From Mike Weiblen, updates to osgGL2 to support Uniform values

This commit is contained in:
Robert Osfield
2003-10-05 11:30:54 +00:00
parent 9d6bf8d1b6
commit ce15c880b1
17 changed files with 1350 additions and 319 deletions

View File

@@ -11,7 +11,7 @@
*/
/* file: include/osgGL2/Extensions
* author: Mike Weiblen 2003-07-14
* author: Mike Weiblen 2003-09-12
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
@@ -152,17 +152,17 @@ class OSGGL2_EXPORT Extensions : public osg::Referenced
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, GLfloat *value) const;
void glUniform2fv(GLint location, GLsizei count, GLfloat *value) const;
void glUniform3fv(GLint location, GLsizei count, GLfloat *value) const;
void glUniform4fv(GLint location, GLsizei count, GLfloat *value) const;
void glUniform1iv(GLint location, GLsizei count, GLint *value) const;
void glUniform2iv(GLint location, GLsizei count, GLint *value) const;
void glUniform3iv(GLint location, GLsizei count, GLint *value) const;
void glUniform4iv(GLint location, GLsizei count, GLint *value) const;
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const;
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const;
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) 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;

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@@ -11,7 +11,7 @@
*/
/* file: include/osgGL2/ProgramObject
* author: Mike Weiblen 2003-07-14
* author: Mike Weiblen 2003-09-18
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
@@ -25,26 +25,32 @@
#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;
///////////////////////////////////////////////////////////////////////////
/** Encapsulates the OpenGL Shading Language ProgramObject */
class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
{
public:
ProgramObject();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
@@ -74,10 +80,29 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
// data access methods.
/** Force a relink on next apply() of associated glProgramObject. */
void dirtyProgramObject();
/** Force a relink on next apply() of associated glProgramObject. */
void dirtyProgramObject();
void addShader( ShaderObject* shader );
/** Force a recompile of all ShaderObjects on next apply(). */
void dirtyShaderObjects();
/** Set whether rendering of ProgramObject is enabled or disabled */
void enable( bool enabled ) { _enabled = enabled; }
/** Attach a ShaderObject to this ProgramObject */
void addShader( ShaderObject* shadObj );
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) );
}
/** use deleteObject instead of glDeleteObject to allow
* GL2 Objects to cached until they can be deleted
@@ -89,50 +114,52 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
* in the OpenGL context related to contextID.*/
static void flushDeletedGL2Objects(unsigned int contextID,double currentTime, double& availableTime);
protected:
virtual ~ProgramObject();
typedef std::vector< osg::ref_ptr<ShaderObject> > ShaderObjectList;
ShaderObjectList _shaderObjectList;
class OSGGL2_EXPORT PerContextProgObj : public osg::Referenced
class PerContextProgObj : public osg::Referenced
{
public:
PerContextProgObj(const ProgramObject* parent, Extensions* extensions);
PerContextProgObj(const ProgramObject* progObj, unsigned int contextID);
PerContextProgObj(const PerContextProgObj& rhs);
GLhandleARB& getHandle() {return _handle;}
GLhandleARB& getHandle() {return _glProgObjHandle;}
bool isDirty() const {return _dirty;}
void markAsDirty() {_dirty = true; }
void markAsClean() {_dirty = false;}
bool build() const;
void build();
void use() const;
void markAsAttached() {_unattached = false;}
bool isUnattached() const {return _unattached;}
void updateUniforms( const UniformValueList& univalList );
void applyUniformValues();
protected:
PerContextProgObj() {};
void printInfoLog(osg::NotifySeverity severity) const;
protected: /*methods*/
PerContextProgObj();
~PerContextProgObj();
const ProgramObject* _parent;
protected: /*data*/
const ProgramObject* _progObj;
osg::ref_ptr<Extensions> _extensions;
GLhandleARB _handle;
GLhandleARB _glProgObjHandle;
bool _dirty;
bool _unattached;
UniformValueList _univalList;
const unsigned int _contextID;
};
typedef osg::buffered_value< osg::ref_ptr<PerContextProgObj> > PCPOList;
mutable PCPOList _pcpoList;
protected: /*methods*/
virtual ~ProgramObject();
PerContextProgObj* getPCPO(unsigned int contextID) const;
void updateUniforms( int frameNumber ) const;
protected: /*data*/
bool _enabled;
std::vector< ShaderObjectPtr > _shaderObjectList;
mutable osg::buffered_value< osg::ref_ptr<PerContextProgObj> > _pcpoList;
mutable int _frameNumberOfLastPCPOUpdate;
mutable UniformValueList _univalList;
};
///////////////////////////////////////////////////////////////////////////
/** Encapsulates the OpenGL Shading Language ShaderObject */
@@ -159,51 +186,57 @@ class OSGGL2_EXPORT ShaderObject : public osg::Object
void setShaderSource( const char* sourceText );
inline const std::string& getShaderSource() const {return _shaderSource; }
bool loadShaderSourceFromFile( const char* fileName );
Type getType() const { return _type; }
inline Type getType() const { return _type; }
const char* getTypename() const;
/** Force a recompile on next apply() of associated glShaderObject. */
void dirtyShaderObject();
bool build(unsigned int contextID) const;
void build(unsigned int contextID) const;
void attach(unsigned int contextID, GLhandleARB progObj) const;
protected:
virtual ~ShaderObject();
std::string _shaderSource;
Type _type;
class OSGGL2_EXPORT PerContextShaderObj : public osg::Referenced
class PerContextShaderObj : public osg::Referenced
{
public:
PerContextShaderObj(const ShaderObject* parent, Extensions* extensions);
PerContextShaderObj(const ShaderObject* shadObj, unsigned int contextID);
PerContextShaderObj(const PerContextShaderObj& rhs);
GLhandleARB& getHandle() {return _handle;}
GLhandleARB& getHandle() {return _glShaderObjHandle;}
bool isDirty() const {return _dirty;}
void markAsDirty() {_dirty = true; }
void markAsClean() {_dirty = false;}
bool build();
void build();
void attach(GLhandleARB progObj);
void attach(GLhandleARB progObj) const;
protected:
PerContextShaderObj() {};
void printInfoLog(osg::NotifySeverity severity) const;
protected: /*methods*/
PerContextShaderObj();
~PerContextShaderObj();
const ShaderObject* _parent;
protected: /*data*/
const ShaderObject* _shadObj;
osg::ref_ptr<Extensions> _extensions;
GLhandleARB _handle;
GLhandleARB _glShaderObjHandle;
bool _dirty;
const unsigned int _contextID;
};
typedef osg::buffered_value< osg::ref_ptr<PerContextShaderObj> > PCSOList;
mutable PCSOList _pcsoList;
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;
};
}

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@@ -0,0 +1,88 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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 2003-09-18
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#ifndef OSGGL2_UNIFORMVALUE
#define OSGGL2_UNIFORMVALUE 1
#include <osg/ref_ptr>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Referenced>
#include <osgGL2/Extensions>
#include <vector>
namespace osgGL2 {
///////////////////////////////////////////////////////////////////////////
/** An abstract class to encapsulate a new value for a glUniform.
* osgGL2::ProgramObject.setUniform() constructs and sends a UniformValue
* to all its PCPOs (per-context glProgramObjects) to set the value of a
* glUniform; that value is propogated to the glProgramObjects during the
* next osgGL2::ProgramObject.apply().
* This class is for internal use by osgGL2::ProgramObject.
*/
class UniformValue : public osg::Referenced
{
public:
virtual void apply( Extensions *ext, const GLhandleARB progObj ) const = 0;
protected:
UniformValue( const char* uniformName ) : _name( uniformName ) {};
virtual ~UniformValue() {};
int getLocation( Extensions *ext, const GLhandleARB progObj ) const;
std::string _name;
};
typedef std::vector< osg::ref_ptr<UniformValue> > UniformValueList;
///////////////////////////////////////////////////////////////////////////
#define META_UniformValue( typeName ) \
class UniformValue_##typeName : public UniformValue \
{ \
public: \
UniformValue_##typeName( const char* uniformName, typeName value ); \
virtual void apply( Extensions *ext, const GLhandleARB progObj ) const; \
protected: \
typeName _value; \
}
META_UniformValue( int );
META_UniformValue( float );
using namespace osg;
META_UniformValue( Vec2 );
META_UniformValue( Vec3 );
META_UniformValue( Vec4 );
}
#endif
/*EOF*/