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