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/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;
};
}