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

0029074: Visualization, TKOpenGl - support Geometry Shader definition

Graphic3d_TypeOfShaderObject enumeration has been extended by Geometry shader object type.
OpenGl_ShaderProgram::Initialize() processes new shader object types when supported by OpenGL version.
Declarations.glsl has been fixed so that occFragColor is defined only for
Fragment Shader object only (by handling new FRAGMENT_SHADER macros).

Improved documentation of Graphic3d_ArrayOfPrimitives class.

vshader Draw Harness command has been extended to support definition
of Shader Object types other than Vertex and Fragment shader.
This commit is contained in:
kgv
2017-09-01 17:45:49 +03:00
committed by bugmaster
parent 3ed88facdb
commit 8e0a2b19ab
60 changed files with 1190 additions and 1210 deletions

View File

@@ -532,6 +532,50 @@ static int VGlInfo (Draw_Interpretor& theDI,
return 0;
}
//! Parse shader type argument.
static bool parseShaderTypeArg (Graphic3d_TypeOfShaderObject& theType,
const TCollection_AsciiString& theArg)
{
if (theArg == "-vertex"
|| theArg == "-vert")
{
theType = Graphic3d_TOS_VERTEX;
}
else if (theArg == "-tessevaluation"
|| theArg == "-tesseval"
|| theArg == "-evaluation"
|| theArg == "-eval")
{
theType = Graphic3d_TOS_TESS_EVALUATION;
}
else if (theArg == "-tesscontrol"
|| theArg == "-tessctrl"
|| theArg == "-control"
|| theArg == "-ctrl")
{
theType = Graphic3d_TOS_TESS_CONTROL;
}
else if (theArg == "-geometry"
|| theArg == "-geom")
{
theType = Graphic3d_TOS_GEOMETRY;
}
else if (theArg == "-fragment"
|| theArg == "-frag")
{
theType = Graphic3d_TOS_FRAGMENT;
}
else if (theArg == "-compute"
|| theArg == "-comp")
{
theType = Graphic3d_TOS_COMPUTE;
}
else
{
return false;
}
return true;
}
//==============================================================================
//function : VShaderProg
@@ -544,150 +588,219 @@ static Standard_Integer VShaderProg (Draw_Interpretor& /*theDI*/,
Handle(AIS_InteractiveContext) aCtx = ViewerTest::GetAISContext();
if (aCtx.IsNull())
{
std::cerr << "Use 'vinit' command before " << theArgVec[0] << "\n";
std::cout << "Error: no active view.\n";
return 1;
}
else if (theArgNb < 2)
{
std::cerr << theArgVec[0] << " syntax error: lack of arguments\n";
std::cout << "Syntax error: lack of arguments\n";
return 1;
}
TCollection_AsciiString aLastArg (theArgVec[theArgNb - 1]);
aLastArg.LowerCase();
const Standard_Boolean toTurnOff = aLastArg == "off";
Standard_Integer anArgsNb = theArgNb - 1;
Handle(Graphic3d_ShaderProgram) aProgram;
if (!toTurnOff
&& aLastArg == "phong")
bool isExplicitShaderType = false;
Handle(Graphic3d_ShaderProgram) aProgram = new Graphic3d_ShaderProgram();
NCollection_Sequence<Handle(AIS_InteractiveObject)> aPrsList;
Graphic3d_GroupAspect aGroupAspect = Graphic3d_ASPECT_FILL_AREA;
bool isSetGroupAspect = false;
for (Standard_Integer anArgIter = 1; anArgIter < theArgNb; ++anArgIter)
{
const TCollection_AsciiString& aShadersRoot = Graphic3d_ShaderProgram::ShadersFolder();
if (aShadersRoot.IsEmpty())
TCollection_AsciiString anArg (theArgVec[anArgIter]);
anArg.LowerCase();
Graphic3d_TypeOfShaderObject aShaderTypeArg = Graphic3d_TypeOfShaderObject(-1);
if (!aProgram.IsNull()
&& aProgram->ShaderObjects().IsEmpty()
&& (anArg == "-off"
|| anArg == "off"))
{
std::cerr << "Both environment variables CSF_ShadersDirectory and CASROOT are undefined!\n"
<< "At least one should be defined to load Phong program.\n";
return 1;
aProgram.Nullify();
}
else if (!aProgram.IsNull()
&& aProgram->ShaderObjects().IsEmpty()
&& (anArg == "-phong"
|| anArg == "phong"))
{
const TCollection_AsciiString& aShadersRoot = Graphic3d_ShaderProgram::ShadersFolder();
if (aShadersRoot.IsEmpty())
{
std::cout << "Error: both environment variables CSF_ShadersDirectory and CASROOT are undefined!\n"
"At least one should be defined to load Phong program.\n";
return 1;
}
const TCollection_AsciiString aSrcVert = aShadersRoot + "/PhongShading.vs";
const TCollection_AsciiString aSrcFrag = aShadersRoot + "/PhongShading.fs";
const TCollection_AsciiString aSrcVert = aShadersRoot + "/PhongShading.vs";
const TCollection_AsciiString aSrcFrag = aShadersRoot + "/PhongShading.fs";
if (!aSrcVert.IsEmpty()
&& !OSD_File (aSrcVert).Exists())
{
std::cout << "Error: PhongShading.vs is not found\n";
return 1;
}
if (!aSrcFrag.IsEmpty()
&& !OSD_File (aSrcFrag).Exists())
{
std::cout << "Error: PhongShading.fs is not found\n";
return 1;
}
if (!aSrcVert.IsEmpty()
&& !OSD_File (aSrcVert).Exists())
{
std::cerr << "Error: PhongShading.vs is not found\n";
return 1;
aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_VERTEX, aSrcVert));
aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_FRAGMENT, aSrcFrag));
}
if (!aSrcFrag.IsEmpty()
&& !OSD_File (aSrcFrag).Exists())
else if (aPrsList.IsEmpty()
&& anArg == "*")
{
std::cerr << "Error: PhongShading.fs is not found\n";
return 1;
//
}
else if (!isSetGroupAspect
&& anArgIter + 1 < theArgNb
&& (anArg == "-primtype"
|| anArg == "-primitivetype"
|| anArg == "-groupaspect"
|| anArg == "-aspecttype"
|| anArg == "-aspect"))
{
isSetGroupAspect = true;
TCollection_AsciiString aPrimTypeStr (theArgVec[++anArgIter]);
aPrimTypeStr.LowerCase();
if (aPrimTypeStr == "line")
{
aGroupAspect = Graphic3d_ASPECT_LINE;
}
else if (aPrimTypeStr == "tris"
|| aPrimTypeStr == "triangles"
|| aPrimTypeStr == "fill"
|| aPrimTypeStr == "fillarea"
|| aPrimTypeStr == "shading"
|| aPrimTypeStr == "shade")
{
aGroupAspect = Graphic3d_ASPECT_FILL_AREA;
}
else if (aPrimTypeStr == "text")
{
aGroupAspect = Graphic3d_ASPECT_TEXT;
}
else if (aPrimTypeStr == "marker"
|| aPrimTypeStr == "point"
|| aPrimTypeStr == "pnt")
{
aGroupAspect = Graphic3d_ASPECT_MARKER;
}
else
{
std::cerr << "Syntax error at '" << aPrimTypeStr << "'\n";
return 1;
}
}
else if (anArgIter + 1 < theArgNb
&& !aProgram.IsNull()
&& aProgram->Header().IsEmpty()
&& (anArg == "-version"
|| anArg == "-glslversion"
|| anArg == "-header"
|| anArg == "-glslheader"))
{
TCollection_AsciiString aHeader (theArgVec[++anArgIter]);
if (aHeader.IsIntegerValue())
{
aHeader = TCollection_AsciiString ("#version ") + aHeader;
}
aProgram->SetHeader (aHeader);
}
else if (!anArg.StartsWith ("-")
&& GetMapOfAIS().IsBound2 (theArgVec[anArgIter]))
{
Handle(AIS_InteractiveObject) anIO = Handle(AIS_InteractiveObject)::DownCast (GetMapOfAIS().Find2 (theArgVec[anArgIter]));
if (anIO.IsNull())
{
std::cerr << "Syntax error: " << theArgVec[anArgIter] << " is not an AIS object\n";
return 1;
}
aPrsList.Append (anIO);
}
else if (!aProgram.IsNull()
&& ((anArgIter + 1 < theArgNb && parseShaderTypeArg (aShaderTypeArg, anArg))
|| (!isExplicitShaderType && aProgram->ShaderObjects().Size() < 2)))
{
TCollection_AsciiString aShaderPath (theArgVec[anArgIter]);
if (aShaderTypeArg != Graphic3d_TypeOfShaderObject(-1))
{
aShaderPath = (theArgVec[++anArgIter]);
isExplicitShaderType = true;
}
aProgram = new Graphic3d_ShaderProgram();
aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_VERTEX, aSrcVert));
aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_FRAGMENT, aSrcFrag));
}
if (!toTurnOff
&& aProgram.IsNull())
{
if (theArgNb < 3)
{
std::cout << "Syntax error: lack of arguments\n";
return 1;
}
const bool isSrcFile = OSD_File (aShaderPath).Exists();
Handle(Graphic3d_ShaderObject) aShader = isSrcFile
? Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_VERTEX, aShaderPath)
: Graphic3d_ShaderObject::CreateFromSource(Graphic3d_TOS_VERTEX, aShaderPath);
const TCollection_AsciiString& aShaderSrc = aShader->Source();
const TCollection_AsciiString aSrcVert = theArgVec[theArgNb - 2];
const TCollection_AsciiString aSrcFrag = theArgVec[theArgNb - 1];
if (aSrcVert.IsEmpty() || aSrcFrag.IsEmpty())
{
std::cout << "Syntax error: lack of arguments\n";
return 1;
}
const bool hasVertPos = aShaderSrc.Search ("gl_Position") != -1;
const bool hasFragColor = aShaderSrc.Search ("occFragColor") != -1
|| aShaderSrc.Search ("gl_FragColor") != -1
|| aShaderSrc.Search ("gl_FragData") != -1;
Graphic3d_TypeOfShaderObject aShaderType = aShaderTypeArg;
if (aShaderType == Graphic3d_TypeOfShaderObject(-1))
{
if (hasVertPos
&& !hasFragColor)
{
aShaderType = Graphic3d_TOS_VERTEX;
}
if (hasFragColor
&& !hasVertPos)
{
aShaderType = Graphic3d_TOS_FRAGMENT;
}
}
if (aShaderType == Graphic3d_TypeOfShaderObject(-1))
{
std::cerr << "Error: non-existing or invalid shader source\n";
return 1;
}
const bool isVertFile = OSD_File (aSrcVert).Exists();
const bool isFragFile = OSD_File (aSrcFrag).Exists();
if (!isVertFile
&& aSrcVert.Search ("gl_Position") == -1)
aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aShaderType, aShaderSrc));
}
else
{
std::cerr << "Error: non-existing or invalid vertex shader source\n";
std::cerr << "Syntax error at '" << anArg << "'\n";
return 1;
}
if (!isFragFile
&& aSrcFrag.Search ("occFragColor") == -1)
{
std::cerr << "Error: non-existing or invalid fragment shader source\n";
return 1;
}
aProgram = new Graphic3d_ShaderProgram();
aProgram->AttachShader (isVertFile
? Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_VERTEX, aSrcVert)
: Graphic3d_ShaderObject::CreateFromSource(Graphic3d_TOS_VERTEX, aSrcVert));
aProgram->AttachShader (isFragFile
? Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_FRAGMENT, aSrcFrag)
: Graphic3d_ShaderObject::CreateFromSource(Graphic3d_TOS_FRAGMENT, aSrcFrag));
anArgsNb = theArgNb - 2;
}
Handle(AIS_InteractiveObject) anIO;
if (anArgsNb <= 1
|| *theArgVec[1] == '*')
ViewerTest_DoubleMapIteratorOfDoubleMapOfInteractiveAndName aGlobalPrsIter (GetMapOfAIS());
NCollection_Sequence<Handle(AIS_InteractiveObject)>::Iterator aPrsIter (aPrsList);
const bool isGlobalList = aPrsList.IsEmpty();
for (;;)
{
for (ViewerTest_DoubleMapIteratorOfDoubleMapOfInteractiveAndName anIter (GetMapOfAIS());
anIter.More(); anIter.Next())
Handle(AIS_InteractiveObject) anIO;
if (isGlobalList)
{
anIO = Handle(AIS_InteractiveObject)::DownCast (anIter.Key1());
if (!aGlobalPrsIter.More())
{
break;
}
anIO = Handle(AIS_InteractiveObject)::DownCast (aGlobalPrsIter.Key1());
aGlobalPrsIter.Next();
if (anIO.IsNull())
{
continue;
}
if (!anIO->Attributes()->HasOwnShadingAspect())
}
else
{
if (!aPrsIter.More())
{
Handle(Prs3d_ShadingAspect) aNewAspect = new Prs3d_ShadingAspect();
*aNewAspect->Aspect() = *anIO->Attributes()->ShadingAspect()->Aspect();
aNewAspect->Aspect()->SetShaderProgram (aProgram);
anIO->Attributes()->SetShadingAspect (aNewAspect);
aCtx->Redisplay (anIO, Standard_False);
break;
}
else
{
anIO->Attributes()->SetShaderProgram (aProgram, Graphic3d_ASPECT_FILL_AREA);
anIO->SynchronizeAspects();
}
}
aCtx->UpdateCurrentViewer();
return 0;
}
for (Standard_Integer anArgIter = 1; anArgIter < anArgsNb; ++anArgIter)
{
const TCollection_AsciiString aName (theArgVec[anArgIter]);
if (!GetMapOfAIS().IsBound2 (aName))
{
std::cerr << "Warning: " << aName.ToCString() << " is not displayed\n";
continue;
}
anIO = Handle(AIS_InteractiveObject)::DownCast (GetMapOfAIS().Find2 (aName));
if (anIO.IsNull())
{
std::cerr << "Warning: " << aName.ToCString() << " is not an AIS object\n";
continue;
anIO = aPrsIter.Value();
aPrsIter.Next();
}
if (!anIO->Attributes()->HasOwnShadingAspect())
if (anIO->Attributes()->SetShaderProgram (aProgram, aGroupAspect, true))
{
Handle(Prs3d_ShadingAspect) aNewAspect = new Prs3d_ShadingAspect();
*aNewAspect->Aspect() = *anIO->Attributes()->ShadingAspect()->Aspect();
aNewAspect->Aspect()->SetShaderProgram (aProgram);
anIO->Attributes()->SetShadingAspect (aNewAspect);
aCtx->Redisplay (anIO, Standard_False);
}
else
{
anIO->Attributes()->SetShaderProgram (aProgram, Graphic3d_ASPECT_FILL_AREA);
anIO->SynchronizeAspects();
}
}
@@ -720,10 +833,12 @@ void ViewerTest::OpenGlCommands(Draw_Interpretor& theCommands)
"\n\t\t: [GL_SHADING_LANGUAGE_VERSION] [GL_EXTENSIONS]"
"\n\t\t: print OpenGL info",
__FILE__, VGlInfo, aGroup);
theCommands.Add("vshaderprog",
" 'vshaderprog [name] pathToVertexShader pathToFragmentShader'"
"\n\t\t: or 'vshaderprog [name] off' to disable GLSL program"
"\n\t\t: or 'vshaderprog [name] phong' to enable per-pixel lighting calculations"
"\n\t\t: * might be used to specify all displayed objects",
theCommands.Add("vshader",
"vshader name -vert VertexShader -frag FragmentShader [-geom GeometryShader]"
"\n\t\t: [-off] [-phong] [-aspect {shading|line|point|text}=shading]"
"\n\t\t: [-header VersionHeader]"
"\n\t\t: [-tessControl TessControlShader -tesseval TessEvaluationShader]"
"\n\t\t: Assign custom GLSL program to presentation aspects.",
__FILE__, VShaderProg, aGroup);
theCommands.Add("vshaderprog", "Alias for vshader", __FILE__, VShaderProg, aGroup);
}