H3D API  2.4.1
Classes | Public Member Functions | Static Public Member Functions | Public Attributes | Static Public Attributes | List of all members
H3D::H3DGeneratedShaderNode Class Reference

The H3DGeneratedShaderNode node is the base class for nodes that generates GLSL shaders for use in place of a ComposedShader in the Appearance field. More...

#include <H3D/H3DGeneratedShaderNode.h>

Inheritance diagram for H3D::H3DGeneratedShaderNode:
Inheritance graph

Classes

struct  Attribute
 Struct used to define an attribute in the shader. More...
 
struct  RebuildShader
 Specialized field that rebuilds the shader when it updates. More...
 
struct  VaryingVariable
 Struct used to define a varying variable in the shader. More...
 

Public Member Functions

 H3DGeneratedShaderNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0, Inst< SFBool > _isSelected=0, Inst< SFBool > _isValid=0, Inst< SFBool > _activate=0, Inst< SFString > _language=0, Inst< MFShaderPart > _parts=0, Inst< SFBool > _suppressUniformWarnings=0, Inst< MFString > _fragmentShaderString=0, Inst< MFString > _vertexShaderString=0)
 Constructor.
 
virtual void buildShader ()
 Rebuilds the generated shader, causing a full rebuild and relink of the shader.
 
virtual void preRender ()
 The preRender method is extended to make sure that the shader is up to date before rendering.
 
virtual string addUniformFields (ComposedShader *shader)
 Adds uniform fields to the shader. More...
 
virtual string getFunctionShaderString ()
 Get a string with GLSL function definitions to be used by the generated shader.
 
virtual void getVaryingVariables (vector< VaryingVariable > &)
 Get the varying variables used by the shader generator. More...
 
virtual void getAttributes (vector< Attribute > &)
 Get the attribues used by the shader generator. More...
 
virtual string getFinalFragmentShaderOutputString ()
 Returns the string that is the last thing that is done in the fragment shader. More...
 
virtual string getVertexShaderString ()
 Returns the shader code for the vertex shader. More...
 
virtual string getFragmentShaderString ()
 Returns the shader code for the fragment shader. More...
 
virtual string uniqueShaderName (const string &base_name)
 The uniqueShaderName function is used to generate a name unique for this instance of the shader generator node class. More...
 
virtual string getFragmentShaderHeader ()
 Return a string that is placed at the beginning of a fragment shader to specify minimum required version of the shader as well as enabled extensions.
 
virtual string getVertexShaderHeader ()
 Return a string that is placed at the beginning of a vertex shader to specify minimum required version of the shader as well as enabled extensions.
 
- Public Member Functions inherited from H3D::ComposedShader
 ComposedShader (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0, Inst< SFBool > _isSelected=0, Inst< SFBool > _isValid=0, Inst< SFBool > _activate=0, Inst< SFString > _language=0, Inst< MFShaderPart > _parts=0, Inst< SFBool > _suppressUniformWarnings=0, Inst< SFString > _geometryInputType=0, Inst< SFString > _geometryOutputType=0, Inst< SFInt32 > _geometryVerticesOut=0, Inst< SFString > _transparencyDetectMode=0, Inst< MFString > _transformFeedbackVaryings=0, Inst< SFBool > _printShaderWarnings=0, Inst< SFShaderConstants > _shaderConstants=0)
 Constructor.
 
virtual ~ComposedShader ()
 Destructor.
 
virtual bool addField (const string &_name, const Field::AccessType &access, Field *field)
 The addField method is specialized to add a route from the field added to the displayList field.
 
virtual bool removeField (const string &_name)
 The removeField method is specialized to remove the route from the field to the displayList field.
 
virtual void traverseSG (TraverseInfo &ti)
 Traverse the node. More...
 
virtual void render ()
 Sets up the shader program and sets uniform variable values.
 
virtual void postRender ()
 Disables the shader program.
 
virtual GLbitfield getAffectedGLAttribs ()
 Returns a bitmask of the OpenGL attrib bits that will be affected by this node. More...
 
virtual bool isTransparent (X3DMaterialNode *material)
 Returns a hint if the X3DShaderNode produces an alpha channel that is < 1, i.e. More...
 
GLhandleARB getProgramHandle ()
 Returns the OpenGL shader program handle used by the ComposedShader.
 
- Public Member Functions inherited from H3D::X3DShaderNode
 X3DShaderNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0, Inst< SFBool > _isSelected=0, Inst< SFBool > _isValid=0, Inst< SFBool > _activate=0, Inst< SFString > _language=0)
 Constructor.
 
virtual bool isSupported ()
 Returns true if the shader node type is supported by the browser. More...
 
void setSelected (bool selected)
 Set the isSelected field.
 
virtual string defaultXMLContainerField ()
 Returns the default xml containerField attribute value. More...
 
- Public Member Functions inherited from H3D::X3DAppearanceChildNode
 X3DAppearanceChildNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0)
 Constructor.
 
- Public Member Functions inherited from H3D::X3DNode
 X3DNode (Inst< SFNode > _metadata=0)
 Constructor.
 
X3DMetadataObjectgetMetadataByName (const string &_name)
 Given a name, the first X3DMetadataObject in the metadata field that matches that name is returned. More...
 
- Public Member Functions inherited from H3D::Node
 Node ()
 Constructor.
 
virtual Nodeclone (bool deepCopy=true, DeepCopyMap *deepCopyMap=NULL)
 Returns a new instance of this node type with the same state as this one. More...
 
virtual ~Node ()
 Destructor.
 
X3DPrototypeInstancegetProtoInstanceParent ()
 If this node is the root node in the proto body of a X3DPrototypeInstance then this will return that node. More...
 
void setProtoInstanceParent (X3DPrototypeInstance *p)
 Set the X3DPrototypeInstance this node is the the root node if applicaple.
 
virtual bool lineIntersect (const Vec3f &from, const Vec3f &to, LineIntersectResult &result)
 Detect intersection between a line segment and the Node. More...
 
virtual void closestPoint (const Vec3f &p, NodeIntersectResult &result)
 Find closest point on Node to p. More...
 
virtual bool movingSphereIntersect (H3DFloat radius, const Vec3f &from, const Vec3f &to, NodeIntersectResult &result)
 Detect collision between a moving sphere and the Node. More...
 
virtual FieldgetField (const string &_name) const
 return a pointer to the field specified by name within this instance
 
int addDestructCallback (void(*func)(Node *, void *), void *args)
 Add a callback function to be run on destruction of node. More...
 
int removeDestructCallback (void(*func)(Node *, void *), void *args)
 Add a callback function to be run on destruction of node. More...
 
- Public Member Functions inherited from H3D::H3DDisplayListObject
 H3DDisplayListObject (Inst< DisplayList > _displayList=0)
 Constructor.
 
- Public Member Functions inherited from H3D::X3DProgrammableShaderObject
 X3DProgrammableShaderObject (H3DNodeDatabase *_database)
 Constructor.
 
virtual void clearFields ()
 Remove all dynamic fields that have been previously added.
 
virtual ~X3DProgrammableShaderObject ()
 Destructor.
 
- Public Member Functions inherited from H3D::H3DDynamicFieldsObject
field_iterator firstField ()
 Get an iterator to the first of the dynamic fields.
 
field_iterator endField ()
 Get an iterator pointing to the end of the dynamic fields.
 
 H3DDynamicFieldsObject ()
 Constructor.
 

Static Public Member Functions

static string addUniformToFragmentShader (ComposedShader *shader, const string &name, const string &glsl_type, const Field::AccessType &access, Field *field, int array_size=-1, bool delete_unadded_field=true)
 Convenience function to add field in addUniformFields function to add uniform to fragment shader. More...
 
- Static Public Member Functions inherited from H3D::X3DShaderNode
static X3DShaderNodegetActiveShader ()
 Gets the currently active shader, i.e. More...
 
- Static Public Member Functions inherited from H3D::Node
static unsigned int nrNodesAlive ()
 Returns the nr of nodes currently alive, i.e. nodes created but not destructed.
 
static int nrNodesCreated ()
 Returns the number of nodes created in total since the start of the program.
 

Public Attributes

H3DUniquePtr< MFStringfragmentShaderString
 Contains the generated fragment shader code. More...
 
H3DUniquePtr< MFStringvertexShaderString
 Contains the generated vertex shader code. More...
 
H3DUniquePtr< RebuildShaderrebuildShader
 Field used to update the shader code when an event is received. More...
 
- Public Attributes inherited from H3D::ComposedShader
H3DUniquePtr< SFShaderConstants > shaderConstants
 The shaderConstants field can contain a ShaderConstants node defining constants that can be used by all ShaderPart instances in the ComposedShader node. More...
 
H3DUniquePtr< MFShaderPartparts
 The shader parts to use in the ComposedShader. More...
 
H3DUniquePtr< SFBoolsuppressUniformWarnings
 Suppress the warnings printed to the console about setting uniform fields that do not exist in the shader. More...
 
H3DUniquePtr< SFStringgeometryInputType
 The input geometry type of the geometry being rendered with a geometry shader. More...
 
H3DUniquePtr< SFStringgeometryOutputType
 The output geometry type of the geometry being rendered with a geometry shader. More...
 
H3DUniquePtr< SFInt32geometryVerticesOut
 The number of vertices the geometry shader generates. More...
 
H3DUniquePtr< SFStringtransparencyDetectMode
 Determines how the render system will determine if the shader used generates any fragment that has an alpha channel that is < 1, i.e. More...
 
H3DUniquePtr< MFStringtransformFeedbackVaryings
 List of varying names to capture during transform feedback. More...
 
H3DUniquePtr< SFBoolprintShaderWarnings
 Always print shader warnings to console. More...
 
- Public Attributes inherited from H3D::X3DShaderNode
H3DUniquePtr< SFBoolisSelected
 The isSelected output field is used to indicate that this shader instance is the one selected for use by the browser. More...
 
H3DUniquePtr< SFBoolisValid
 The isValid field is used to indicate whether the current shader objects can be run as a shader program. More...
 
H3DUniquePtr< SFBoolactivate
 The activate field forces the shader to activate the contained objects. More...
 
H3DUniquePtr< EventCollectingField< Field > > activateMonitor
 field used to monitor if activate field is modified
 
H3DUniquePtr< SFStringlanguage
 The language field is used to indicate to the browser which shading language is used for the source file(s). More...
 
- Public Attributes inherited from H3D::X3DNode
H3DUniquePtr< SFNodemetadata
 Meta data about the node. More...
 
- Public Attributes inherited from H3D::H3DDisplayListObject
H3DUniquePtr< DisplayListdisplayList
 The DisplayList instance handling the OpenGL caching of this object.
 

Static Public Attributes

static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 
- Static Public Attributes inherited from H3D::ComposedShader
static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 
- Static Public Attributes inherited from H3D::X3DShaderNode
static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 
- Static Public Attributes inherited from H3D::X3DNode
static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 
- Static Public Attributes inherited from H3D::X3DProgrammableShaderObject
static bool use_bindless_textures = false
 True if we should use bindless textures.
 

Additional Inherited Members

- Public Types inherited from H3D::ComposedShader
typedef DependentSFNode< ShaderConstants, FieldRef< H3DDisplayListObject, H3DDisplayListObject::DisplayList, &H3DDisplayListObject::displayList >, true > SFShaderConstantsBase
 The SFShaderConstants field is dependent on the displayList field of the containing ShaderConstants node.
 
typedef DependentMFNode< ShaderPart, FieldRef< ShaderPart, ShaderPart::SFShaderString, &ShaderPart::shaderString >, true > MFShaderPartBase
 The MFShaderPartBase is dependent on the url field of the containing ShaderPart node.
 
- Public Types inherited from H3D::Node
typedef std::map< Node *, Node * > DeepCopyMap
 A map type used during a deep copy clone() to map from original nodes to cloned nodes.
 
- Protected Member Functions inherited from H3D::ComposedShader
void setGeometryShaderParameters (GLenum _program_handle)
 Sets geometry shader paramters based on fields.
 
- Protected Member Functions inherited from H3D::Node
void cloneFieldValue (Field &_from, Field &_to, bool deepCopy, DeepCopyMap &deepCopyMap)
 A helper function for the clone() method. More...
 
- Static Protected Member Functions inherited from H3D::Node
static NodegetClonedInstance (Node *original, bool deepCopy, DeepCopyMap &deepCopyMap)
 A helper function for nodes that implement clone() More...
 
- Protected Attributes inherited from H3D::ComposedShader
GLhandleARB program_handle
 The handle to the program object used for the shader in OpenGL.
 
vector< GLhandleARB > current_shaders
 A vector of the handles to all shader objects that are currently linked into the program object.
 
H3DUniquePtr< SetupDynamicRoutessetupDynamicRoutes
 C++ fields only. Contains instance of SetupDynamicRoutes.
 
list< H3DSingleTextureNode * > shader_textures
 list of textures to be used by the composedshader
 
H3DUniquePtr< UpdateUniformsupdateUniforms
 A field used to update any uniforms from their corresponding fields.
 
- Static Protected Attributes inherited from H3D::ComposedShader
static bool tessellation_support_checked = false
 True if a warning has already been output about missing tessellation shader support.
 
- Static Protected Attributes inherited from H3D::X3DProgrammableShaderObject
static bool use_bindless_textures_set = false
 True if use_bindless_textures has already be set once.
 

Detailed Description

The H3DGeneratedShaderNode node is the base class for nodes that generates GLSL shaders for use in place of a ComposedShader in the Appearance field.

The generated strings for vertex and fragment shader can be found in the fragmentShaderString and vertexShaderString fields.

Node developer info: H3DGeneratedShaderNode sub-classes generate a fragment and a vertex shader string based on its field values. All sub-classes have to implement the appropriate virtual functions in order to add what it wants to the shader. The shader strings are build in the buildShader function. This basically builds a vertex and fragment shader based on virtual function calls that are implemented in sub-classes. The virtual functions that build the shader are:

addUniformFields(), getAttributes(), getVaryingVariables().

These function add the uniform variables, attributes and varying variables needed by the shader generator. Each sub-class should implement these to add the needed variables.

getVertexShaderString(), getFragmentShaderString(), getFinalFragmentShaderOutputString(), and getFunctionShaderString() build up the main body of code of the shaders.

The structure of the generated vertex shader is:

uniforms
varying
attributes
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
varying variable definitions
}
virtual string getVertexShaderString()
Returns the shader code for the vertex shader.
Definition: H3DGeneratedShaderNode.cpp:111
virtual string getFunctionShaderString()
Get a string with GLSL function definitions to be used by the generated shader.
Definition: H3DGeneratedShaderNode.h:187

The structure of the generated fragment shader is:

uniforms
varying
void main() {
vec4 generated_color = vec4( 1, 1, 1, 1 );
getFinalFragmentShaderOutputString() // this is usually gl_FragColor = generated_color;
}
virtual string getFinalFragmentShaderOutputString()
Returns the string that is the last thing that is done in the fragment shader.
Definition: H3DGeneratedShaderNode.cpp:100
virtual string getFragmentShaderString()
Returns the shader code for the fragment shader.
Definition: H3DGeneratedShaderNode.h:256

See the documentation for each function for more info.

Note: When setting names for uniform and varying variables it is important that they are unique for each node that generates them so that there is no name clashing if several nodes are combined into on shader. In order to facilitate this one can use the function uniqueShaderName( base_name ) that provides such a name. This name should then be used throughout the generated code. Local variables in generated shader code are ok since the calls are encapsulated with {} in its own space.

Internal routes:

Member Function Documentation

◆ addUniformFields()

string H3DGeneratedShaderNode::addUniformFields ( ComposedShader shader)
virtual

Adds uniform fields to the shader.

A ComposedShader uses its dynamic fields to define uniform variables. Hence we need to add dynamic fields for each field that we want to be accessable in the shader.

The function does two things for each uniform variable.

  1. Adds a field to the ComposedShader that holds the value of the uniform variable.
  2. Adds a glsl string to the return value that defines the uniform variable in the shader string.
Parameters
shaderThe ComposedShader node to add the fields to.
Returns
A glsl string defining the uniform variables.

Reimplemented in H3D::PhongShader, H3D::EnvironmentMapShader, H3D::ConvolutionFilterShader, H3D::ShaderCombiner, H3D::MultiRenderTargetShader, and H3D::ComposedGeneratedShader.

Referenced by H3D::ComposedGeneratedShader::addUniformFields(), H3D::MultiRenderTargetShader::addUniformFields(), H3D::ShaderCombiner::addUniformFields(), and buildShader().

◆ addUniformToFragmentShader()

string H3DGeneratedShaderNode::addUniformToFragmentShader ( ComposedShader shader,
const string &  name,
const string &  glsl_type,
const Field::AccessType access,
Field field,
int  array_size = -1,
bool  delete_unadded_field = true 
)
static

Convenience function to add field in addUniformFields function to add uniform to fragment shader.

Parameters
shaderThe ComposedShader to add the field to.
nameThe name of the field.
glsl_typeThe glsl type of the field(int, mat3, sampler2D etc).
accessThe access type of the field.
fieldThe field to add to the shader.
array_sizeIf != -1 it assumes that the uniform is an array with this size, if not it just a normal variable.
delete_unadded_fieldIf true and the function failed to add the field to the fragment shader ( if for example a field of the same name is already added ) then the field is deleted.
Returns
A glsl string defining the uniform variable just added to the shader.

Referenced by H3D::ShaderCombiner::addUniformFields(), H3D::ConvolutionFilterShader::addUniformFields(), H3D::EnvironmentMapShader::addUniformFields(), H3D::PhongShader::addUniformFields(), and H3D::PhongShader::addUniformFieldsForLight().

◆ getAttributes()

virtual void H3D::H3DGeneratedShaderNode::getAttributes ( vector< Attribute > &  )
inlinevirtual

Get the attribues used by the shader generator.

Should be implemented by subclasses to add all the varying variables that are needed by the shader generator.

Reimplemented in H3D::ShaderCombiner, H3D::PhongShader, H3D::MultiRenderTargetShader, and H3D::ComposedGeneratedShader.

Referenced by buildShader(), H3D::ComposedGeneratedShader::getAttributes(), H3D::MultiRenderTargetShader::getAttributes(), and H3D::ShaderCombiner::getAttributes().

◆ getFinalFragmentShaderOutputString()

string H3DGeneratedShaderNode::getFinalFragmentShaderOutputString ( )
virtual

Returns the string that is the last thing that is done in the fragment shader.

Usually this transfers the value of generated_color to gl_FragColor but can be changed by sub-classes to go to e.g. gl_FragData by overriding this function.

Reimplemented in H3D::MultiRenderTargetShader.

Referenced by buildShader().

◆ getFragmentShaderString()

virtual string H3D::H3DGeneratedShaderNode::getFragmentShaderString ( )
inlinevirtual

Returns the shader code for the fragment shader.

The job of this string is to set the variable generated_color to the fragment color generated by the node. This function should be implemented by subclasses that want to change the output of the fragment shader.

Reimplemented in H3D::ShaderCombiner, H3D::PhongShader, H3D::NormalShader, H3D::MultiRenderTargetShader, H3D::EnvironmentMapShader, H3D::ConvolutionFilterShader, and H3D::ComposedGeneratedShader.

Referenced by buildShader(), H3D::ComposedGeneratedShader::getFragmentShaderString(), H3D::MultiRenderTargetShader::getFragmentShaderString(), and H3D::ShaderCombiner::getFragmentShaderString().

◆ getVaryingVariables()

virtual void H3D::H3DGeneratedShaderNode::getVaryingVariables ( vector< VaryingVariable > &  )
inlinevirtual

Get the varying variables used by the shader generator.

Should be implemented by subclasses to add all the varying variables that are needed by the shader generator.

Reimplemented in H3D::ShaderCombiner, H3D::PhongShader, H3D::NormalShader, H3D::MultiRenderTargetShader, H3D::EnvironmentMapShader, and H3D::ComposedGeneratedShader.

Referenced by buildShader(), H3D::ComposedGeneratedShader::getVaryingVariables(), H3D::MultiRenderTargetShader::getVaryingVariables(), and H3D::ShaderCombiner::getVaryingVariables().

◆ getVertexShaderString()

string H3DGeneratedShaderNode::getVertexShaderString ( )
virtual

Returns the shader code for the vertex shader.

The job of this string is to possibly change to values of the default calculation of e.g. gl_Position before calculating the value of the varying variables. Can be used to e.g. do deformations etc.

Reimplemented in H3D::ShaderCombiner, H3D::NormalShader, H3D::MultiRenderTargetShader, and H3D::ComposedGeneratedShader.

Referenced by buildShader(), H3D::ComposedGeneratedShader::getVertexShaderString(), H3D::MultiRenderTargetShader::getVertexShaderString(), H3D::NormalShader::getVertexShaderString(), and H3D::ShaderCombiner::getVertexShaderString().

◆ uniqueShaderName()

string H3DGeneratedShaderNode::uniqueShaderName ( const string &  base_name)
virtual

Member Data Documentation

◆ fragmentShaderString

H3DUniquePtr< MFString > H3D::H3DGeneratedShaderNode::fragmentShaderString

Contains the generated fragment shader code.

Access type: outputOnly

Referenced by buildShader(), H3DGeneratedShaderNode(), and preRender().

◆ rebuildShader

H3DUniquePtr< RebuildShader > H3D::H3DGeneratedShaderNode::rebuildShader

◆ vertexShaderString

H3DUniquePtr< MFString > H3D::H3DGeneratedShaderNode::vertexShaderString

Contains the generated vertex shader code.

Access type: outputOnly

Referenced by buildShader(), and H3DGeneratedShaderNode().


The documentation for this class was generated from the following files: