertexAttribPointerv;
|
||||
void* _glIsProgram;
|
||||
void* _glIsShader;
|
||||
void* _glLinkProgram;
|
||||
void* _glShaderSource;
|
||||
void* _glUseProgram;
|
||||
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* _glValidateProgram;
|
||||
void* _glVertexAttrib1d;
|
||||
void* _glVertexAttrib1dv;
|
||||
void* _glVertexAttrib1f;
|
||||
void* _glVertexAttrib1fv;
|
||||
void* _glVertexAttrib1s;
|
||||
void* _glVertexAttrib1sv;
|
||||
void* _glVertexAttrib2d;
|
||||
void* _glVertexAttrib2dv;
|
||||
void* _glVertexAttrib2f;
|
||||
void* _glVertexAttrib2fv;
|
||||
void* _glVertexAttrib2s;
|
||||
void* _glVertexAttrib2sv;
|
||||
void* _glVertexAttrib3d;
|
||||
void* _glVertexAttrib3dv;
|
||||
void* _glVertexAttrib3f;
|
||||
void* _glVertexAttrib3fv;
|
||||
void* _glVertexAttrib3s;
|
||||
void* _glVertexAttrib3sv;
|
||||
void* _glVertexAttrib4Nbv;
|
||||
void* _glVertexAttrib4Niv;
|
||||
void* _glVertexAttrib4Nsv;
|
||||
void* _glVertexAttrib4Nub;
|
||||
void* _glVertexAttrib4Nubv;
|
||||
void* _glVertexAttrib4Nuiv;
|
||||
void* _glVertexAttrib4Nusv;
|
||||
void* _glVertexAttrib4bv;
|
||||
void* _glVertexAttrib4d;
|
||||
void* _glVertexAttrib4dv;
|
||||
void* _glVertexAttrib4f;
|
||||
void* _glVertexAttrib4fv;
|
||||
void* _glVertexAttrib4iv;
|
||||
void* _glVertexAttrib4s;
|
||||
void* _glVertexAttrib4sv;
|
||||
void* _glVertexAttrib4ubv;
|
||||
void* _glVertexAttrib4uiv;
|
||||
void* _glVertexAttrib4usv;
|
||||
void* _glVertexAttribPointer;
|
||||
void* _glBlendEquationSeparate;
|
||||
void* _glDrawBuffers;
|
||||
void* _glStencilOpSeparate;
|
||||
void* _glStencilFuncSeparate;
|
||||
void* _glStencilMaskSeparate;
|
||||
void* _glAttachShader;
|
||||
void* _glBindAttribLocation;
|
||||
void* _glCompileShader;
|
||||
void* _glCreateProgram;
|
||||
void* _glCreateShader;
|
||||
void* _glDeleteProgram;
|
||||
void* _glDeleteShader;
|
||||
void* _glDetachShader;
|
||||
void* _glDisableVertexAttribArray;
|
||||
void* _glEnableVertexAttribArray;
|
||||
void* _glGetActiveAttrib;
|
||||
void* _glGetActiveUniform;
|
||||
void* _glGetAttachedShaders;
|
||||
void* _glGetAttribLocation;
|
||||
void* _glGetProgramiv;
|
||||
void* _glGetProgramInfoLog;
|
||||
void* _glGetShaderiv;
|
||||
void* _glGetShaderInfoLog;
|
||||
void* _glGetShaderSource;
|
||||
void* _glGetUniformLocation;
|
||||
void* _glGetUniformfv;
|
||||
void* _glGetUniformiv;
|
||||
void* _glGetVertexAttribdv;
|
||||
void* _glGetVertexAttribfv;
|
||||
void* _glGetVertexAttribiv;
|
||||
void* _glGetVertexAttribPointerv;
|
||||
void* _glIsProgram;
|
||||
void* _glIsShader;
|
||||
void* _glLinkProgram;
|
||||
void* _glShaderSource;
|
||||
void* _glUseProgram;
|
||||
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* _glValidateProgram;
|
||||
void* _glVertexAttrib1d;
|
||||
void* _glVertexAttrib1dv;
|
||||
void* _glVertexAttrib1f;
|
||||
void* _glVertexAttrib1fv;
|
||||
void* _glVertexAttrib1s;
|
||||
void* _glVertexAttrib1sv;
|
||||
void* _glVertexAttrib2d;
|
||||
void* _glVertexAttrib2dv;
|
||||
void* _glVertexAttrib2f;
|
||||
void* _glVertexAttrib2fv;
|
||||
void* _glVertexAttrib2s;
|
||||
void* _glVertexAttrib2sv;
|
||||
void* _glVertexAttrib3d;
|
||||
void* _glVertexAttrib3dv;
|
||||
void* _glVertexAttrib3f;
|
||||
void* _glVertexAttrib3fv;
|
||||
void* _glVertexAttrib3s;
|
||||
void* _glVertexAttrib3sv;
|
||||
void* _glVertexAttrib4Nbv;
|
||||
void* _glVertexAttrib4Niv;
|
||||
void* _glVertexAttrib4Nsv;
|
||||
void* _glVertexAttrib4Nub;
|
||||
void* _glVertexAttrib4Nubv;
|
||||
void* _glVertexAttrib4Nuiv;
|
||||
void* _glVertexAttrib4Nusv;
|
||||
void* _glVertexAttrib4bv;
|
||||
void* _glVertexAttrib4d;
|
||||
void* _glVertexAttrib4dv;
|
||||
void* _glVertexAttrib4f;
|
||||
void* _glVertexAttrib4fv;
|
||||
void* _glVertexAttrib4iv;
|
||||
void* _glVertexAttrib4s;
|
||||
void* _glVertexAttrib4sv;
|
||||
void* _glVertexAttrib4ubv;
|
||||
void* _glVertexAttrib4uiv;
|
||||
void* _glVertexAttrib4usv;
|
||||
void* _glVertexAttribPointer;
|
||||
|
||||
void* _glGetInfoLogARB;
|
||||
void* _glGetObjectParameterivARB;
|
||||
void* _glDeleteObjectARB;
|
||||
void* _glGetHandleARB;
|
||||
void* _glGetInfoLogARB;
|
||||
void* _glGetObjectParameterivARB;
|
||||
void* _glDeleteObjectARB;
|
||||
void* _glGetHandleARB;
|
||||
};
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
@@ -312,52 +312,52 @@ class OSG_EXPORT Program : public osg::StateAttribute
|
||||
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
|
||||
virtual int compare(const osg::StateAttribute& sa) const;
|
||||
|
||||
/** If enabled, activate our program in the GL pipeline,
|
||||
* performing any rebuild operations that might be pending. */
|
||||
virtual void apply(osg::State& state) const;
|
||||
/** If enabled, activate our program in the GL pipeline,
|
||||
* performing any rebuild operations that might be pending. */
|
||||
virtual void apply(osg::State& state) const;
|
||||
|
||||
virtual void compileGLObjects(osg::State& state) const;
|
||||
virtual void compileGLObjects(osg::State& state) const;
|
||||
|
||||
/** release OpenGL objects in specified graphics context if State
|
||||
object is passed, otherwise release OpenGL objects for all graphics context if
|
||||
State object pointer NULL.*/
|
||||
virtual void releaseGLObjects(osg::State* state=0) const;
|
||||
|
||||
/** Mark our PCSOs as needing relink */
|
||||
void dirtyProgram();
|
||||
/** Mark our PCSOs as needing relink */
|
||||
void dirtyProgram();
|
||||
|
||||
/** Attach an osg::Shader to this osg::Program.
|
||||
* Mark Program as needing relink. Return true for success */
|
||||
bool addShader( Shader* shader );
|
||||
/** Attach an osg::Shader to this osg::Program.
|
||||
* Mark Program as needing relink. Return true for success */
|
||||
bool addShader( Shader* shader );
|
||||
|
||||
unsigned int getNumShaders() const { return _shaderList.size(); }
|
||||
unsigned int getNumShaders() const { return _shaderList.size(); }
|
||||
|
||||
Shader* getShader( unsigned int i ) { return _shaderList[i].get(); }
|
||||
const Shader* getShader( unsigned int i ) const { return _shaderList[i].get(); }
|
||||
Shader* getShader( unsigned int i ) { return _shaderList[i].get(); }
|
||||
const Shader* getShader( unsigned int i ) const { return _shaderList[i].get(); }
|
||||
|
||||
/** Remove osg::Shader from this osg::Program.
|
||||
* Mark Program as needing relink. Return true for success */
|
||||
bool removeShader( Shader* shader );
|
||||
/** Remove osg::Shader from this osg::Program.
|
||||
* Mark Program as needing relink. Return true for success */
|
||||
bool removeShader( Shader* shader );
|
||||
|
||||
/** Add an attribute location binding. */
|
||||
void bindAttribLocation( GLuint index, const char* name );
|
||||
typedef std::map<std::string,GLuint> AttribBindingList;
|
||||
const AttribBindingList& getAttribBindingList() const { return _attribBindingList; }
|
||||
/** Add an attribute location binding. */
|
||||
void bindAttribLocation( GLuint index, const char* name );
|
||||
typedef std::map<std::string,GLuint> AttribBindingList;
|
||||
const AttribBindingList& getAttribBindingList() const { return _attribBindingList; }
|
||||
|
||||
/** Return true if this Program represents "fixed-functionality" rendering */
|
||||
bool isFixedFunction() const;
|
||||
/** Return true if this Program represents "fixed-functionality" rendering */
|
||||
bool isFixedFunction() const;
|
||||
|
||||
/** Query InfoLog from a glProgram */
|
||||
void getGlProgramInfoLog(unsigned int contextID, std::string& log) const;
|
||||
/** Query InfoLog from a glProgram */
|
||||
bool getGlProgramInfoLog(unsigned int contextID, std::string& log) const;
|
||||
|
||||
/** A name for use by the application */
|
||||
void setName( const std::string& name ) { _name = name; }
|
||||
void setName( const char* name ) { _name = name; }
|
||||
const std::string& getName() const { return _name; }
|
||||
/** A name for use by the application */
|
||||
void setName( const std::string& name ) { _name = name; }
|
||||
void setName( const char* name ) { _name = name; }
|
||||
const std::string& getName() const { return _name; }
|
||||
|
||||
/** Mark internal glProgram for deletion.
|
||||
* Deletion requests are queued until they can be executed
|
||||
* in the proper GL context. */
|
||||
* Deletion requests are queued until they can be executed
|
||||
* in the proper GL context. */
|
||||
static void deleteGlProgram(unsigned int contextID, GLuint program);
|
||||
|
||||
/** flush all the cached glPrograms which need to be deleted
|
||||
@@ -372,23 +372,23 @@ class OSG_EXPORT Program : public osg::StateAttribute
|
||||
class PerContextProgram;
|
||||
friend class PerContextProgram;
|
||||
|
||||
/** PerContextProgram (PCP) is an OSG-internal encapsulation of glPrograms per-GL context. */
|
||||
class OSG_EXPORT PerContextProgram : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
/** PerContextProgram (PCP) is an OSG-internal encapsulation of glPrograms per-GL context. */
|
||||
class OSG_EXPORT PerContextProgram : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
|
||||
|
||||
PerContextProgram(const Program* program, unsigned int contextID);
|
||||
PerContextProgram(const Program* program, unsigned int contextID);
|
||||
|
||||
GLuint getHandle() const {return _glProgramHandle;}
|
||||
GLuint getHandle() const {return _glProgramHandle;}
|
||||
|
||||
void requestLink();
|
||||
void linkProgram();
|
||||
bool needsLink() const {return _needsLink;}
|
||||
bool isLinked() const {return _isLinked;}
|
||||
void getInfoLog( std::string& infoLog ) const;
|
||||
void requestLink();
|
||||
void linkProgram();
|
||||
bool needsLink() const {return _needsLink;}
|
||||
bool isLinked() const {return _isLinked;}
|
||||
bool getInfoLog( std::string& infoLog ) const;
|
||||
|
||||
void useProgram() const;
|
||||
void useProgram() const;
|
||||
|
||||
void apply(const Uniform& uniform) const
|
||||
{
|
||||
@@ -396,52 +396,52 @@ class OSG_EXPORT Program : public osg::StateAttribute
|
||||
if (location>=0) uniform.apply(_extensions.get(),location);
|
||||
}
|
||||
|
||||
inline GLint getUniformLocation( const std::string& name ) const { NameLocationMap::const_iterator itr = _uniformLocationMap.find(name); return (itr!=_uniformLocationMap.end()) ? itr->second : -1; }
|
||||
inline GLint getAttribLocation( const std::string& name ) const { NameLocationMap::const_iterator itr = _attribLocationMap.find(name); return (itr!=_attribLocationMap.end()) ? itr->second : -1; }
|
||||
inline GLint getUniformLocation( const std::string& name ) const { NameLocationMap::const_iterator itr = _uniformLocationMap.find(name); return (itr!=_uniformLocationMap.end()) ? itr->second : -1; }
|
||||
inline GLint getAttribLocation( const std::string& name ) const { NameLocationMap::const_iterator itr = _attribLocationMap.find(name); return (itr!=_attribLocationMap.end()) ? itr->second : -1; }
|
||||
|
||||
protected: /*methods*/
|
||||
~PerContextProgram();
|
||||
protected: /*methods*/
|
||||
~PerContextProgram();
|
||||
|
||||
protected: /*data*/
|
||||
/** Pointer to our parent Program */
|
||||
const Program* _program;
|
||||
/** Pointer to this context's extension functions */
|
||||
osg::ref_ptr<GL2Extensions> _extensions;
|
||||
/** Handle to the actual OpenGL glProgram */
|
||||
GLuint _glProgramHandle;
|
||||
/** Does our glProgram need to be linked? */
|
||||
bool _needsLink;
|
||||
/** Is our glProgram successfully linked? */
|
||||
bool _isLinked;
|
||||
const unsigned int _contextID;
|
||||
protected: /*data*/
|
||||
/** Pointer to our parent Program */
|
||||
const Program* _program;
|
||||
/** Pointer to this context's extension functions */
|
||||
osg::ref_ptr<GL2Extensions> _extensions;
|
||||
/** Handle to the actual OpenGL glProgram */
|
||||
GLuint _glProgramHandle;
|
||||
/** Does our glProgram need to be linked? */
|
||||
bool _needsLink;
|
||||
/** Is our glProgram successfully linked? */
|
||||
bool _isLinked;
|
||||
const unsigned int _contextID;
|
||||
|
||||
typedef std::map<std::string, GLint> NameLocationMap;
|
||||
NameLocationMap _uniformLocationMap;
|
||||
NameLocationMap _attribLocationMap;
|
||||
|
||||
private:
|
||||
PerContextProgram(); // disallowed
|
||||
PerContextProgram(const PerContextProgram&); // disallowed
|
||||
PerContextProgram& operator=(const PerContextProgram&); // disallowed
|
||||
};
|
||||
private:
|
||||
PerContextProgram(); // disallowed
|
||||
PerContextProgram(const PerContextProgram&); // disallowed
|
||||
PerContextProgram& operator=(const PerContextProgram&); // disallowed
|
||||
};
|
||||
|
||||
/** Get the PCP for a particular GL context */
|
||||
/** Get the PCP for a particular GL context */
|
||||
PerContextProgram* getPCP(unsigned int contextID) const;
|
||||
|
||||
protected: /*methods*/
|
||||
protected: /*methods*/
|
||||
virtual ~Program();
|
||||
|
||||
protected: /*data*/
|
||||
std::string _name;
|
||||
protected: /*data*/
|
||||
std::string _name;
|
||||
mutable osg::buffered_value< osg::ref_ptr<PerContextProgram> > _pcpList;
|
||||
AttribBindingList _attribBindingList;
|
||||
AttribBindingList _attribBindingList;
|
||||
|
||||
typedef std::vector< ref_ptr<Shader> > ShaderList;
|
||||
ShaderList _shaderList;
|
||||
typedef std::vector< ref_ptr<Shader> > ShaderList;
|
||||
ShaderList _shaderList;
|
||||
|
||||
|
||||
private:
|
||||
Program& operator=(const Program&); // disallowed
|
||||
Program& operator=(const Program&); // disallowed
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -11,8 +11,8 @@
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
/* file: include/osg/Shader
|
||||
* author: Mike Weiblen 2005-04-06
|
||||
/* file: include/osg/Shader
|
||||
* author: Mike Weiblen 2005-04-29
|
||||
*/
|
||||
|
||||
#ifndef OSG_SHADER
|
||||
@@ -39,11 +39,11 @@ class OSG_EXPORT Shader : public osg::Object
|
||||
{
|
||||
public:
|
||||
|
||||
enum Type {
|
||||
VERTEX = GL_VERTEX_SHADER,
|
||||
FRAGMENT = GL_FRAGMENT_SHADER,
|
||||
UNDEFINED = -1
|
||||
};
|
||||
enum Type {
|
||||
VERTEX = GL_VERTEX_SHADER,
|
||||
FRAGMENT = GL_FRAGMENT_SHADER,
|
||||
UNDEFINED = -1
|
||||
};
|
||||
|
||||
Shader( Type type = UNDEFINED);
|
||||
Shader( Type type, const std::string& source );
|
||||
@@ -51,122 +51,122 @@ class OSG_EXPORT Shader : public osg::Object
|
||||
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
|
||||
Shader(const Shader& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
|
||||
|
||||
META_Object(osg, Shader);
|
||||
META_Object(osg, Shader);
|
||||
|
||||
int compare(const Shader& rhs) const;
|
||||
|
||||
bool setType( Type t );
|
||||
bool setType( Type t );
|
||||
|
||||
|
||||
/** Load the Shader's source code text from a string. */
|
||||
void setShaderSource( const std::string& sourceText );
|
||||
/** Load the Shader's source code text from a string. */
|
||||
void setShaderSource( const std::string& sourceText );
|
||||
|
||||
/** Read shader source from file and then constructor shader of specified type.
|
||||
* Return the resulting Shader or 0 if no valid shader source code be read.*/
|
||||
static Shader* readShaderFile( Type type, const std::string& fileName );
|
||||
|
||||
/** Load the Shader's source code text from a file. */
|
||||
bool loadShaderSourceFromFile( const std::string& fileName );
|
||||
/** Load the Shader's source code text from a file. */
|
||||
bool loadShaderSourceFromFile( const std::string& fileName );
|
||||
|
||||
/** Query the shader's source code text */
|
||||
inline const std::string& getShaderSource() const { return _shaderSource; }
|
||||
/** Query the shader's source code text */
|
||||
inline const std::string& getShaderSource() const { return _shaderSource; }
|
||||
|
||||
/** Get the Shader type as an enum. */
|
||||
inline Type getType() const { return _type; }
|
||||
/** Get the Shader type as an enum. */
|
||||
inline Type getType() const { return _type; }
|
||||
|
||||
/** Get the Shader type as a descriptive string. */
|
||||
const char* getTypename() const;
|
||||
/** Get the Shader type as a descriptive string. */
|
||||
const char* getTypename() const;
|
||||
|
||||
/** Mark our PCSs as needing recompilation.
|
||||
* Also mark Programs that depend on us as needing relink */
|
||||
* Also mark Programs that depend on us as needing relink */
|
||||
void dirtyShader();
|
||||
|
||||
/** If needed, compile the PCS's glShader */
|
||||
void compileShader(unsigned int contextID) const;
|
||||
/** If needed, compile the PCS's glShader */
|
||||
void compileShader(unsigned int contextID) const;
|
||||
|
||||
/** For a given GL context, attach a glShader to a glProgram */
|
||||
void attachShader(unsigned int contextID, GLuint program) const;
|
||||
/** For a given GL context, attach a glShader to a glProgram */
|
||||
void attachShader(unsigned int contextID, GLuint program) const;
|
||||
|
||||
/** Query InfoLog from a glShader */
|
||||
void getGlShaderInfoLog(unsigned int contextID, std::string& log) const;
|
||||
/** Query InfoLog from a glShader */
|
||||
bool getGlShaderInfoLog(unsigned int contextID, std::string& log) const;
|
||||
|
||||
/** A name for use by the application */
|
||||
void setName( const std::string& name ) { _name = name; }
|
||||
void setName( const char* name ) { _name = name; }
|
||||
const std::string& getName() const { return _name; };
|
||||
/** A name for use by the application */
|
||||
void setName( const std::string& name ) { _name = name; }
|
||||
void setName( const char* name ) { _name = name; }
|
||||
const std::string& getName() const { return _name; };
|
||||
|
||||
/** Mark internal glShader for deletion.
|
||||
* Deletion requests are queued tuntil they can be executed
|
||||
* in the proper GL context. */
|
||||
static void deleteGlShader(unsigned int contextID, GLuint shader);
|
||||
/** Mark internal glShader for deletion.
|
||||
* Deletion requests are queued tuntil they can be executed
|
||||
* in the proper GL context. */
|
||||
static void deleteGlShader(unsigned int contextID, GLuint shader);
|
||||
|
||||
/** flush all the cached glShaders which need to be deleted
|
||||
* in the OpenGL context related to contextID.*/
|
||||
static void flushDeletedGlShaders(unsigned int contextID,double currentTime, double& availableTime);
|
||||
|
||||
static Shader::Type getTypeId( const std::string& tname );
|
||||
static Shader::Type getTypeId( const std::string& tname );
|
||||
|
||||
protected:
|
||||
/** PerContextShader (PCS) is an OSG-internal encapsulation of glShader per-GL context. */
|
||||
class PerContextShader : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
PerContextShader(const Shader* shader, unsigned int contextID);
|
||||
/** PerContextShader (PCS) is an OSG-internal encapsulation of glShader per-GL context. */
|
||||
class PerContextShader : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
PerContextShader(const Shader* shader, unsigned int contextID);
|
||||
|
||||
GLuint getHandle() const {return _glShaderHandle;}
|
||||
GLuint getHandle() const {return _glShaderHandle;}
|
||||
|
||||
void requestCompile();
|
||||
void compileShader();
|
||||
void getInfoLog( std::string& infoLog ) const;
|
||||
void requestCompile();
|
||||
void compileShader();
|
||||
bool getInfoLog( std::string& infoLog ) const;
|
||||
|
||||
/** Attach our glShader to a glProgram */
|
||||
void attachShader(GLuint program) const;
|
||||
/** Attach our glShader to a glProgram */
|
||||
void attachShader(GLuint program) const;
|
||||
|
||||
/** Detach our glShader from a glProgram */
|
||||
void detachShader(GLuint program) const;
|
||||
/** Detach our glShader from a glProgram */
|
||||
void detachShader(GLuint program) const;
|
||||
|
||||
protected: /*methods*/
|
||||
~PerContextShader();
|
||||
protected: /*methods*/
|
||||
~PerContextShader();
|
||||
|
||||
protected: /*data*/
|
||||
/** Pointer to our parent osg::Shader */
|
||||
const Shader* _shader;
|
||||
/** Pointer to this context's extension functions. */
|
||||
osg::ref_ptr<osg::GL2Extensions> _extensions;
|
||||
/** Handle to the actual glShader. */
|
||||
GLuint _glShaderHandle;
|
||||
/** Does our glShader need to be recompiled? */
|
||||
bool _needsCompile;
|
||||
/** Is our glShader successfully compiled? */
|
||||
bool _isCompiled;
|
||||
const unsigned int _contextID;
|
||||
protected: /*data*/
|
||||
/** Pointer to our parent osg::Shader */
|
||||
const Shader* _shader;
|
||||
/** Pointer to this context's extension functions. */
|
||||
osg::ref_ptr<osg::GL2Extensions> _extensions;
|
||||
/** Handle to the actual glShader. */
|
||||
GLuint _glShaderHandle;
|
||||
/** Does our glShader need to be recompiled? */
|
||||
bool _needsCompile;
|
||||
/** Is our glShader successfully compiled? */
|
||||
bool _isCompiled;
|
||||
const unsigned int _contextID;
|
||||
|
||||
private:
|
||||
PerContextShader(); // disallowed
|
||||
PerContextShader(const PerContextShader&); // disallowed
|
||||
PerContextShader& operator=(const PerContextShader&); // disallowed
|
||||
};
|
||||
private:
|
||||
PerContextShader(); // disallowed
|
||||
PerContextShader(const PerContextShader&); // disallowed
|
||||
PerContextShader& operator=(const PerContextShader&); // disallowed
|
||||
};
|
||||
|
||||
protected: /*methods*/
|
||||
protected: /*methods*/
|
||||
virtual ~Shader();
|
||||
|
||||
PerContextShader* getPCS(unsigned int contextID) const;
|
||||
|
||||
friend class Program;
|
||||
bool addProgramRef( Program* program );
|
||||
bool removeProgramRef( Program* program );
|
||||
friend class Program;
|
||||
bool addProgramRef( Program* program );
|
||||
bool removeProgramRef( Program* program );
|
||||
|
||||
protected: /*data*/
|
||||
Type _type;
|
||||
std::string _name;
|
||||
std::string _shaderSource;
|
||||
/** osg::Programs that this osg::Shader is attached to */
|
||||
typedef std::set< Program* > ProgramSet;
|
||||
ProgramSet _programSet;
|
||||
protected: /*data*/
|
||||
Type _type;
|
||||
std::string _name;
|
||||
std::string _shaderSource;
|
||||
/** osg::Programs that this osg::Shader is attached to */
|
||||
typedef std::set< Program* > ProgramSet;
|
||||
ProgramSet _programSet;
|
||||
mutable osg::buffered_value< osg::ref_ptr<PerContextShader> > _pcsList;
|
||||
|
||||
private:
|
||||
Shader& operator=(const Shader&); // disallowed
|
||||
Shader& operator=(const Shader&); // disallowed
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -13,7 +13,7 @@
|
||||
*/
|
||||
|
||||
/* file: src/osg/Shader.cpp
|
||||
* author: Mike Weiblen 2005-04-07
|
||||
* author: Mike Weiblen 2005-04-29
|
||||
*/
|
||||
|
||||
#include <fstream>
|
||||
@@ -232,10 +232,10 @@ void Shader::attachShader(unsigned int contextID, GLuint program) const
|
||||
}
|
||||
|
||||
|
||||
void Shader::getGlShaderInfoLog(unsigned int contextID, std::string& log) const
|
||||
bool Shader::getGlShaderInfoLog(unsigned int contextID, std::string& log) const
|
||||
{
|
||||
PerContextShader* pcs = getPCS( contextID );
|
||||
if( pcs ) pcs->getInfoLog( log );
|
||||
return (pcs) ? pcs->getInfoLog( log ) : false;
|
||||
}
|
||||
|
||||
|
||||
@@ -324,17 +324,21 @@ void Shader::PerContextShader::compileShader()
|
||||
_isCompiled = (compiled == GL_TRUE);
|
||||
if( ! _isCompiled )
|
||||
{
|
||||
// compile failed
|
||||
std::string infoLog;
|
||||
getInfoLog( infoLog );
|
||||
osg::notify(osg::WARN) << _shader->getTypename() <<
|
||||
" glCompileShader FAILED:\n" << infoLog << std::endl;
|
||||
osg::notify(osg::WARN) << _shader->getTypename() << " glCompileShader \""
|
||||
<< _shader->getName() << "\" FAILED" << std::endl;
|
||||
}
|
||||
|
||||
std::string infoLog;
|
||||
if( getInfoLog(infoLog) )
|
||||
{
|
||||
osg::notify(osg::INFO) << _shader->getTypename() << " Shader \""
|
||||
<< _shader->getName() << "\" infolog:\n" << infoLog << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::PerContextShader::getInfoLog( std::string& infoLog ) const
|
||||
bool Shader::PerContextShader::getInfoLog( std::string& infoLog ) const
|
||||
{
|
||||
_extensions->getShaderInfoLog( _glShaderHandle, infoLog );
|
||||
return _extensions->getShaderInfoLog( _glShaderHandle, infoLog );
|
||||
}
|
||||
|
||||
void Shader::PerContextShader::attachShader(GLuint program) const
|
||||
|
||||
Reference in New Issue
Block a user