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occt/src/Graphic3d/Graphic3d_ShaderManager.cxx
2024-09-11 11:33:08 +01:00

2356 lines
98 KiB
C++

// Copyright (c) 2013-2021 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <Graphic3d_ShaderManager.hxx>
#include <Graphic3d_LightSet.hxx>
#include <Graphic3d_ShaderProgram.hxx>
#include <Graphic3d_TextureSetBits.hxx>
#include <Message.hxx>
#include "../Shaders/Shaders_LightShadow_glsl.pxx"
#include "../Shaders/Shaders_PBRDistribution_glsl.pxx"
#include "../Shaders/Shaders_PBRDirectionalLight_glsl.pxx"
#include "../Shaders/Shaders_PBRGeometry_glsl.pxx"
#include "../Shaders/Shaders_PBRFresnel_glsl.pxx"
#include "../Shaders/Shaders_PBRCookTorrance_glsl.pxx"
#include "../Shaders/Shaders_PBRIllumination_glsl.pxx"
#include "../Shaders/Shaders_PBRPointLight_glsl.pxx"
#include "../Shaders/Shaders_PBRSpotLight_glsl.pxx"
#include "../Shaders/Shaders_PBREnvBaking_fs.pxx"
#include "../Shaders/Shaders_PBREnvBaking_vs.pxx"
#include "../Shaders/Shaders_PhongDirectionalLight_glsl.pxx"
#include "../Shaders/Shaders_PhongPointLight_glsl.pxx"
#include "../Shaders/Shaders_PhongSpotLight_glsl.pxx"
#include "../Shaders/Shaders_PointLightAttenuation_glsl.pxx"
#include "../Shaders/Shaders_SkydomBackground_fs.pxx"
#include "../Shaders/Shaders_TangentSpaceNormal_glsl.pxx"
IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderManager, Standard_Transient)
namespace
{
//! Number specifying maximum number of light sources to prepare a GLSL program with unrolled loop.
const Standard_Integer THE_NB_UNROLLED_LIGHTS_MAX = 32;
//! Compute the size of array storing holding light sources definition.
static Standard_Integer roundUpMaxLightSources (Standard_Integer theNbLights)
{
Standard_Integer aMaxLimit = THE_NB_UNROLLED_LIGHTS_MAX;
for (; aMaxLimit < theNbLights; aMaxLimit *= 2) {}
return aMaxLimit;
}
#define EOL "\n"
//! Compute TexCoord value in Vertex Shader
const char THE_VARY_TexCoord_Trsf[] =
EOL" float aRotSin = occTextureTrsf_RotationSin();"
EOL" float aRotCos = occTextureTrsf_RotationCos();"
EOL" vec2 aTex2 = vec2 (occTexCoord.x * aRotCos - occTexCoord.y * aRotSin,"
EOL" occTexCoord.x * aRotSin + occTexCoord.y * aRotCos);"
EOL" aTex2 = (aTex2 + occTextureTrsf_Translation()) * occTextureTrsf_Scale();"
EOL" TexCoord = vec4(aTex2, occTexCoord.zw);";
//! Auxiliary function to flip gl_PointCoord vertically
#define THE_VEC2_glPointCoord "vec2 (gl_PointCoord.x, 1.0 - gl_PointCoord.y)"
//! Auxiliary function to transform normal from model to view coordinate system.
const char THE_FUNC_transformNormal_view[] =
EOL"vec3 transformNormal (in vec3 theNormal)"
EOL"{"
EOL" vec4 aResult = occWorldViewMatrixInverseTranspose"
EOL" * occModelWorldMatrixInverseTranspose"
EOL" * vec4 (theNormal, 0.0);"
EOL" return normalize (aResult.xyz);"
EOL"}";
//! The same function as THE_FUNC_transformNormal but is used in PBR pipeline.
//! The normals are expected to be in world coordinate system in PBR pipeline.
const char THE_FUNC_transformNormal_world[] =
EOL"vec3 transformNormal (in vec3 theNormal)"
EOL"{"
EOL" vec4 aResult = occModelWorldMatrixInverseTranspose"
EOL" * vec4 (theNormal, 0.0);"
EOL" return normalize (aResult.xyz);"
EOL"}";
//! Global shader variable for color definition with lighting enabled.
const char THE_FUNC_lightDef[] =
EOL"vec3 Ambient;" //!< Ambient contribution of light sources
EOL"vec3 Diffuse;" //!< Diffuse contribution of light sources
EOL"vec3 Specular;"; //!< Specular contribution of light sources
//! Global shader variable for color definition with lighting enabled.
const char THE_FUNC_PBR_lightDef[] =
EOL"vec3 DirectLighting;" //!< Accumulator of direct lighting from light sources
EOL"vec4 BaseColor;" //!< Base color (albedo) of material for PBR
EOL"float Metallic;" //!< Metallic coefficient of material
EOL"float NormalizedRoughness;" //!< Normalized roughness coefficient of material
EOL"float Roughness;" //!< Roughness coefficient of material
EOL"vec3 Emission;" //!< Light intensity emitted by material
EOL"float IOR;"; //!< Material's index of refraction
//! The same as Shaders_PhongDirectionalLight_glsl but for the light with zero index
//! (avoids limitations on some mobile devices).
const char THE_FUNC_directionalLightFirst[] =
EOL"void directionalLightFirst (in vec3 theNormal,"
EOL" in vec3 theView,"
EOL" in bool theIsFront,"
EOL" in float theShadow)"
EOL"{"
EOL" vec3 aLight = occLight_Position (0);"
EOL
EOL" vec3 aHalf = normalize (aLight + theView);"
EOL
EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
EOL
EOL" float aSpecl = 0.0;"
EOL" if (aNdotL > 0.0)"
EOL" {"
EOL" aSpecl = pow (aNdotH, occMaterial_Shininess(theIsFront));"
EOL" }"
EOL
EOL" Diffuse += occLight_Diffuse(0) * aNdotL * theShadow;"
EOL" Specular += occLight_Specular(0) * aSpecl * theShadow;"
EOL"}";
//! Returns the real cubemap fetching direction considering sides orientation, memory layout and vertical flip.
const char THE_FUNC_cubemap_vector_transform[] =
EOL"vec3 cubemapVectorTransform (in vec3 theVector,"
EOL" in int theYCoeff,"
EOL" in int theZCoeff)"
EOL"{"
EOL" theVector = theVector.yzx;"
EOL" theVector.y *= float(theYCoeff);"
EOL" theVector.z *= float(theZCoeff);"
EOL" return theVector;"
EOL"}";
//! Process clipping planes in Fragment Shader.
//! Should be added at the beginning of the main() function.
const char THE_FRAG_CLIP_PLANES_N[] =
EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount; ++aPlaneIter)"
EOL" {"
EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
EOL" {"
EOL" discard;"
EOL" }"
EOL" }";
//! Process chains of clipping planes in Fragment Shader.
const char THE_FRAG_CLIP_CHAINS_N[] =
EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount;)"
EOL" {"
EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
EOL" {"
EOL" if (occClipPlaneChains[aPlaneIter] == 1)"
EOL" {"
EOL" discard;"
EOL" }"
EOL" aPlaneIter += 1;"
EOL" }"
EOL" else"
EOL" {"
EOL" aPlaneIter += occClipPlaneChains[aPlaneIter];"
EOL" }"
EOL" }";
//! Process 1 clipping plane in Fragment Shader.
const char THE_FRAG_CLIP_PLANES_1[] =
EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0)"
EOL" {"
EOL" discard;"
EOL" }";
//! Process 2 clipping planes in Fragment Shader.
const char THE_FRAG_CLIP_PLANES_2[] =
EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];"
EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
EOL" || dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
EOL" {"
EOL" discard;"
EOL" }";
//! Process a chain of 2 clipping planes in Fragment Shader (3/4 section).
const char THE_FRAG_CLIP_CHAINS_2[] =
EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];"
EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
EOL" && dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
EOL" {"
EOL" discard;"
EOL" }";
//! Modify color for Wireframe presentation.
const char THE_FRAG_WIREFRAME_COLOR[] =
EOL"vec4 getFinalColor(void)"
EOL"{"
EOL" float aDistance = min (min (EdgeDistance[0], EdgeDistance[1]), EdgeDistance[2]);"
EOL" bool isHollow = occWireframeColor.a < 0.0;"
EOL" float aMixVal = smoothstep (occLineWidth - occLineFeather * 0.5, occLineWidth + occLineFeather * 0.5, aDistance);"
EOL" vec4 aMixColor = isHollow"
EOL" ? vec4 (getColor().rgb, 1.0 - aMixVal)" // edges only (of interior color)
EOL" : mix (occWireframeColor, getColor(), aMixVal);" // interior + edges
EOL" return aMixColor;"
EOL"}";
//! Compute gl_Position vertex shader output.
const char THE_VERT_gl_Position[] =
EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;";
//! Displace gl_Position alongside vertex normal for outline rendering.
//! This code adds silhouette only for smooth surfaces of closed primitive, and produces visual artifacts on sharp edges.
const char THE_VERT_gl_Position_OUTLINE[] =
EOL" float anOutlineDisp = occOrthoScale > 0.0 ? occOrthoScale : gl_Position.w;"
EOL" vec4 anOutlinePos = occVertex + vec4 (occNormal * (occSilhouetteThickness * anOutlineDisp), 0.0);"
EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * anOutlinePos;";
}
// =======================================================================
// function : genLightKey
// purpose :
// =======================================================================
TCollection_AsciiString Graphic3d_ShaderManager::genLightKey (const Handle(Graphic3d_LightSet)& theLights,
const bool theHasShadowMap) const
{
if (theLights->NbEnabled() <= THE_NB_UNROLLED_LIGHTS_MAX)
{
return theHasShadowMap
? TCollection_AsciiString ("ls_") + theLights->KeyEnabledLong()
: TCollection_AsciiString ("l_") + theLights->KeyEnabledLong();
}
const Standard_Integer aMaxLimit = roundUpMaxLightSources (theLights->NbEnabled());
return TCollection_AsciiString ("l_") + theLights->KeyEnabledShort() + aMaxLimit;
}
// =======================================================================
// function : Graphic3d_ShaderManager
// purpose :
// =======================================================================
Graphic3d_ShaderManager::Graphic3d_ShaderManager (Aspect_GraphicsLibrary theGapi)
: myGapi (theGapi),
// desktop defines a dedicated API for point size, with gl_PointSize added later to GLSL
myHasFlatShading (true),
myToReverseDFdxSign (false),
mySetPointSize (myGapi == Aspect_GraphicsLibrary_OpenGLES),
myUseRedAlpha (false),
myToEmulateDepthClamp (true),
mySRgbState (true)
{
memset (myGlslExtensions, 0, sizeof(myGlslExtensions));
}
// =======================================================================
// function : ~Graphic3d_ShaderManager
// purpose :
// =======================================================================
Graphic3d_ShaderManager::~Graphic3d_ShaderManager()
{
//
}
// =======================================================================
// function : hasGlslBitwiseOps
// purpose :
// =======================================================================
bool Graphic3d_ShaderManager::hasGlslBitwiseOps() const
{
switch (myGapi)
{
case Aspect_GraphicsLibrary_OpenGL:
{
return IsGapiGreaterEqual (3, 0)
|| myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_gpu_shader4];
}
case Aspect_GraphicsLibrary_OpenGLES:
{
return IsGapiGreaterEqual (3, 0);
}
}
return false;
}
// =======================================================================
// function : defaultGlslVersion
// purpose :
// =======================================================================
int Graphic3d_ShaderManager::defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
const TCollection_AsciiString& theName,
int theBits,
bool theUsesDerivates) const
{
int aBits = theBits;
const bool toUseDerivates = theUsesDerivates
|| (theBits & Graphic3d_ShaderFlags_StippleLine) != 0
|| (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal;
switch (myGapi)
{
case Aspect_GraphicsLibrary_OpenGL:
{
if (IsGapiGreaterEqual (3, 2))
{
theProgram->SetHeader ("#version 150");
}
else
{
// TangentSpaceNormal() function uses mat2x3 type
const bool toUseMat2x3 = (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal;
// gl_PointCoord has been added since GLSL 1.2
const bool toUsePointCoord = (theBits & Graphic3d_ShaderFlags_PointSprite) != 0;
if (toUseMat2x3 || toUsePointCoord)
{
if (IsGapiGreaterEqual (2, 1))
{
theProgram->SetHeader ("#version 120");
}
}
if ((theBits & Graphic3d_ShaderFlags_StippleLine) != 0
|| theProgram->IsPBR())
{
if (IsGapiGreaterEqual (3, 0))
{
theProgram->SetHeader ("#version 130");
}
else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_gpu_shader4])
{
// GL_EXT_gpu_shader4 defines GLSL type "unsigned int", while core GLSL specs define type "uint"
theProgram->SetHeader ("#extension GL_EXT_gpu_shader4 : enable\n"
"#define uint unsigned int");
}
}
}
(void )toUseDerivates;
break;
}
case Aspect_GraphicsLibrary_OpenGLES:
{
#if defined(__EMSCRIPTEN__)
if (IsGapiGreaterEqual (3, 0))
{
// consider this is browser responsibility to provide working WebGL 2.0 implementation
// and black-list broken drivers (there is no OpenGL ES greater than 3.0)
theProgram->SetHeader ("#version 300 es");
}
#endif
// prefer "100 es" on OpenGL ES 3.0- devices (save the features unavailable before "300 es")
// and "300 es" on OpenGL ES 3.1+ devices
if (IsGapiGreaterEqual (3, 1))
{
if ((theBits & Graphic3d_ShaderFlags_NeedsGeomShader) != 0)
{
theProgram->SetHeader (IsGapiGreaterEqual (3, 2) ? "#version 320 es" : "#version 310 es");
}
else
{
theProgram->SetHeader ("#version 300 es");
}
}
else
{
TCollection_AsciiString aGles2Extensions;
if (theProgram->IsPBR())
{
if (IsGapiGreaterEqual (3, 0))
{
theProgram->SetHeader ("#version 300 es");
}
else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_shader_texture_lod])
{
aGles2Extensions += "#extension GL_EXT_shader_texture_lod : enable\n"
"#define textureCubeLod textureCubeLodEXT\n";
}
}
if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0
|| (theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0
|| (theBits & Graphic3d_ShaderFlags_StippleLine) != 0)
{
if (IsGapiGreaterEqual (3, 0))
{
theProgram->SetHeader ("#version 300 es");
}
else
{
aBits = aBits & ~Graphic3d_ShaderFlags_WriteOit;
aBits = aBits & ~Graphic3d_ShaderFlags_OitDepthPeeling;
if (!myGlslExtensions[Graphic3d_GlslExtension_GL_OES_standard_derivatives])
{
aBits = aBits & ~Graphic3d_ShaderFlags_StippleLine;
}
}
}
if (toUseDerivates)
{
if (IsGapiGreaterEqual (3, 0))
{
theProgram->SetHeader ("#version 300 es");
}
else if (myGlslExtensions[Graphic3d_GlslExtension_GL_OES_standard_derivatives])
{
aGles2Extensions += "#extension GL_OES_standard_derivatives : enable\n";
}
}
if (!aGles2Extensions.IsEmpty())
{
theProgram->SetHeader (aGles2Extensions);
}
}
break;
}
}
// should fit Graphic3d_ShaderFlags_NB
char aBitsStr[64];
Sprintf (aBitsStr, "%04x", aBits);
theProgram->SetId (TCollection_AsciiString ("occt_") + theName + aBitsStr);
return aBits;
}
// =======================================================================
// function : defaultOitGlslVersion
// purpose :
// =======================================================================
void Graphic3d_ShaderManager::defaultOitGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
const TCollection_AsciiString& theName,
bool theMsaa) const
{
switch (myGapi)
{
case Aspect_GraphicsLibrary_OpenGL:
{
if (theMsaa)
{
if (IsGapiGreaterEqual (4, 0))
{
theProgram->SetHeader ("#version 400");
}
}
else
{
if (IsGapiGreaterEqual (3, 2))
{
theProgram->SetHeader ("#version 150");
}
}
break;
}
case Aspect_GraphicsLibrary_OpenGLES:
{
if (theMsaa)
{
if (IsGapiGreaterEqual (3, 2))
{
theProgram->SetHeader ("#version 320 es");
}
else if (IsGapiGreaterEqual (3, 0))
{
theProgram->SetHeader ("#version 300 es"); // with GL_OES_sample_variables extension
}
}
else
{
if (IsGapiGreaterEqual (3, 0))
{
theProgram->SetHeader ("#version 300 es");
}
}
break;
}
}
theProgram->SetId (TCollection_AsciiString ("occt_") + theName + (theMsaa ? "_msaa" : ""));
}
// =======================================================================
// function : getStdProgramFont
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramFont() const
{
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ EOL"void main()"
EOL"{"
EOL" TexCoord = occTexCoord.st;"
+ THE_VERT_gl_Position
+ EOL"}";
TCollection_AsciiString
aSrcGetAlpha = myUseRedAlpha
? EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).r; }"
: EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).a; }";
TCollection_AsciiString aSrcFrag =
aSrcGetAlpha
+ EOL"void main()"
EOL"{"
EOL" vec4 aColor = occColor;"
EOL" aColor.a *= getAlpha();"
EOL" if (aColor.a <= 0.285) discard;"
EOL" occSetFragColor (aColor);"
EOL"}";
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
defaultGlslVersion (aProgramSrc, "font", 0);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
return aProgramSrc;
}
// =======================================================================
// function : getStdProgramFboBlit
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramFboBlit (Standard_Integer theNbSamples,
Standard_Boolean theIsFallback_sRGB) const
{
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
TCollection_AsciiString aSrcVert =
EOL"void main()"
EOL"{"
EOL" TexCoord = occVertex.zw;"
EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
TCollection_AsciiString aSrcFrag;
if (theNbSamples > 1)
{
if (myGapi == Aspect_GraphicsLibrary_OpenGLES)
{
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("highp sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("highp sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
}
else
{
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
}
aSrcFrag = TCollection_AsciiString()
+ EOL"#define THE_NUM_SAMPLES " + theNbSamples
+ (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
+ EOL"void main()"
EOL"{"
EOL" ivec2 aSize = textureSize (uColorSampler);"
EOL" ivec2 anUV = ivec2 (vec2 (aSize) * TexCoord);"
EOL" gl_FragDepth = texelFetch (uDepthSampler, anUV, THE_NUM_SAMPLES / 2 - 1).r;"
EOL
EOL" vec4 aColor = vec4 (0.0);"
EOL" for (int aSample = 0; aSample < THE_NUM_SAMPLES; ++aSample)"
EOL" {"
EOL" vec4 aVal = texelFetch (uColorSampler, anUV, aSample);"
EOL" aColor += aVal;"
EOL" }"
EOL" aColor /= float(THE_NUM_SAMPLES);"
EOL"#ifdef THE_SHIFT_sRGB"
EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
EOL"#endif"
EOL" occSetFragColor (aColor);"
EOL"}";
}
else
{
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uColorSampler", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uDepthSampler", Graphic3d_TOS_FRAGMENT));
aSrcFrag = TCollection_AsciiString()
+ (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
+ EOL"void main()"
EOL"{"
EOL" gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;"
EOL" vec4 aColor = occTexture2D (uColorSampler, TexCoord);"
EOL"#ifdef THE_SHIFT_sRGB"
EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
EOL"#endif"
EOL" occSetFragColor (aColor);"
EOL"}";
}
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
switch (myGapi)
{
case Aspect_GraphicsLibrary_OpenGL:
{
if (IsGapiGreaterEqual (3, 2))
{
aProgramSrc->SetHeader ("#version 150");
}
break;
}
case Aspect_GraphicsLibrary_OpenGLES:
{
if (IsGapiGreaterEqual (3, 1))
{
// required for MSAA sampler
aProgramSrc->SetHeader ("#version 310 es");
}
else if (IsGapiGreaterEqual (3, 0))
{
aProgramSrc->SetHeader ("#version 300 es");
}
else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_frag_depth])
{
aProgramSrc->SetHeader ("#extension GL_EXT_frag_depth : enable"
EOL"#define gl_FragDepth gl_FragDepthEXT");
}
else
{
// there is no way to draw into depth buffer
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" occSetFragColor (occTexture2D (uColorSampler, TexCoord));"
EOL"}";
}
break;
}
}
TCollection_AsciiString anId = "occt_blit";
if (theNbSamples > 1)
{
anId += TCollection_AsciiString ("_msaa") + theNbSamples;
}
if (theIsFallback_sRGB)
{
anId += "_gamma";
}
aProgramSrc->SetId (anId);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
return aProgramSrc;
}
// =======================================================================
// function : getStdProgramOitCompositing
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramOitCompositing (const Standard_Boolean theMsaa) const
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcFrag;
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVert =
EOL"void main()"
EOL"{"
EOL" TexCoord = occVertex.zw;"
EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
if (!theMsaa)
{
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uAccumTexture", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uWeightTexture", Graphic3d_TOS_FRAGMENT));
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec4 aAccum = occTexture2D (uAccumTexture, TexCoord);"
EOL" float aWeight = occTexture2D (uWeightTexture, TexCoord).r;"
EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
EOL"}";
}
else
{
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uAccumTexture", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uWeightTexture", Graphic3d_TOS_FRAGMENT));
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" ivec2 aTexel = ivec2 (vec2 (textureSize (uAccumTexture)) * TexCoord);"
EOL" vec4 aAccum = texelFetch (uAccumTexture, aTexel, gl_SampleID);"
EOL" float aWeight = texelFetch (uWeightTexture, aTexel, gl_SampleID).r;"
EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
EOL"}";
}
defaultOitGlslVersion (aProgramSrc, "weight_oit", theMsaa);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
return aProgramSrc;
}
// =======================================================================
// function : getStdProgramOitDepthPeelingBlend
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramOitDepthPeelingBlend (Standard_Boolean theMsaa) const
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcFrag;
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aSrcVert =
EOL"void main()"
EOL"{"
EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable (theMsaa
? "sampler2DMS uDepthPeelingBackColor"
: "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
aSrcFrag = TCollection_AsciiString()
+ EOL"void main()"
EOL"{"
EOL" #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
+ EOL" occFragColor = texelFetch (uDepthPeelingBackColor, ivec2 (gl_FragCoord.xy), THE_SAMPLE_ID);"
EOL" if (occFragColor.a == 0.0) { discard; }"
EOL"}";
defaultOitGlslVersion (aProgramSrc, "oit_peeling_blend", theMsaa);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
return aProgramSrc;
}
// =======================================================================
// function : getStdProgramOitDepthPeelingFlush
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramOitDepthPeelingFlush (Standard_Boolean theMsaa) const
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcFrag;
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aSrcVert =
EOL"void main()"
EOL"{"
EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable (theMsaa
? "sampler2DMS uDepthPeelingFrontColor"
: "sampler2D uDepthPeelingFrontColor", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable (theMsaa
? "sampler2DMS uDepthPeelingBackColor"
: "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
aSrcFrag = TCollection_AsciiString()
+ EOL"void main()"
EOL"{"
EOL" #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
+ EOL" ivec2 aFragCoord = ivec2 (gl_FragCoord.xy);"
EOL" vec4 aFrontColor = texelFetch (uDepthPeelingFrontColor, aFragCoord, THE_SAMPLE_ID);"
EOL" vec4 aBackColor = texelFetch (uDepthPeelingBackColor, aFragCoord, THE_SAMPLE_ID);"
EOL" float anAlphaMult = 1.0 - aFrontColor.a;"
EOL" occFragColor = vec4 (aFrontColor.rgb + anAlphaMult * aBackColor.rgb, aFrontColor.a + aBackColor.a);"
EOL"}";
defaultOitGlslVersion (aProgramSrc, "oit_peeling_flush", theMsaa);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
return aProgramSrc;
}
// =======================================================================
// function : pointSpriteAlphaSrc
// purpose :
// =======================================================================
TCollection_AsciiString Graphic3d_ShaderManager::pointSpriteAlphaSrc (Standard_Integer theBits) const
{
const bool isAlpha = (theBits & Graphic3d_ShaderFlags_PointSpriteA) == Graphic3d_ShaderFlags_PointSpriteA;
return isAlpha && myUseRedAlpha
? EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").r; }"
: EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").a; }";
}
// =======================================================================
// function : pointSpriteShadingSrc
// purpose :
// =======================================================================
TCollection_AsciiString Graphic3d_ShaderManager::pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc,
Standard_Integer theBits) const
{
TCollection_AsciiString aSrcFragGetColor;
if ((theBits & Graphic3d_ShaderFlags_PointSpriteA) == Graphic3d_ShaderFlags_PointSpriteA)
{
aSrcFragGetColor = pointSpriteAlphaSrc (theBits) +
EOL"vec4 getColor(void)"
EOL"{"
EOL" vec4 aColor = " + theBaseColorSrc + ";"
EOL" aColor.a = getAlpha();"
EOL" if (aColor.a <= 0.1) discard;"
EOL" return aColor;"
EOL"}";
}
else if ((theBits & Graphic3d_ShaderFlags_PointSprite) == Graphic3d_ShaderFlags_PointSprite)
{
aSrcFragGetColor = TCollection_AsciiString() +
EOL"vec4 getColor(void)"
EOL"{"
EOL" vec4 aColor = " + theBaseColorSrc + ";"
EOL" aColor = occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ") * aColor;"
EOL" if (aColor.a <= 0.1) discard;"
EOL" return aColor;"
EOL"}";
}
return aSrcFragGetColor;
}
//! Prepare GLSL source for geometry shader according to parameters.
static TCollection_AsciiString prepareGeomMainSrc (Graphic3d_ShaderObject::ShaderVariableList& theUnifoms,
Graphic3d_ShaderObject::ShaderVariableList& theStageInOuts,
Standard_Integer theBits)
{
if ((theBits & Graphic3d_ShaderFlags_NeedsGeomShader) == 0)
{
return TCollection_AsciiString();
}
TCollection_AsciiString aSrcMainGeom =
EOL"void main()"
EOL"{";
if ((theBits & Graphic3d_ShaderFlags_MeshEdges) != 0)
{
theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_GEOMETRY));
theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("bool occIsQuadMode", Graphic3d_TOS_GEOMETRY));
theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_GEOMETRY));
theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_FRAGMENT));
theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occLineFeather", Graphic3d_TOS_FRAGMENT));
theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 occWireframeColor", Graphic3d_TOS_FRAGMENT));
theStageInOuts.Append(Graphic3d_ShaderObject::ShaderVariable ("vec3 EdgeDistance", Graphic3d_TOS_GEOMETRY | Graphic3d_TOS_FRAGMENT));
aSrcMainGeom = TCollection_AsciiString()
+ EOL"vec3 ViewPortTransform (vec4 theVec)"
EOL"{"
EOL" vec3 aWinCoord = theVec.xyz / theVec.w;"
EOL" aWinCoord = aWinCoord * 0.5 + 0.5;"
EOL" aWinCoord.xy = aWinCoord.xy * occViewport.zw + occViewport.xy;"
EOL" return aWinCoord;"
EOL"}"
+ aSrcMainGeom
+ EOL" vec3 aSideA = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[1].gl_Position);"
EOL" vec3 aSideB = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
EOL" vec3 aSideC = ViewPortTransform (gl_in[1].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
EOL" float aQuadArea = abs (aSideB.x * aSideC.y - aSideB.y * aSideC.x);"
EOL" vec3 aLenABC = vec3 (length (aSideA), length (aSideB), length (aSideC));"
EOL" vec3 aHeightABC = vec3 (aQuadArea) / aLenABC;"
EOL" aHeightABC = max (aHeightABC, vec3 (10.0 * occLineWidth));" // avoid shrunk presentation disappearing at distance
EOL" float aQuadModeHeightC = occIsQuadMode ? occLineWidth + 1.0 : 0.0;";
}
for (Standard_Integer aVertIter = 0; aVertIter < 3; ++aVertIter)
{
const TCollection_AsciiString aVertIndex (aVertIter);
// pass variables from Vertex shader to Fragment shader through Geometry shader
for (Graphic3d_ShaderObject::ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next())
{
if (aVarListIter.Value().Stages == (Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT))
{
const TCollection_AsciiString aVarName = aVarListIter.Value().Name.Token (" ", 2);
if (aVarName.Value (aVarName.Length()) == ']')
{
// copy the whole array
const TCollection_AsciiString aVarName2 = aVarName.Token ("[", 1);
aSrcMainGeom += TCollection_AsciiString()
+ EOL" geomOut." + aVarName2 + " = geomIn[" + aVertIndex + "]." + aVarName2 + ";";
}
else
{
aSrcMainGeom += TCollection_AsciiString()
+ EOL" geomOut." + aVarName + " = geomIn[" + aVertIndex + "]." + aVarName + ";";
}
}
}
if ((theBits & Graphic3d_ShaderFlags_MeshEdges) != 0)
{
switch (aVertIter)
{
case 0: aSrcMainGeom += EOL" EdgeDistance = vec3 (aHeightABC[0], 0.0, aQuadModeHeightC);"; break;
case 1: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, aHeightABC[1], aQuadModeHeightC);"; break;
case 2: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, 0.0, aHeightABC[2]);"; break;
}
}
aSrcMainGeom += TCollection_AsciiString()
+ EOL" gl_Position = gl_in[" + aVertIndex + "].gl_Position;"
EOL" EmitVertex();";
}
aSrcMainGeom +=
EOL" EndPrimitive();"
EOL"}";
return aSrcMainGeom;
}
// =======================================================================
// function : getStdProgramUnlit
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramUnlit (Standard_Integer theBits,
Standard_Boolean theIsOutline) const
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcVertEndMain;
TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
TCollection_AsciiString aSrcFragMainGetColor = EOL" occSetFragColor (getFinalColor());";
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
if ((theBits & Graphic3d_ShaderFlags_IsPoint) != 0)
{
if (mySetPointSize)
{
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
}
if ((theBits & Graphic3d_ShaderFlags_PointSprite) != 0)
{
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
if ((theBits & Graphic3d_ShaderFlags_PointSpriteA) != Graphic3d_ShaderFlags_PointSpriteA)
{
aSrcFragGetColor =
EOL"vec4 getColor(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord "); }";
}
else if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
&& (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
{
aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain +=
EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
aSrcFragGetColor =
EOL"vec4 getColor(void) { return VertColor; }";
}
aSrcGetAlpha = pointSpriteAlphaSrc (theBits);
aSrcFragMainGetColor =
EOL" vec4 aColor = getColor();"
EOL" aColor.a = getAlpha();"
EOL" if (aColor.a <= 0.1) discard;"
EOL" occSetFragColor (aColor);";
}
else
{
if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
&& (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
{
aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain +=
EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
aSrcFragGetColor =
EOL"vec4 getColor(void) { return VertColor; }";
}
aSrcFragMainGetColor =
EOL" vec4 aColor = getColor();"
EOL" if (aColor.a <= 0.1) discard;"
EOL" occSetFragColor (aColor);";
}
}
else
{
if ((theBits & Graphic3d_ShaderFlags_HasTextures) != 0)
{
aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
if ((theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureEnv)
{
aSrcVertExtraFunc = THE_FUNC_transformNormal_view;
aSrcVertExtraMain +=
EOL" vec4 aPosition = occWorldViewMatrix * occModelWorldMatrix * occVertex;"
EOL" vec3 aNormal = transformNormal (occNormal);"
EOL" vec3 aReflect = reflect (normalize (aPosition.xyz), aNormal);"
EOL" aReflect.z += 1.0;"
EOL" TexCoord = vec4(aReflect.xy * inversesqrt (dot (aReflect, aReflect)) * 0.5 + vec2 (0.5), 0.0, 1.0);";
aSrcFragGetColor =
EOL"vec4 getColor(void) { return occTexture2D (occSamplerBaseColor, TexCoord.st); }";
}
else
{
aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
aSrcFragGetColor =
EOL"vec4 getColor(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w); }";
}
}
}
if ((theBits & Graphic3d_ShaderFlags_VertColor) != 0)
{
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain += EOL" VertColor = occVertColor;";
aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }";
}
int aNbClipPlanes = 0;
if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) != 0)
{
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain +=
EOL" PositionWorld = occModelWorldMatrix * occVertex;";
if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) == Graphic3d_ShaderFlags_ClipPlanesN)
{
aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
? THE_FRAG_CLIP_CHAINS_N
: THE_FRAG_CLIP_PLANES_N;
}
else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes1) != 0)
{
aNbClipPlanes = 1;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
}
else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes2) != 0)
{
aNbClipPlanes = 2;
aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
? THE_FRAG_CLIP_CHAINS_2
: THE_FRAG_CLIP_PLANES_2;
}
}
if ((theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0)
{
aProgramSrc->SetNbFragmentOutputs (3);
aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
}
else if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0)
{
aProgramSrc->SetNbFragmentOutputs (2);
aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
}
if (theIsOutline)
{
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occOrthoScale", Graphic3d_TOS_VERTEX));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occSilhouetteThickness", Graphic3d_TOS_VERTEX));
aSrcVertEndMain = THE_VERT_gl_Position_OUTLINE;
}
else if ((theBits & Graphic3d_ShaderFlags_StippleLine) != 0)
{
const Standard_Integer aBits = defaultGlslVersion (aProgramSrc, "unlit", theBits);
if ((aBits & Graphic3d_ShaderFlags_StippleLine) != 0)
{
if (hasGlslBitwiseOps())
{
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("int occStipplePattern", Graphic3d_TOS_FRAGMENT));
}
else
{
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("bool occStipplePattern[16]", Graphic3d_TOS_FRAGMENT));
}
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occStippleFactor", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_VERTEX));
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 ScreenSpaceCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertEndMain =
EOL" vec2 aPosition = gl_Position.xy / gl_Position.w;"
EOL" aPosition = aPosition * 0.5 + 0.5;"
EOL" ScreenSpaceCoord = aPosition.xy * occViewport.zw + occViewport.xy;";
aSrcFragMainGetColor = TCollection_AsciiString()
+ EOL" vec2 anAxis = vec2 (0.0, 1.0);"
EOL" if (abs (dFdx (ScreenSpaceCoord.x)) - abs (dFdy (ScreenSpaceCoord.y)) > 0.001)"
EOL" {"
EOL" anAxis = vec2 (1.0, 0.0);"
EOL" }"
EOL" float aRotatePoint = dot (gl_FragCoord.xy, anAxis);"
+ (hasGlslBitwiseOps()
? EOL" uint aBit = uint (floor (aRotatePoint / occStippleFactor + 0.5)) & 15U;"
EOL" if ((uint (occStipplePattern) & (1U << aBit)) == 0U) discard;"
: EOL" int aBit = int (mod (floor (aRotatePoint / occStippleFactor + 0.5), 16.0));"
EOL" if (!occStipplePattern[aBit]) discard;")
+ EOL" vec4 aColor = getFinalColor();"
EOL" if (aColor.a <= 0.1) discard;"
EOL" occSetFragColor (aColor);";
}
else
{
Message::SendWarning ("Warning: stipple lines in GLSL will be ignored");
}
}
aSrcVert =
aSrcVertExtraFunc
+ EOL"void main()"
EOL"{"
+ aSrcVertExtraMain
+ THE_VERT_gl_Position
+ aSrcVertEndMain
+ EOL"}";
TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
aSrcFragGetColor += (theBits & Graphic3d_ShaderFlags_MeshEdges) != 0
? THE_FRAG_WIREFRAME_COLOR
: EOL"#define getFinalColor getColor";
aSrcFrag =
aSrcFragGetColor
+ aSrcGetAlpha
+ EOL"void main()"
EOL"{"
EOL" if (occFragEarlyReturn()) { return; }"
+ aSrcFragExtraMain
+ aSrcFragMainGetColor
+ EOL"}";
defaultGlslVersion (aProgramSrc, theIsOutline ? "outline" : "unlit", theBits);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
aProgramSrc->SetAlphaTest ((theBits & Graphic3d_ShaderFlags_AlphaTest) != 0);
const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
return aProgramSrc;
}
// =======================================================================
// function : stdComputeLighting
// purpose :
// =======================================================================
TCollection_AsciiString Graphic3d_ShaderManager::stdComputeLighting (Standard_Integer& theNbLights,
const Handle(Graphic3d_LightSet)& theLights,
Standard_Boolean theHasVertColor,
Standard_Boolean theIsPBR,
Standard_Boolean theHasTexColor,
Standard_Integer theNbShadowMaps) const
{
TCollection_AsciiString aLightsFunc, aLightsLoop;
theNbLights = 0;
if (!theLights.IsNull())
{
theNbLights = theLights->NbEnabled();
if (theNbLights <= THE_NB_UNROLLED_LIGHTS_MAX)
{
Standard_Integer anIndex = 0;
for (Graphic3d_LightSet::Iterator aLightIter (theLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
aLightIter.More(); aLightIter.Next())
{
switch (aLightIter.Value()->Type())
{
case Graphic3d_TypeOfLightSource_Ambient:
{
break; // skip ambient
}
case Graphic3d_TypeOfLightSource_Directional:
{
if (theNbShadowMaps > 0
&& aLightIter.Value()->ToCastShadows())
{
aLightsLoop = aLightsLoop +
EOL" occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront,"
EOL" occLightShadow (occShadowMapSamplers[" + anIndex + "], " + anIndex + ", theNormal));";
}
else
{
aLightsLoop = aLightsLoop + EOL" occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront, 1.0);";
}
++anIndex;
break;
}
case Graphic3d_TypeOfLightSource_Positional:
{
aLightsLoop = aLightsLoop + EOL" occPointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
++anIndex;
break;
}
case Graphic3d_TypeOfLightSource_Spot:
{
if (theNbShadowMaps > 0
&& aLightIter.Value()->ToCastShadows())
{
aLightsLoop = aLightsLoop +
EOL" occSpotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront,"
EOL" occLightShadow (occShadowMapSamplers[" + anIndex + "], " + anIndex + ", theNormal));";
}
else
{
aLightsLoop = aLightsLoop + EOL" occSpotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront, 1.0);";
}
++anIndex;
break;
}
}
}
}
else
{
theNbLights = roundUpMaxLightSources (theNbLights);
bool isFirstInLoop = true;
aLightsLoop = aLightsLoop +
EOL" for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)"
EOL" {"
EOL" int aType = occLight_Type (anIndex);";
if (theLights->NbEnabledLightsOfType (Graphic3d_TypeOfLightSource_Directional) > 0)
{
isFirstInLoop = false;
aLightsLoop +=
EOL" if (aType == OccLightType_Direct)"
EOL" {"
EOL" occDirectionalLight (anIndex, theNormal, theView, theIsFront, 1.0);"
EOL" }";
}
if (theLights->NbEnabledLightsOfType (Graphic3d_TypeOfLightSource_Positional) > 0)
{
if (!isFirstInLoop)
{
aLightsLoop += EOL" else ";
}
isFirstInLoop = false;
aLightsLoop +=
EOL" if (aType == OccLightType_Point)"
EOL" {"
EOL" occPointLight (anIndex, theNormal, theView, aPoint, theIsFront);"
EOL" }";
}
if (theLights->NbEnabledLightsOfType (Graphic3d_TypeOfLightSource_Spot) > 0)
{
if (!isFirstInLoop)
{
aLightsLoop += EOL" else ";
}
isFirstInLoop = false;
aLightsLoop +=
EOL" if (aType == OccLightType_Spot)"
EOL" {"
EOL" occSpotLight (anIndex, theNormal, theView, aPoint, theIsFront, 1.0);"
EOL" }";
}
aLightsLoop += EOL" }";
}
if (theIsPBR)
{
aLightsFunc += Shaders_PBRDistribution_glsl;
aLightsFunc += Shaders_PBRGeometry_glsl;
aLightsFunc += Shaders_PBRFresnel_glsl;
aLightsFunc += Shaders_PBRCookTorrance_glsl;
aLightsFunc += Shaders_PBRIllumination_glsl;
}
bool isShadowShaderAdded = false;
if (theLights->NbEnabledLightsOfType (Graphic3d_TypeOfLightSource_Directional) == 1
&& theNbLights == 1
&& !theIsPBR
&& theNbShadowMaps == 0)
{
// use the version with hard-coded first index
aLightsLoop = EOL" directionalLightFirst(theNormal, theView, theIsFront, 1.0);";
aLightsFunc += THE_FUNC_directionalLightFirst;
}
else if (theLights->NbEnabledLightsOfType (Graphic3d_TypeOfLightSource_Directional) > 0)
{
if (theNbShadowMaps > 0 && !isShadowShaderAdded)
{
aLightsFunc += Shaders_LightShadow_glsl;
isShadowShaderAdded = true;
}
aLightsFunc += theIsPBR ? Shaders_PBRDirectionalLight_glsl : Shaders_PhongDirectionalLight_glsl;
}
if (theLights->NbEnabledLightsOfType (Graphic3d_TypeOfLightSource_Positional) > 0)
{
aLightsFunc += theIsPBR ? Shaders_PBRPointLight_glsl : Shaders_PhongPointLight_glsl;
}
if (theLights->NbEnabledLightsOfType (Graphic3d_TypeOfLightSource_Spot) > 0)
{
if (theNbShadowMaps > 0 && !isShadowShaderAdded)
{
aLightsFunc += Shaders_LightShadow_glsl;
}
aLightsFunc += theIsPBR ? Shaders_PBRSpotLight_glsl : Shaders_PhongSpotLight_glsl;
}
}
if (!theIsPBR)
{
return TCollection_AsciiString()
+ THE_FUNC_lightDef
+ Shaders_PointLightAttenuation_glsl
+ aLightsFunc
+ EOL
EOL"vec4 computeLighting (in vec3 theNormal,"
EOL" in vec3 theView,"
EOL" in vec4 thePoint,"
EOL" in bool theIsFront)"
EOL"{"
EOL" Ambient = occLightAmbient.rgb;"
EOL" Diffuse = vec3 (0.0);"
EOL" Specular = vec3 (0.0);"
EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
+ aLightsLoop
+ EOL" vec3 aMatAmbient = occMaterial_Ambient(theIsFront);"
EOL" vec4 aMatDiffuse = occMaterial_Diffuse(theIsFront);"
EOL" vec3 aMatSpecular = occMaterial_Specular(theIsFront);"
EOL" vec4 aColor = vec4(Ambient * aMatAmbient + Diffuse * aMatDiffuse.rgb + Specular * aMatSpecular, aMatDiffuse.a);"
+ (theHasVertColor ?
EOL" aColor *= getVertColor();" : "")
+ (theHasTexColor ?
EOL"#if defined(THE_HAS_TEXTURE_COLOR) && defined(FRAGMENT_SHADER)"
EOL" aColor *= occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w);"
EOL"#endif" : "")
+ EOL" occMaterialOcclusion(aColor.rgb, TexCoord.st / TexCoord.w);"
EOL" vec3 aMatEmission = occMaterialEmission(theIsFront, TexCoord.st / TexCoord.w);"
EOL" aColor.rgb += aMatEmission.rgb;"
EOL" return aColor;"
EOL"}";
}
else
{
return TCollection_AsciiString()
+ THE_FUNC_PBR_lightDef
+ Shaders_PointLightAttenuation_glsl
+ aLightsFunc
+ EOL
EOL"vec4 computeLighting (in vec3 theNormal,"
EOL" in vec3 theView,"
EOL" in vec4 thePoint,"
EOL" in bool theIsFront)"
EOL"{"
EOL" DirectLighting = vec3(0.0);"
EOL" BaseColor = occMaterialBaseColor(theIsFront, TexCoord.st / TexCoord.w)" + (theHasVertColor ? " * getVertColor()" : "") + ";"
+ EOL" Emission = occMaterialEmission(theIsFront, TexCoord.st / TexCoord.w);"
EOL" Metallic = occMaterialMetallic(theIsFront, TexCoord.st / TexCoord.w);"
EOL" NormalizedRoughness = occMaterialRoughness(theIsFront, TexCoord.st / TexCoord.w);"
EOL" Roughness = occRoughness (NormalizedRoughness);"
EOL" IOR = occPBRMaterial_IOR (theIsFront);"
EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
+ aLightsLoop
+ EOL" vec3 aColor = DirectLighting;"
EOL" vec3 anIndirectLightingSpec = occPBRFresnel (BaseColor.rgb, Metallic, IOR);"
EOL" vec2 aCoeff = occTexture2D (occEnvLUT, vec2(abs(dot(theView, theNormal)), NormalizedRoughness)).xy;"
EOL" anIndirectLightingSpec *= aCoeff.x;"
EOL" anIndirectLightingSpec += aCoeff.y;"
EOL" anIndirectLightingSpec *= occTextureCubeLod (occSpecIBLMap, -reflect (theView, theNormal), NormalizedRoughness * float (occNbSpecIBLLevels - 1)).rgb;"
EOL" vec3 aRefractionCoeff = 1.0 - occPBRFresnel (BaseColor.rgb, Metallic, NormalizedRoughness, IOR, abs(dot(theView, theNormal)));"
EOL" aRefractionCoeff *= (1.0 - Metallic);"
EOL" vec3 anIndirectLightingDiff = aRefractionCoeff * BaseColor.rgb * BaseColor.a;"
EOL" anIndirectLightingDiff *= occDiffIBLMap (theNormal).rgb;"
EOL" aColor += occLightAmbient.rgb * (anIndirectLightingDiff + anIndirectLightingSpec);"
EOL" aColor += Emission;"
EOL" occMaterialOcclusion(aColor, TexCoord.st / TexCoord.w);"
EOL" return vec4 (aColor, mix(1.0, BaseColor.a, aRefractionCoeff.x));"
EOL"}";
}
}
// =======================================================================
// function : getStdProgramGouraud
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramGouraud (const Handle(Graphic3d_LightSet)& theLights,
Standard_Integer theBits) const
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraMain;
TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
bool toUseTexColor = false;
if ((theBits & Graphic3d_ShaderFlags_IsPoint) != 0)
{
if (mySetPointSize)
{
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
}
if ((theBits & Graphic3d_ShaderFlags_PointSprite) != 0)
{
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
aSrcFragGetColor = pointSpriteShadingSrc ("gl_FrontFacing ? FrontColor : BackColor", theBits);
}
if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
&& (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
{
aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
aSrcVertColor = EOL"vec4 getVertColor(void) { return occTexture2D (occSamplerBaseColor, occTexCoord.xy); }";
}
}
else
{
if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0)
{
toUseTexColor = true;
aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
aSrcFragGetColor =
EOL"vec4 getColor(void)"
EOL"{"
EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
EOL" return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w) * aColor;"
EOL"}";
}
}
if ((theBits & Graphic3d_ShaderFlags_VertColor) != 0)
{
aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
}
int aNbClipPlanes = 0;
if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) != 0)
{
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain +=
EOL" PositionWorld = aPositionWorld;";
if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) == Graphic3d_ShaderFlags_ClipPlanesN)
{
aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
? THE_FRAG_CLIP_CHAINS_N
: THE_FRAG_CLIP_PLANES_N;
}
else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes1) != 0)
{
aNbClipPlanes = 1;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
}
else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes2) != 0)
{
aNbClipPlanes = 2;
aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
? THE_FRAG_CLIP_CHAINS_2
: THE_FRAG_CLIP_PLANES_2;
}
}
if ((theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0)
{
aProgramSrc->SetNbFragmentOutputs (3);
aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
}
else if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0)
{
aProgramSrc->SetNbFragmentOutputs (2);
aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
}
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 FrontColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 BackColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
Standard_Integer aNbLights = 0;
const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, theLights, !aSrcVertColor.IsEmpty(), false, toUseTexColor, 0);
aSrcVert = TCollection_AsciiString()
+ THE_FUNC_transformNormal_world
+ EOL
+ aSrcVertColor
+ aLights
+ EOL"void main()"
EOL"{"
EOL" vec4 aPositionWorld = occModelWorldMatrix * occVertex;"
EOL" vec3 aNormal = transformNormal (occNormal);"
EOL" vec3 aView;"
EOL" if (occProjectionMatrix[3][3] == 1.0)"
EOL" {"
EOL" aView = (occWorldViewMatrixInverse * vec4(0.0, 0.0, 1.0, 0.0)).xyz;"
EOL" }"
EOL" else"
EOL" {"
EOL" vec3 anEye = (occWorldViewMatrixInverse * vec4(0.0, 0.0, 0.0, 1.0)).xyz;"
EOL" aView = normalize (anEye - aPositionWorld.xyz);"
EOL" }"
EOL" FrontColor = computeLighting (aNormal, aView, aPositionWorld, true);"
EOL" BackColor = computeLighting (aNormal, aView, aPositionWorld, false);"
+ aSrcVertExtraMain
+ THE_VERT_gl_Position
+ EOL"}";
TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
aSrcFragGetColor += (theBits & Graphic3d_ShaderFlags_MeshEdges) != 0
? THE_FRAG_WIREFRAME_COLOR
: EOL"#define getFinalColor getColor";
aSrcFrag = TCollection_AsciiString()
+ aSrcFragGetColor
+ EOL"void main()"
EOL"{"
EOL" if (occFragEarlyReturn()) { return; }"
+ aSrcFragExtraMain
+ EOL" occSetFragColor (getFinalColor());"
+ EOL"}";
const TCollection_AsciiString aProgId = TCollection_AsciiString ("gouraud-") + genLightKey (theLights, false) + "-";
defaultGlslVersion (aProgramSrc, aProgId, theBits);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (aNbLights);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
aProgramSrc->SetAlphaTest ((theBits & Graphic3d_ShaderFlags_AlphaTest) != 0);
const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
return aProgramSrc;
}
// =======================================================================
// function : getStdProgramPhong
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramPhong (const Handle(Graphic3d_LightSet)& theLights,
const Standard_Integer theBits,
const Standard_Boolean theIsFlatNormal,
const Standard_Boolean theIsPBR,
const Standard_Integer theNbShadowMaps) const
{
TCollection_AsciiString aPhongCompLight = TCollection_AsciiString() +
"computeLighting (normalize (Normal), normalize (View), PositionWorld, gl_FrontFacing)";
const bool isFlatNormal = theIsFlatNormal && myHasFlatShading;
const char* aDFdxSignReversion = myToReverseDFdxSign ? "-" : "";
bool toUseTexColor = false;
if (isFlatNormal != theIsFlatNormal)
{
Message::SendWarning ("Warning: flat shading requires OpenGL ES 3.0+ or GL_OES_standard_derivatives extension");
}
else if (isFlatNormal && myToReverseDFdxSign)
{
Message::SendWarning ("Warning: applied workaround for GLSL flat shading normal computation using dFdx/dFdy on Adreno");
}
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
aProgramSrc->SetPBR (theIsPBR); // should be set before defaultGlslVersion()
TCollection_AsciiString aSrcVert, aSrcVertExtraFunc, aSrcVertExtraMain;
TCollection_AsciiString aSrcFrag, aSrcFragGetVertColor, aSrcFragExtraMain;
TCollection_AsciiString aSrcFragGetColor = TCollection_AsciiString() + EOL"vec4 getColor(void) { return " + aPhongCompLight + "; }";
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
if ((theBits & Graphic3d_ShaderFlags_IsPoint) != 0)
{
if (mySetPointSize)
{
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
}
if ((theBits & Graphic3d_ShaderFlags_PointSprite) != 0)
{
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
aSrcFragGetColor = pointSpriteShadingSrc (aPhongCompLight, theBits);
}
if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
&& (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
{
aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain += EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
}
}
else
{
if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0)
{
toUseTexColor = true;
aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
Standard_Integer aTextureBits = Graphic3d_TextureSetBits_BaseColor | Graphic3d_TextureSetBits_Occlusion | Graphic3d_TextureSetBits_Emissive;
if (theIsPBR)
{
aTextureBits |= Graphic3d_TextureSetBits_MetallicRoughness;
}
if ((theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal
&& !isFlatNormal)
{
if (myHasFlatShading)
{
aTextureBits |= Graphic3d_TextureSetBits_Normal;
}
else
{
Message::SendWarning ("Warning: ignoring Normal Map texture in GLSL due to hardware capabilities");
}
}
aProgramSrc->SetTextureSetBits (aTextureBits);
}
}
if ((theBits & Graphic3d_ShaderFlags_VertColor) != 0)
{
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain += EOL" VertColor = occVertColor;";
aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
}
int aNbClipPlanes = 0;
if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) != 0)
{
if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) == Graphic3d_ShaderFlags_ClipPlanesN)
{
aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
? THE_FRAG_CLIP_CHAINS_N
: THE_FRAG_CLIP_PLANES_N;
}
else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes1) != 0)
{
aNbClipPlanes = 1;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
}
else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes2) != 0)
{
aNbClipPlanes = 2;
aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
? THE_FRAG_CLIP_CHAINS_2
: THE_FRAG_CLIP_PLANES_2;
}
}
if ((theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0)
{
aProgramSrc->SetNbFragmentOutputs (3);
aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
}
else if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0)
{
aProgramSrc->SetNbFragmentOutputs (2);
aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
}
if (isFlatNormal)
{
aSrcFragExtraMain += TCollection_AsciiString()
+ EOL" Normal = " + aDFdxSignReversion + "normalize (cross (dFdx (PositionWorld.xyz / PositionWorld.w), dFdy (PositionWorld.xyz / PositionWorld.w)));"
EOL" if (!gl_FrontFacing) { Normal = -Normal; }";
}
else
{
aStageInOuts.Append(Graphic3d_ShaderObject::ShaderVariable("vec3 vNormal", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraFunc += THE_FUNC_transformNormal_world;
aSrcVertExtraMain += EOL" vNormal = transformNormal (occNormal);";
aSrcFragExtraMain += EOL" Normal = vNormal;";
if ((theBits & Graphic3d_ShaderFlags_IsPoint) == 0
&& (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal
&& myHasFlatShading)
{
aSrcFrag += Shaders_TangentSpaceNormal_glsl;
// apply normal map texture
aSrcFragExtraMain +=
EOL"#if defined(THE_HAS_TEXTURE_NORMAL)"
EOL" vec2 aTexCoord = TexCoord.st / TexCoord.w;"
EOL" vec4 aMapNormalValue = occTextureNormal(aTexCoord);"
EOL" if (aMapNormalValue.w > 0.5)"
EOL" {"
EOL" mat2 aDeltaUVMatrix = mat2 (dFdx(aTexCoord), dFdy(aTexCoord));"
EOL" mat2x3 aDeltaVectorMatrix = mat2x3 (dFdx (PositionWorld.xyz), dFdy (PositionWorld.xyz));"
EOL" Normal = TangentSpaceNormal (aDeltaUVMatrix, aDeltaVectorMatrix, aMapNormalValue.xyz, Normal, !gl_FrontFacing);"
EOL" }"
EOL"#endif";
}
}
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 View", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
if (theNbShadowMaps > 0)
{
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("mat4 occShadowMapMatrices[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occShadowMapSamplers[THE_NB_SHADOWMAPS]", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 occShadowMapSizeBias", Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PosLightSpace[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain +=
EOL" for (int aShadowIter = 0; aShadowIter < THE_NB_SHADOWMAPS; ++aShadowIter)"
EOL" {"
EOL" PosLightSpace[aShadowIter] = occShadowMapMatrices[aShadowIter] * PositionWorld;"
EOL" }";
}
aSrcVert = TCollection_AsciiString()
+ aSrcVertExtraFunc
+ EOL"void main()"
EOL"{"
EOL" PositionWorld = occModelWorldMatrix * occVertex;"
EOL" if (occProjectionMatrix[3][3] == 1.0)"
EOL" {"
EOL" View = (occWorldViewMatrixInverse * vec4(0.0, 0.0, 1.0, 0.0)).xyz;"
EOL" }"
EOL" else"
EOL" {"
EOL" vec3 anEye = (occWorldViewMatrixInverse * vec4(0.0, 0.0, 0.0, 1.0)).xyz;"
EOL" View = normalize (anEye - PositionWorld.xyz);"
EOL" }"
+ aSrcVertExtraMain
+ THE_VERT_gl_Position
+ EOL"}";
TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
aSrcFragGetColor += (theBits & Graphic3d_ShaderFlags_MeshEdges) != 0
? THE_FRAG_WIREFRAME_COLOR
: EOL"#define getFinalColor getColor";
Standard_Integer aNbLights = 0;
const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, theLights, !aSrcFragGetVertColor.IsEmpty(),
theIsPBR, toUseTexColor, theNbShadowMaps);
aSrcFrag += TCollection_AsciiString()
+ EOL
+ aSrcFragGetVertColor
+ EOL"vec3 Normal;"
+ aLights
+ aSrcFragGetColor
+ EOL
EOL"void main()"
EOL"{"
EOL" if (occFragEarlyReturn()) { return; }"
+ aSrcFragExtraMain
+ EOL" occSetFragColor (getFinalColor());"
+ EOL"}";
const TCollection_AsciiString aProgId = TCollection_AsciiString (theIsFlatNormal ? "flat-" : "phong-") + (theIsPBR ? "pbr-" : "")
+ genLightKey (theLights, theNbShadowMaps > 0) + "-";
defaultGlslVersion (aProgramSrc, aProgId, theBits, isFlatNormal);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (aNbLights);
aProgramSrc->SetNbShadowMaps (theNbShadowMaps);
aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
aProgramSrc->SetAlphaTest ((theBits & Graphic3d_ShaderFlags_AlphaTest) != 0);
const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
return aProgramSrc;
}
// =======================================================================
// function : getStdProgramStereo
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramStereo (Graphic3d_StereoMode theStereoMode) const
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
TCollection_AsciiString aSrcVert =
EOL"void main()"
EOL"{"
EOL" TexCoord = occVertex.zw;"
EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
TCollection_AsciiString aSrcFrag;
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uLeftSampler", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uRightSampler", Graphic3d_TOS_FRAGMENT));
const char* aName = "stereo";
switch (theStereoMode)
{
case Graphic3d_StereoMode_Anaglyph:
{
aName = "anaglyph";
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("mat4 uMultL", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("mat4 uMultR", Graphic3d_TOS_FRAGMENT));
const TCollection_AsciiString aNormalize = mySRgbState
? EOL"#define sRgb2linear(theColor) theColor"
EOL"#define linear2sRgb(theColor) theColor"
: EOL"#define sRgb2linear(theColor) pow(theColor, vec4(2.2, 2.2, 2.2, 1.0))"
EOL"#define linear2sRgb(theColor) pow(theColor, 1.0 / vec4(2.2, 2.2, 2.2, 1.0))";
aSrcFrag = aNormalize
+ EOL"void main()"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
EOL" aColorL = sRgb2linear (aColorL);"
EOL" aColorR = sRgb2linear (aColorR);"
EOL" vec4 aColor = uMultR * aColorR + uMultL * aColorL;"
EOL" occSetFragColor (linear2sRgb (aColor));"
EOL"}";
break;
}
case Graphic3d_StereoMode_RowInterlaced:
{
aName = "row-interlaced";
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 uTexOffset", Graphic3d_TOS_FRAGMENT));
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec2 aTexCoordL = TexCoord - uTexOffset;"
EOL" vec2 aTexCoordR = TexCoord + uTexOffset;"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoordL);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoordR);"
EOL" if (int (mod (gl_FragCoord.y - 1023.5, 2.0)) != 1)"
EOL" {"
EOL" occSetFragColor (aColorL);"
EOL" }"
EOL" else"
EOL" {"
EOL" occSetFragColor (aColorR);"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_ColumnInterlaced:
{
aName = "column-interlaced";
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 uTexOffset", Graphic3d_TOS_FRAGMENT));
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec2 aTexCoordL = TexCoord - uTexOffset;"
EOL" vec2 aTexCoordR = TexCoord + uTexOffset;"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoordL);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoordR);"
EOL" if (int (mod (gl_FragCoord.x - 1023.5, 2.0)) == 1)"
EOL" {"
EOL" occSetFragColor (aColorL);"
EOL" }"
EOL" else"
EOL" {"
EOL" occSetFragColor (aColorR);"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_ChessBoard:
{
aName = "chessboard";
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 uTexOffset", Graphic3d_TOS_FRAGMENT));
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec2 aTexCoordL = TexCoord - uTexOffset;"
EOL" vec2 aTexCoordR = TexCoord + uTexOffset;"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoordL);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoordR);"
EOL" bool isEvenX = int(mod(floor(gl_FragCoord.x - 1023.5), 2.0)) != 1;"
EOL" bool isEvenY = int(mod(floor(gl_FragCoord.y - 1023.5), 2.0)) == 1;"
EOL" if ((isEvenX && isEvenY) || (!isEvenX && !isEvenY))"
EOL" {"
EOL" occSetFragColor (aColorL);"
EOL" }"
EOL" else"
EOL" {"
EOL" occSetFragColor (aColorR);"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_SideBySide:
{
aName = "sidebyside";
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec2 aTexCoord = vec2 (TexCoord.x * 2.0, TexCoord.y);"
EOL" if (TexCoord.x > 0.5)"
EOL" {"
EOL" aTexCoord.x -= 1.0;"
EOL" }"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
EOL" if (TexCoord.x <= 0.5)"
EOL" {"
EOL" occSetFragColor (aColorL);"
EOL" }"
EOL" else"
EOL" {"
EOL" occSetFragColor (aColorR);"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_OverUnder:
{
aName = "overunder";
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec2 aTexCoord = vec2 (TexCoord.x, TexCoord.y * 2.0);"
EOL" if (TexCoord.y > 0.5)"
EOL" {"
EOL" aTexCoord.y -= 1.0;"
EOL" }"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
EOL" if (TexCoord.y <= 0.5)"
EOL" {"
EOL" occSetFragColor (aColorL);"
EOL" }"
EOL" else"
EOL" {"
EOL" occSetFragColor (aColorR);"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_QuadBuffer:
case Graphic3d_StereoMode_SoftPageFlip:
case Graphic3d_StereoMode_OpenVR:
default:
{
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
EOL" aColorL.b = 0.0;"
EOL" aColorL.g = 0.0;"
EOL" aColorR.r = 0.0;"
EOL" occSetFragColor (aColorL + aColorR);"
EOL"}";
break;
}
}
defaultGlslVersion (aProgramSrc, aName, 0);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
return aProgramSrc;
}
// =======================================================================
// function : getStdProgramBoundBox
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramBoundBox() const
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 occBBoxCenter", Graphic3d_TOS_VERTEX));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 occBBoxSize", Graphic3d_TOS_VERTEX));
TCollection_AsciiString aSrcVert =
EOL"void main()"
EOL"{"
EOL" vec4 aCenter = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
EOL" vec4 aPos = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * aPos;"
EOL"}";
TCollection_AsciiString aSrcFrag =
EOL"void main()"
EOL"{"
EOL" occSetFragColor (occColor);"
EOL"}";
defaultGlslVersion (aProgramSrc, "bndbox", 0);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
return aProgramSrc;
}
// =======================================================================
// function : getPBREnvBakingProgram
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getPBREnvBakingProgram (Standard_Integer theIndex) const
{
Standard_ASSERT_RAISE (theIndex >= 0 && theIndex <= 2,"");
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
aProgramSrc->SetPBR (true); // should be set before defaultGlslVersion()
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ THE_FUNC_cubemap_vector_transform
+ Shaders_PBREnvBaking_vs;
TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
+ THE_FUNC_cubemap_vector_transform
+ Shaders_PBRDistribution_glsl
+ ((theIndex == 0 || theIndex == 2) ? "\n#define THE_TO_BAKE_DIFFUSE\n" : "\n#define THE_TO_BAKE_SPECULAR\n")
+ (theIndex == 2 ? "\n#define THE_TO_PACK_FLOAT\n" : "")
+ Shaders_PBREnvBaking_fs;
// constant array definition requires OpenGL 2.1+ or OpenGL ES 3.0+
switch (myGapi)
{
case Aspect_GraphicsLibrary_OpenGL:
{
aProgramSrc->SetHeader ("#version 120");
break;
}
case Aspect_GraphicsLibrary_OpenGLES:
{
if (IsGapiGreaterEqual (3, 0))
{
aProgramSrc->SetHeader ("#version 300 es");
}
else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_shader_texture_lod])
{
aProgramSrc->SetHeader ("#extension GL_EXT_shader_texture_lod : enable\n"
"#define textureCubeLod textureCubeLodEXT");
}
else
{
Message::SendWarning ("Warning: incomplete PBR lighting implementation due to missing OpenGL ES 3.0 or GL_EXT_shader_texture_lod support.");
}
break;
}
}
static const char* THE_BAKE_NAMES[3] = { "pbr_env_baking_diffuse", "pbr_env_baking_specular", "pbr_env_baking_difffallback" };
defaultGlslVersion (aProgramSrc, THE_BAKE_NAMES[theIndex], 0);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
return aProgramSrc;
}
// =======================================================================
// function : getBgCubeMapProgram
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getBgCubeMapProgram() const
{
Handle(Graphic3d_ShaderProgram) aProgSrc = new Graphic3d_ShaderProgram();
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable("vec3 ViewDirection", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("samplerCube occSampler0", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("int uYCoeff", Graphic3d_TOS_VERTEX));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("int uZCoeff", Graphic3d_TOS_VERTEX));
TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ THE_FUNC_cubemap_vector_transform
+ EOL"void main()"
EOL"{"
EOL" ViewDirection = cubemapVectorTransform (occVertex.xyz, uYCoeff, uZCoeff);"
EOL" vec4 aPos = occProjectionMatrix * occWorldViewMatrix * vec4(occVertex.xyz, 1.0);"
// setting Z to W ensures that final Z will be 1.0 after perspective division, (w/w=1))
// which allows rendering skybox after everything else with depth test enabled (GL_LEQUAL)
EOL" gl_Position = aPos.xyww;"
EOL"}";
TCollection_AsciiString aDepthClamp;
if (myToEmulateDepthClamp)
{
// workaround Z clamping issues on some GPUs
aDepthClamp = EOL" gl_FragDepth = clamp (gl_FragDepth, 0.0, 1.0);";
if (myGapi == Aspect_GraphicsLibrary_OpenGLES)
{
if (IsGapiGreaterEqual (3, 0))
{
aProgSrc->SetHeader ("#version 300 es");
}
else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_frag_depth])
{
aProgSrc->SetHeader ("#extension GL_EXT_frag_depth : enable"
EOL"#define gl_FragDepth gl_FragDepthEXT");
}
else
{
aDepthClamp.Clear();
}
}
}
TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
+ EOL"#define occEnvCubemap occSampler0"
EOL"void main()"
EOL"{"
EOL" occSetFragColor (vec4(occTextureCube (occEnvCubemap, ViewDirection).rgb, 1.0));"
+ aDepthClamp
+ EOL"}";
defaultGlslVersion (aProgSrc, "background_cubemap", 0);
aProgSrc->SetDefaultSampler (false);
aProgSrc->SetNbLightsMax (0);
aProgSrc->SetNbShadowMaps (0);
aProgSrc->SetNbClipPlanesMax (0);
aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
return aProgSrc;
}
// =======================================================================
// function : getBgSkydomeProgram
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getBgSkydomeProgram() const
{
Handle(Graphic3d_ShaderProgram) aProgSrc = new Graphic3d_ShaderProgram();
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ EOL"void main()"
EOL"{"
EOL" gl_Position = vec4 (occVertex.xy, 0.0, 1.0);"
EOL" TexCoord = 0.5 * gl_Position.xy + vec2 (0.5);"
EOL"}";
TCollection_AsciiString aSrcFrag = Shaders_SkydomBackground_fs;
if (myGapi == Aspect_GraphicsLibrary_OpenGL)
{
aProgSrc->SetHeader ("#version 130");
}
else if (myGapi == Aspect_GraphicsLibrary_OpenGLES)
{
if (IsGapiGreaterEqual (3, 0))
{
aProgSrc->SetHeader ("#version 300 es");
}
}
aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
return aProgSrc;
}
// =======================================================================
// function : getColoredQuadProgram
// purpose :
// =======================================================================
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getColoredQuadProgram() const
{
Handle(Graphic3d_ShaderProgram) aProgSrc = new Graphic3d_ShaderProgram();
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 uColor1", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 uColor2", Graphic3d_TOS_FRAGMENT));
TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ EOL"void main()"
EOL"{"
EOL" TexCoord = occTexCoord.st;"
EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
EOL"}";
TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
+ EOL"void main()"
EOL"{"
EOL" vec3 c1 = mix (uColor1, uColor2, TexCoord.x);"
EOL" occSetFragColor (vec4 (mix (uColor2, c1, TexCoord.y), 1.0));"
EOL"}";
defaultGlslVersion (aProgSrc, "colored_quad", 0);
aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
return aProgSrc;
}
Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getGridProgram() const
{
Handle(Graphic3d_ShaderProgram) aProgSrc = new Graphic3d_ShaderProgram();
Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 NearPoint", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 FarPoint", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("mat4 MVP", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float uZNear", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float uZFar", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float uScale", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("bool uIsDrawAxis", Graphic3d_TOS_FRAGMENT));
TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ EOL"vec3 gridPlane[6] = vec3[] (vec3( 1.0, 1.0, 0.0), vec3(-1.0, -1.0, 0.0), vec3(-1.0, 1.0, 0.0),"
EOL" vec3(-1.0, -1.0, 0.0), vec3( 1.0, 1.0, 0.0), vec3( 1.0, -1.0, 0.0));"
EOL"vec3 UnprojectPoint (float aX, float anY, float aZ)"
EOL"{"
EOL" vec4 anUnprojPnt = occWorldViewMatrixInverse * occProjectionMatrixInverse * vec4 (aX, anY, aZ, 1.0);"
EOL" return anUnprojPnt.xyz / anUnprojPnt.w;"
EOL"}"
EOL"void main()"
EOL"{"
EOL" vec3 aVertex = gridPlane[gl_VertexID];"
EOL" NearPoint = UnprojectPoint (aVertex.x, aVertex.y, 0.0);"
EOL" FarPoint = UnprojectPoint (aVertex.x, aVertex.y, 1.0);"
EOL" MVP = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix;"
EOL" gl_Position = vec4 (aVertex, 1.0);"
EOL"}";
TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
+ EOL"vec4 grid (vec3 theFragPos3D, vec3 theColor, float theScale, bool theIsDrawAxis, float theThickness)"
EOL"{"
EOL" vec2 aCoord = theFragPos3D.xy * theScale;"
EOL" vec2 aDerivative = fwidth (aCoord);"
EOL" vec2 aGrid = abs (fract (aCoord - 0.5) - 0.5) / aDerivative;"
EOL" float aLine = min (aGrid.x, aGrid.y);"
EOL" float aMinY = min (aDerivative.y, 1);"
EOL" float aMinX = min (aDerivative.x, 1);"
EOL" vec4 aColor = vec4 (theColor, round (1.0 - min (aLine, 1.0)));"
EOL" if (uIsDrawAxis && theIsDrawAxis)"
EOL" {"
EOL" bool isYAxis = -aMinX < aCoord.x && aCoord.x < aMinX;"
EOL" bool isXAxis = -aMinY < aCoord.y && aCoord.y < aMinY;"
EOL" if (isXAxis && isYAxis) { aColor.xyz = vec3 (0.0, 0.0, 1.0); }"
EOL" else if (isXAxis) { aColor.xyz = vec3 (1.0, 0.0, 0.0); }"
EOL" else if (isYAxis) { aColor.xyz = vec3 (0.0, 1.0, 0.0); }"
EOL" }"
EOL" return aColor;"
EOL" }"
EOL"float computeDepth (vec3 thePos)"
EOL"{"
EOL" vec4 aClipSpacePos = MVP * vec4 (thePos, 1.0);"
EOL" return (aClipSpacePos.z / aClipSpacePos.w);"
EOL"}"
EOL"float computeLinearDepth (vec3 thePos)"
EOL"{"
EOL" float aClipSpaceDepth = computeDepth (thePos) * 2.0 - 1.0;"
EOL" float aLinearDepth = (2.0 * uZNear * uZFar) / (uZFar + uZNear - aClipSpaceDepth * (uZFar - uZNear));"
EOL" return aLinearDepth / uZFar;"
EOL"}"
EOL"void main()"
EOL"{"
EOL" float aParam = -NearPoint.z / (FarPoint.z - NearPoint.z);"
EOL" vec3 aFragPos3D = NearPoint + aParam * (FarPoint - NearPoint);"
EOL" float aLinearDepth = computeLinearDepth (aFragPos3D);"
//EOL" float aScale = /*0.001*/ 1.0 / uScale;"
/*
pload ALL
vinit
vcamera -persp
box b 100 100 100
vdisplay b -dispmode 1
vfit
*/
/*EOL" float aScale;"
EOL" if (uScale < 10.0) {"
EOL" aScale = 1.0;"
EOL" }"
EOL" else if (uScale < 100.0) {"
EOL" aScale = 0.1;"
EOL" }"
EOL" else if (uScale < 1000.0) {"
EOL" aScale = 0.01;"
EOL" }"
EOL" else if (uScale < 10000.0) {"
EOL" aScale = 0.001;"
EOL" }"
EOL" else if (uScale < 100000.0) {"
EOL" aScale = 0.0001;"
EOL" }"
EOL" else if (uScale < 1000000.0) {"
EOL" aScale = 0.00001;"
EOL" }"
EOL" else if (uScale < 10000000.0) {"
EOL" aScale = 0.000001;"
EOL" }"
EOL" else if (uScale < 100000000.0) {"
EOL" aScale = 0.0000001;"
EOL" }"
EOL" else if (uScale < 1000000000.0) {"
EOL" aScale = 0.00000001;"
EOL" }"
EOL" else if (uScale < 10000000000.0) {"
EOL" aScale = 0.000000001;"
EOL" }"
EOL" else if (uScale < 100000000000.0) {"
EOL" aScale = 0.0000000001;"
EOL" }"
EOL" else {"
EOL" aScale = 0.00000000001;"
EOL" }"*/
EOL" vec4 aBigGridColor = grid (aFragPos3D, vec3 (0.8), uScale, true, 500.0);"
EOL" vec4 aColor = aBigGridColor.a == 0.0"
EOL" ? grid (aFragPos3D, vec3 (0.2), uScale * 10.0, false, 0.1)"
EOL" : aBigGridColor;"
EOL" float aDepth = computeDepth (aFragPos3D);"
EOL" float aFar = gl_DepthRange.far;"
EOL" float aNear = gl_DepthRange.near;"
EOL" aDepth = ((aFar - aNear) * aDepth + aNear + aFar) * 0.5;"
EOL" if (aColor.a == 0.0 || (-1.0 < aLinearDepth && aLinearDepth < 0.0))"
EOL" {"
EOL" discard;"
EOL" };"
// TODO : Get actual background color
EOL" vec4 aBackgroundColor = vec4 (0.0, 0.0, 0.0, aColor.a);"
EOL" if (abs (aLinearDepth) > 1.0)"
EOL" {"
EOL" float aFading;"
//EOL" if (aLinearDepth > 0.0) { aFading = 1.0 - (3.0 - aLinearDepth + 2.0) * 0.25; }"
//EOL" else { aFading = 1.0 + (3.0 + aLinearDepth - 2.0) * 0.25; }"
EOL" if (aLinearDepth > 0.0) { aFading = (aLinearDepth - 1.0) / ( 1.0 - 2.0) * (0.5 - 0.0) + 0.0; }"
EOL" else { aFading = (aLinearDepth + 2.0) / (-1.0 + 2.0) * (1.0 - 0.5) + 0.5; }"
EOL" aColor = mix (aColor, aBackgroundColor, aFading);"
//EOL" float anInterpVal = float (aLinearDepth > 0.0) - sign (aLinearDepth) * clamp (1.0 / (abs (aLinearDepth) - 1.0), 0.5, 1.0);"
//EOL" aColor = mix (aColor, aBackgroundColor, anInterpVal);"
//EOL" aColor = mix (aColor, aBackgroundColor, 0.99);"
EOL" }"
EOL" if (aLinearDepth < -1.5) { aColor = vec4 (0.0, 1.0, 1.0, 1.0); }"
EOL" else if (aLinearDepth < -1.0) { aColor = vec4 (1.0, 0.0, 0.0, 1.0); }"
EOL" else if (aLinearDepth < 0.0) { aColor = vec4 (0.0, 1.0, 0.0, 1.0); }"
EOL" else if (aLinearDepth < 1.0) { aColor = vec4 (0.0, 0.0, 1.0, 1.0); }"
EOL" else if (aLinearDepth < 1.5) { aColor = vec4 (1.0, 0.0, 1.0, 1.0); }"
EOL" else if (aLinearDepth < 2.0) { aColor = vec4 (1.0, 0.0, 0.0, 1.0); }"
EOL" else { aColor = vec4 (1.0, 1.0, 0.0, 1.0); }"
EOL" gl_FragDepth = aDepth;"
EOL" occFragColor = aColor;"
EOL"}";
defaultGlslVersion (aProgSrc, "grid", 0);
aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
return aProgSrc;
}