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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-09 13:22:24 +03:00

0025282: Visualization, OpenGl_PrimitiveArray - provide built-in GLSL programs as alternative to FFP

Enumerations Visual3d_TypeOfModel, V3d_TypeOfShadingModel.
- Remove unused values V3d_MULTICOLOR, V3d_HIDDEN, Visual3d_TOM_INTERP_COLOR.
- Add per-pixel shading mode - V3d_PHONG, Visual3d_TOM_FRAGMENT.

Draw Harness command vrenderparams.
Add option -shadingModel to setup Shading Model.

OpenGl_Caps::ffpEnable - new option to switch FFP/built-in GLSL programs.
OpenGl_ShaderManager - add built-in GLSL programs.

Draw Harness command vcaps.
- Fix command syntax to meet coding rules.
- Add option -ffp to activate/disable built-in GLSL programs.

GLSL API changes.
- Rename vertex attribute occColor -> occVertColor.
- Introduce vec4 occColor uniform variable for light-less shaders.
- Introduce float occPointSize uniform variable for marker programs.

OpenGl_VertexBuffer::bindAttribute() - activate normalization for non-GL_FLOAT types,
since color attribute is defined as 32-bit vector of 4 unsigned byte values.

OpenGl_Context - add methods SetColor4fv() and SetPointSize()
for parameters redirection to active GLSL program
(as alternative to glColor4fv() and glPointSize()).

OpenGl_ShaderProgram - define default precision for float types
in Fragment Shader within OpenGL ES 2.0+ context.

OpenGl_AspectMarker, initialize Aspect_TOM_O_POINT display list
in the same way as sprite texture.

OpenGl_Texture, do not use sized internal formats on OpenGL ES.
This commit is contained in:
kgv
2014-10-02 13:46:27 +04:00
committed by bugmaster
parent 25b97fac40
commit 8625ef7e94
40 changed files with 1261 additions and 445 deletions

View File

@@ -19,14 +19,11 @@
#define THE_MAX_CLIP_PLANES 8
// Vertex attributes
// Note: At the moment, we just 'rename' the default OpenGL
// vertex attributes from compatibility profile. In the next
// release old functionality will be removed from shader API.
#ifdef VERTEX_SHADER
attribute vec4 occVertex;
attribute vec3 occNormal;
attribute vec4 occTexCoord;
attribute vec4 occColor;
attribute vec4 occVertColor;
#endif
// Matrix state
@@ -73,7 +70,7 @@ vec4 occFrontMaterial_Specular(void); //!< Specular reflection
float occFrontMaterial_Shininess(void); //!< Specular exponent
float occFrontMaterial_Transparency(void); //!< Transparency coefficient
// Front material properties accessors
// Back material properties accessors
vec4 occBackMaterial_Emission(void); //!< Emission color
vec4 occBackMaterial_Ambient(void); //!< Ambient reflection
vec4 occBackMaterial_Diffuse(void); //!< Diffuse reflection
@@ -81,9 +78,11 @@ vec4 occBackMaterial_Specular(void); //!< Specular reflection
float occBackMaterial_Shininess(void); //!< Specular exponent
float occBackMaterial_Transparency(void); //!< Transparency coefficient
uniform vec4 occColor; //!< color value (in case of disabled lighting)
uniform int occDistinguishingMode; //!< Are front and back faces distinguished?
uniform int occTextureEnable; //!< Is texture enabled?
uniform sampler2D occActiveSampler; //!< Current active sampler
uniform float occPointSize; //!< point size
// clipping planes state
const int OccEquationCoords_View = 0; //!< view-space clipping plane