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OpenSceneGraph/include/osgGL2/ProgramObject

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/* -*-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/ProgramObject
* author: Mike Weiblen 2003-07-14
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#ifndef OSGGL2_PROGRAMOBJECT
#define OSGGL2_PROGRAMOBJECT 1
#include <osg/State>
#include <osg/StateAttribute>
#include <osg/buffered_value>
#include <osg/ref_ptr>
#include <osgGL2/Export>
#include <osgGL2/Extensions>
#include <string>
// TODO This type enum must be officially added to osg::StateAttribute::Types
#define PROGRAMOBJECT (osg::StateAttribute::VERTEXPROGRAM + 1)
namespace osgGL2 {
/** use deleteObject instead of glDeleteObject to allow
* GL2 Objects to cached until they can be deleted
* by the OpenGL context in which they were created, specified
* by contextID.*/
void DeleteObject(unsigned int contextID, GLhandleARB handle);
/** flush all the cached glProgramObjects which need to be deleted
* in the OpenGL context related to contextID.*/
void FlushDeletedGL2Objects(unsigned int contextID);
///////////////////////////////////////////////////////////////////////////
class ShaderObject;
/** 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.*/
ProgramObject(const ProgramObject& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_StateAttribute(osgGL2, ProgramObject, PROGRAMOBJECT);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const osg::StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Paramter macro's below.
COMPARE_StateAttribute_Types(ProgramObject,sa)
// compare each parameter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_shaderObjectList);
// COMPARE_StateAttribute_Parameter(_pcpoList);
return 0; // passed all the above comparison macro's, must be equal.
}
virtual void getAssociatedModes(std::vector<GLMode>& ) const {}
virtual void apply(osg::State& state) const;
virtual void compile(osg::State& state) const { apply(state); }
// data access methods.
/** Force a relink on next apply() of associated glProgramObject. */
void dirtyProgramObject();
void addShader( ShaderObject* shader );
protected:
virtual ~ProgramObject();
typedef std::vector< osg::ref_ptr<ShaderObject> > ShaderObjectList;
ShaderObjectList _shaderObjectList;
class OSGGL2_EXPORT PerContextProgObj : public osg::Referenced
{
public:
PerContextProgObj(const ProgramObject* parent, Extensions* extensions);
PerContextProgObj(const PerContextProgObj& rhs);
GLhandleARB& getHandle() {return _handle;}
bool isDirty() const {return _dirty;}
void markAsDirty() {_dirty = true; }
void markAsClean() {_dirty = false;}
bool build() const;
void use() const;
void markAsAttached() {_unattached = false;}
bool isUnattached() const {return _unattached;}
protected:
PerContextProgObj() {};
~PerContextProgObj();
const ProgramObject* _parent;
osg::ref_ptr<Extensions> _extensions;
GLhandleARB _handle;
bool _dirty;
bool _unattached;
};
typedef osg::buffered_value< osg::ref_ptr<PerContextProgObj> > PCPOList;
mutable PCPOList _pcpoList;
PerContextProgObj* getPCPO(unsigned int contextID) const;
};
///////////////////////////////////////////////////////////////////////////
/** Encapsulates the OpenGL Shading Language ShaderObject */
class OSGGL2_EXPORT ShaderObject : public osg::Object
{
public:
enum Type {
VERTEX = GL_VERTEX_SHADER_ARB,
FRAGMENT = GL_FRAGMENT_SHADER_ARB,
UNKNOWN = -1
};
ShaderObject();
ShaderObject(Type type);
ShaderObject(Type type, const char* sourceText);
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
ShaderObject(const ShaderObject& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgGL2, ShaderObject);
// data access methods.
void setShaderSource( const char* sourceText );
inline const std::string& getShaderSource() const {return _shaderSource; }
bool loadShaderSourceFromFile( const char* fileName );
Type getType() const { return _type; }
/** Force a recompile on next apply() of associated glShaderObject. */
void dirtyShaderObject();
bool 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
{
public:
PerContextShaderObj(const ShaderObject* parent, Extensions* extensions);
PerContextShaderObj(const PerContextShaderObj& rhs);
GLhandleARB& getHandle() {return _handle;}
bool isDirty() const {return _dirty;}
void markAsDirty() {_dirty = true; }
void markAsClean() {_dirty = false;}
bool build();
void attach(GLhandleARB progObj);
protected:
PerContextShaderObj() {};
~PerContextShaderObj();
const ShaderObject* _parent;
osg::ref_ptr<Extensions> _extensions;
GLhandleARB _handle;
bool _dirty;
};
typedef osg::buffered_value< osg::ref_ptr<PerContextShaderObj> > PCSOList;
mutable PCSOList _pcsoList;
PerContextShaderObj* getPCSO(unsigned int contextID) const;
};
}
#endif