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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-06-30 12:14:08 +03:00
occt/src/OpenGl/OpenGl_ShaderObject.hxx
kgv 737e9a8da4 0030571: Visualization, TKOpenGl - mapped texture is ignored while drawing points
OpenGl_AspectsTextureSet now appends Sprite texture to the end of texture set.
OpenGl_Context::init() - fixed usage of GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS on too old GL context.

Default sampler names occSampler0, occActiveSampler and occSamplerBaseColor
are now excluded from header with common declarations for build-in GLSL programs.

OpenGl_ShaderObject::LoadAndCompile() and OpenGl_ShaderProgram::Link()
now includes program Id within error log.

OpenGl_ShaderManager now supports mapping texture onto point primitive within built-in programs
(texture transformation is ignored).
2019-03-16 16:48:21 +03:00

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7.4 KiB
C++
Executable File

// Created on: 2013-09-19
// 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.
#ifndef _OpenGl_ShaderObject_Header
#define _OpenGl_ShaderObject_Header
#include <Graphic3d_ShaderObject.hxx>
#include <OpenGl_GlCore20.hxx>
#include <OpenGl_Resource.hxx>
#include <Quantity_Date.hxx>
//! Wrapper for OpenGL shader object.
class OpenGl_ShaderObject : public OpenGl_Resource
{
DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderObject, OpenGl_Resource)
friend class OpenGl_ShaderProgram;
public:
//! Non-valid shader name.
static const GLuint NO_SHADER = 0;
public:
//! Structure defining shader uniform or in/out variable.
struct ShaderVariable
{
TCollection_AsciiString Name; //!< variable name
Standard_Integer Stages; //!< active stages as Graphic3d_TypeOfShaderObject bits;
//! for in/out variables, intermediate stages will be automatically filled
//! Create new shader variable.
ShaderVariable (const TCollection_AsciiString& theVarName, Standard_Integer theShaderStageBits) : Name (theVarName), Stages (theShaderStageBits) {}
//! Empty constructor.
ShaderVariable() : Stages (0) {}
};
//! List of variable of shader program.
typedef NCollection_Sequence<ShaderVariable> ShaderVariableList;
//! This is a preprocessor for Graphic3d_ShaderObject::CreateFromSource() function.
//! Creates a new shader object from specified source according to list of uniforms and in/out variables.
//! @param theSource shader object source code to modify
//! @param theType shader object type to create
//! @param theUniforms list of uniform variables
//! @param theStageInOuts list of stage in/out variables
//! @param theInName name of input variables block;
//! can be empty for accessing each variable without block prefix
//! (mandatory for stages accessing both inputs and outputs)
//! @param theOutName name of output variables block;
//! can be empty for accessing each variable without block prefix
//! (mandatory for stages accessing both inputs and outputs)
//! @param theNbGeomInputVerts number of geometry shader input vertexes
Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (TCollection_AsciiString& theSource,
Graphic3d_TypeOfShaderObject theType,
const ShaderVariableList& theUniforms,
const ShaderVariableList& theStageInOuts,
const TCollection_AsciiString& theInName = TCollection_AsciiString(),
const TCollection_AsciiString& theOutName = TCollection_AsciiString(),
Standard_Integer theNbGeomInputVerts = 0);
public:
//! Creates uninitialized shader object.
Standard_EXPORT OpenGl_ShaderObject (GLenum theType);
//! Releases resources of shader object.
Standard_EXPORT virtual ~OpenGl_ShaderObject();
//! Loads shader source code.
Standard_EXPORT Standard_Boolean LoadSource (const Handle(OpenGl_Context)& theCtx,
const TCollection_AsciiString& theSource);
//! Compiles the shader object.
Standard_EXPORT Standard_Boolean Compile (const Handle(OpenGl_Context)& theCtx);
//! Wrapper for compiling shader object with verbose printing on error.
//! @param theCtx bound OpenGL context
//! @param theId GLSL program id to define file name
//! @param theSource source code to load
//! @param theIsVerbose flag to print log on error
//! @param theToPrintSource flag to print source code on error
Standard_EXPORT Standard_Boolean LoadAndCompile (const Handle(OpenGl_Context)& theCtx,
const TCollection_AsciiString& theId,
const TCollection_AsciiString& theSource,
bool theIsVerbose = true,
bool theToPrintSource = true);
//! Print source code of this shader object to messenger.
Standard_EXPORT void DumpSourceCode (const Handle(OpenGl_Context)& theCtx,
const TCollection_AsciiString& theId,
const TCollection_AsciiString& theSource) const;
//! Fetches information log of the last compile operation.
Standard_EXPORT Standard_Boolean FetchInfoLog (const Handle(OpenGl_Context)& theCtx,
TCollection_AsciiString& theLog);
//! Creates new empty shader object of specified type.
Standard_EXPORT Standard_Boolean Create (const Handle(OpenGl_Context)& theCtx);
//! Destroys shader object.
Standard_EXPORT virtual void Release (OpenGl_Context* theCtx) Standard_OVERRIDE;
//! Returns estimated GPU memory usage - not implemented.
virtual Standard_Size EstimatedDataSize() const Standard_OVERRIDE { return 0; }
//! Returns type of shader object.
GLenum Type() const { return myType; }
public:
//! Update the shader object from external file in the following way:
//! 1) If external file does not exist, then it will be created (current source code will be dumped, no recompilation) and FALSE will be returned.
//! 2) If external file exists and it has the same timestamp as myDumpDate, nothing will be done and FALSE will be returned.
//! 3) If external file exists and it has newer timestamp than myDumpDate, shader will be recompiled and TRUE will be returned.
//! @param theCtx OpenGL context bound to this working thread
//! @param theId GLSL program id to define file name
//! @param theFolder folder to store files
//! @param theToBeautify flag improving formatting (add extra newlines)
//! @param theToReset when TRUE, existing dumps will be overridden
Standard_EXPORT Standard_Boolean updateDebugDump (const Handle(OpenGl_Context)& theCtx,
const TCollection_AsciiString& theId,
const TCollection_AsciiString& theFolder,
Standard_Boolean theToBeautify,
Standard_Boolean theToReset);
protected:
Quantity_Date myDumpDate; //!< The recent date of the shader dump
GLenum myType; //!< Type of OpenGL shader object
GLuint myShaderID; //!< Handle of OpenGL shader object
};
DEFINE_STANDARD_HANDLE(OpenGl_ShaderObject, OpenGl_Resource)
#endif // _OpenGl_ShaderObject_Header