DYT/Tool/OpenSceneGraph-3.6.5/include/osgEarth/ShaderLoader

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2024-12-24 23:49:36 +00:00
/* -*-c++-*- */
/* osgEarth - Geospatial SDK for OpenSceneGraph
* Copyright 2020 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program 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. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#pragma once
#include <osgEarth/Common>
#include <osgDB/Options>
#include <map>
#include <set>
namespace osgEarth
{
class VirtualProgram;
}
namespace osgEarth { namespace Util
{
/**
* Functions to help load shader code.
*/
class OSGEARTH_EXPORT ShaderPackage
{
public:
/**
* Adds a function from this package to the VirtualProgram.
*/
bool load(
VirtualProgram* vp,
const std::string& filename,
const osgDB::Options* dbOptions =0L ) const;
/**
* Removes a function loaded by load from the VirtualProgram.
*/
bool unload(
VirtualProgram* vp,
const std::string& filename,
const osgDB::Options* dbOptions =0L ) const;
/**
* Adds all the functions in this package to the VirtualProgram.
*/
bool loadAll(
VirtualProgram* vp,
const osgDB::Options* dbOptions =0L ) const;
/**
* Removes all the functions in this package from the VirtualProgram.
*/
bool unloadAll(
VirtualProgram* vp,
const osgDB::Options* dbOptions =0L ) const;
/**
* Defs or undefs a GLSL #define proprocessor macro.
* Don't include the "#" in the defineName.
*/
void define(
const std::string& defineName,
bool defOrUndef);
/**
* Replaces the specified string with another string in the loaded
* shader source. Nested replacements are not supported.
*/
void replace(
const std::string& pattern,
const std::string& value);
/**
* Add a file/source to the package. If you only have inline source, just
* set the filename to a unique description string.
*/
void add(const std::string& filename, const std::string& inlineSource)
{
_sources[filename] = inlineSource;
}
public:
using SourceMap = std::map<std::string, std::string>;
using ReplaceMap = std::map<std::string, std::string>;
using DefineMap = std::map<std::string, bool>;
const SourceMap& context() const { return _sources; }
protected:
SourceMap _sources;
DefineMap _defines;
ReplaceMap _replaces;
friend class ShaderLoader;
};
/**
* Base class for local shader file/source pairs.
*/
class OSGEARTH_EXPORT ShaderLoader
{
public:
/**
* Loads shader source from the specified filename or string, and calls
* setFunction() on the virtual program to install the shader.
* The shader much include #pragma definitions for both its
* entry point and its location, e.g.:
*
* #pragma vp_entryPoint oe_my_shader
* #pargma vp_location VERTEX_VIEW
*/
static bool load(
VirtualProgram* vp,
const std::string& filename_or_string,
const ShaderPackage& package,
const osgDB::Options* dbOptions = 0L);
static bool load(
VirtualProgram* vp,
const std::string& source);
//! Loads a shader into the virtual program on a node.
//! (convenience function. Same as calling
//! load(VirtualProgram::getOrCreate(node->getOrCreateStateSet()), source)
static bool load(osg::Node* node, const std::string& source);
/**
* Removes a function loaded by load from the VirtualProgram.
*/
static bool unload(
VirtualProgram* vp,
const std::string& filename_or_string,
const ShaderPackage& package,
const osgDB::Options* dbOptions =0L );
static bool unload(
VirtualProgram* vp,
const std::string& source);
//! Loads shader source from the specified filename. If the
//! file can't be found in the OSG file path, use the source
//! provided in backupSource.
static std::string load(
const std::string& filename_or_string,
const ShaderPackage& package,
const osgDB::Options* dbOptions = nullptr);
/**
* Utility function that returns the value of #pragma; e.g.,
* #pragma vp_something You are here
* returns "You are here" (without the quotes).
*/
static std::string getPragmaValue(
const std::string& source,
const std::string& key);
//! Find the #pragma called "key" in the string "input".
//! Store the entire line in "line_out".
//! Tokenize the value into tokens_out. The value may or may not
//! be enclosed in parntheses, and its components may or may not be
//! delimited by commas.
static bool getPragmaValueAsTokens(
const std::string& input,
const std::string& key,
std::string& line_out,
std::vector<std::string>& tokens_out);
static void getAllPragmaValues(
const std::string& source,
const std::string& key,
std::set<std::string>& output);
static void split(
const std::string& multisource,
std::vector<std::string>& out_sources);
static void configureHeader(
std::string& in_out_source);
//! Apply the GLSL header and sort the components for use.
//! This should be the last thing you do.
static void finalize(
std::string& in_out_source);
private:
// internal function to load a file but apply no processing to it
static std::string load_raw_source(
const std::string& filename_or_string,
const ShaderPackage& package,
const osgDB::Options* dbOptions);
static void sort_components(
std::string& in_out_source);
};
} } // namespace osgEarth