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occt/src/Graphic3d/Graphic3d_ShaderProgram.cxx
abv d5f74e42d6 0024624: Lost word in license statement in source files
License statement text corrected; compiler warnings caused by Bison 2.41 disabled for MSVC; a few other compiler warnings on 54-bit Windows eliminated by appropriate type cast
Wrong license statements corrected in several files.
Copyright and license statements added in XSD and GLSL files.
Copyright year updated in some files.
Obsolete documentation files removed from DrawResources.
2014-02-20 16:15:17 +04:00

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// Created on: 2013-09-20
// Created by: Denis BOGOLEPOV
// Copyright (c) 2013-2014 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 <Standard_Atomic.hxx>
#include <Standard_Assert.hxx>
#include <Graphic3d_GraphicDriver.hxx>
#include <Graphic3d_ShaderObject.hxx>
#include <Graphic3d_ShaderProgram.hxx>
#include <OSD_Directory.hxx>
#include <OSD_Environment.hxx>
#include <OSD_File.hxx>
#include <OSD_Path.hxx>
namespace
{
static volatile Standard_Integer THE_PROGRAM_OBJECT_COUNTER = 0;
};
IMPLEMENT_STANDARD_HANDLE (Graphic3d_ShaderProgram, Standard_Transient)
IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderProgram, Standard_Transient)
// =======================================================================
// function : ShadersFolder
// purpose :
// =======================================================================
const TCollection_AsciiString& Graphic3d_ShaderProgram::ShadersFolder()
{
static Standard_Boolean THE_IS_DEFINED = Standard_False;
static TCollection_AsciiString THE_SHADERS_FOLDER;
if (!THE_IS_DEFINED)
{
THE_IS_DEFINED = Standard_True;
OSD_Environment aDirEnv ("CSF_ShadersDirectory");
THE_SHADERS_FOLDER = aDirEnv.Value();
if (THE_SHADERS_FOLDER.IsEmpty())
{
OSD_Environment aCasRootEnv ("CASROOT");
THE_SHADERS_FOLDER = aCasRootEnv.Value();
if (!THE_SHADERS_FOLDER.IsEmpty())
{
THE_SHADERS_FOLDER += "/src/Shaders";
}
}
if (THE_SHADERS_FOLDER.IsEmpty())
{
std::cerr << "Both environment variables CSF_ShadersDirectory and CASROOT are undefined!\n"
<< "At least one should be defined to use standard GLSL programs.\n";
Standard_Failure::Raise ("CSF_ShadersDirectory and CASROOT are undefined");
return THE_SHADERS_FOLDER;
}
const OSD_Path aDirPath (THE_SHADERS_FOLDER);
OSD_Directory aDir (aDirPath);
const TCollection_AsciiString aProgram = THE_SHADERS_FOLDER + "/Declarations.glsl";
OSD_File aProgramFile (aProgram);
if (!aDir.Exists()
|| !aProgramFile.Exists())
{
std::cerr << "Standard GLSL programs are not found in: " << THE_SHADERS_FOLDER.ToCString() << std::endl;
Standard_Failure::Raise ("CSF_ShadersDirectory or CASROOT is set incorrectly");
return THE_SHADERS_FOLDER;
}
}
return THE_SHADERS_FOLDER;
}
// =======================================================================
// function : Graphic3d_ShaderProgram
// purpose : Creates new empty program object
// =======================================================================
Graphic3d_ShaderProgram::Graphic3d_ShaderProgram()
{
myID = TCollection_AsciiString ("Graphic3d_ShaderProgram_")
+ TCollection_AsciiString (Standard_Atomic_Increment (&THE_PROGRAM_OBJECT_COUNTER));
}
// =======================================================================
// function : Graphic3d_ShaderProgram
// purpose :
// =======================================================================
Graphic3d_ShaderProgram::Graphic3d_ShaderProgram (const Graphic3d_ShaderProgram::ShaderName theName)
{
const TCollection_AsciiString& aShadersRoot = Graphic3d_ShaderProgram::ShadersFolder();
switch (theName)
{
case ShaderName_Phong:
{
myID = TCollection_AsciiString ("Graphic3d_ShaderProgram_Phong");
const TCollection_AsciiString aSrcVert = aShadersRoot + "/PhongShading.vs";
const TCollection_AsciiString aSrcFrag = aShadersRoot + "/PhongShading.fs";
if (!aSrcVert.IsEmpty()
&& !OSD_File (aSrcVert).Exists())
{
Standard_Failure::Raise ("Graphic3d_ShaderProgram, PhongShading.vs is not found");
return;
}
if (!aSrcFrag.IsEmpty()
&& !OSD_File (aSrcFrag).Exists())
{
Standard_Failure::Raise ("Graphic3d_ShaderProgram, PhongShading.fs is not found");
return;
}
AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_VERTEX, aSrcVert));
AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_FRAGMENT, aSrcFrag));
break;
}
case ShaderName_UNKNOWN:
default:
{
Standard_Failure::Raise ("Graphic3d_ShaderProgram, unknown program name");
break;
}
}
}
// =======================================================================
// function : ~Graphic3d_ShaderProgram
// purpose : Releases resources of program object
// =======================================================================
Graphic3d_ShaderProgram::~Graphic3d_ShaderProgram()
{
Destroy();
}
// =======================================================================
// function : Destroy
// purpose : Releases resources of program object
// =======================================================================
void Graphic3d_ShaderProgram::Destroy() const
{ }
// =======================================================================
// function : IsDone
// purpose : Checks if the program object is valid or not
// =======================================================================
Standard_Boolean Graphic3d_ShaderProgram::IsDone() const
{
if (myShaderObjects.IsEmpty())
{
return Standard_False;
}
for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next())
{
if (!anIt.Value()->IsDone())
return Standard_False;
}
return Standard_True;
}
// =======================================================================
// function : AttachShader
// purpose : Attaches shader object to the program object
// =======================================================================
Standard_Boolean Graphic3d_ShaderProgram::AttachShader (const Handle(Graphic3d_ShaderObject)& theShader)
{
if (theShader.IsNull())
{
return Standard_False;
}
for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next())
{
if (anIt.Value() == theShader)
return Standard_False;
}
myShaderObjects.Append (theShader);
return Standard_True;
}
// =======================================================================
// function : DetachShader
// purpose : Detaches shader object from the program object
// =======================================================================
Standard_Boolean Graphic3d_ShaderProgram::DetachShader (const Handle(Graphic3d_ShaderObject)& theShader)
{
if (theShader.IsNull())
{
return Standard_False;
}
for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next())
{
if (anIt.Value() == theShader)
{
myShaderObjects.Remove (anIt);
return Standard_True;
}
}
return Standard_False;
}
// =======================================================================
// function : ClearVariables
// purpose : Removes all custom uniform variables from the program
// =======================================================================
void Graphic3d_ShaderProgram::ClearVariables()
{
myVariables.Clear();
}