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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).
150 lines
7.4 KiB
C++
Executable File
150 lines
7.4 KiB
C++
Executable File
// Created on: 2013-09-19
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// Created by: Denis BOGOLEPOV
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// Copyright (c) 2013-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _OpenGl_ShaderObject_Header
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#define _OpenGl_ShaderObject_Header
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#include <Graphic3d_ShaderObject.hxx>
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#include <OpenGl_GlCore20.hxx>
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#include <OpenGl_Resource.hxx>
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#include <Quantity_Date.hxx>
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//! Wrapper for OpenGL shader object.
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class OpenGl_ShaderObject : public OpenGl_Resource
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{
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DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderObject, OpenGl_Resource)
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friend class OpenGl_ShaderProgram;
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public:
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//! Non-valid shader name.
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static const GLuint NO_SHADER = 0;
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public:
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//! Structure defining shader uniform or in/out variable.
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struct ShaderVariable
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{
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TCollection_AsciiString Name; //!< variable name
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Standard_Integer Stages; //!< active stages as Graphic3d_TypeOfShaderObject bits;
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//! for in/out variables, intermediate stages will be automatically filled
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//! Create new shader variable.
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ShaderVariable (const TCollection_AsciiString& theVarName, Standard_Integer theShaderStageBits) : Name (theVarName), Stages (theShaderStageBits) {}
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//! Empty constructor.
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ShaderVariable() : Stages (0) {}
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};
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//! List of variable of shader program.
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typedef NCollection_Sequence<ShaderVariable> ShaderVariableList;
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//! This is a preprocessor for Graphic3d_ShaderObject::CreateFromSource() function.
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//! Creates a new shader object from specified source according to list of uniforms and in/out variables.
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//! @param theSource shader object source code to modify
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//! @param theType shader object type to create
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//! @param theUniforms list of uniform variables
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//! @param theStageInOuts list of stage in/out variables
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//! @param theInName name of input variables block;
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//! can be empty for accessing each variable without block prefix
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//! (mandatory for stages accessing both inputs and outputs)
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//! @param theOutName name of output variables block;
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//! can be empty for accessing each variable without block prefix
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//! (mandatory for stages accessing both inputs and outputs)
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//! @param theNbGeomInputVerts number of geometry shader input vertexes
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Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (TCollection_AsciiString& theSource,
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Graphic3d_TypeOfShaderObject theType,
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const ShaderVariableList& theUniforms,
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const ShaderVariableList& theStageInOuts,
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const TCollection_AsciiString& theInName = TCollection_AsciiString(),
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const TCollection_AsciiString& theOutName = TCollection_AsciiString(),
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Standard_Integer theNbGeomInputVerts = 0);
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public:
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//! Creates uninitialized shader object.
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Standard_EXPORT OpenGl_ShaderObject (GLenum theType);
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//! Releases resources of shader object.
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Standard_EXPORT virtual ~OpenGl_ShaderObject();
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//! Loads shader source code.
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Standard_EXPORT Standard_Boolean LoadSource (const Handle(OpenGl_Context)& theCtx,
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const TCollection_AsciiString& theSource);
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//! Compiles the shader object.
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Standard_EXPORT Standard_Boolean Compile (const Handle(OpenGl_Context)& theCtx);
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//! Wrapper for compiling shader object with verbose printing on error.
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//! @param theCtx bound OpenGL context
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//! @param theId GLSL program id to define file name
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//! @param theSource source code to load
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//! @param theIsVerbose flag to print log on error
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//! @param theToPrintSource flag to print source code on error
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Standard_EXPORT Standard_Boolean LoadAndCompile (const Handle(OpenGl_Context)& theCtx,
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const TCollection_AsciiString& theId,
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const TCollection_AsciiString& theSource,
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bool theIsVerbose = true,
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bool theToPrintSource = true);
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//! Print source code of this shader object to messenger.
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Standard_EXPORT void DumpSourceCode (const Handle(OpenGl_Context)& theCtx,
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const TCollection_AsciiString& theId,
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const TCollection_AsciiString& theSource) const;
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//! Fetches information log of the last compile operation.
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Standard_EXPORT Standard_Boolean FetchInfoLog (const Handle(OpenGl_Context)& theCtx,
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TCollection_AsciiString& theLog);
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//! Creates new empty shader object of specified type.
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Standard_EXPORT Standard_Boolean Create (const Handle(OpenGl_Context)& theCtx);
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//! Destroys shader object.
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Standard_EXPORT virtual void Release (OpenGl_Context* theCtx) Standard_OVERRIDE;
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//! Returns estimated GPU memory usage - not implemented.
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virtual Standard_Size EstimatedDataSize() const Standard_OVERRIDE { return 0; }
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//! Returns type of shader object.
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GLenum Type() const { return myType; }
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public:
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//! Update the shader object from external file in the following way:
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//! 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.
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//! 2) If external file exists and it has the same timestamp as myDumpDate, nothing will be done and FALSE will be returned.
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//! 3) If external file exists and it has newer timestamp than myDumpDate, shader will be recompiled and TRUE will be returned.
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//! @param theCtx OpenGL context bound to this working thread
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//! @param theId GLSL program id to define file name
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//! @param theFolder folder to store files
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//! @param theToBeautify flag improving formatting (add extra newlines)
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//! @param theToReset when TRUE, existing dumps will be overridden
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Standard_EXPORT Standard_Boolean updateDebugDump (const Handle(OpenGl_Context)& theCtx,
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const TCollection_AsciiString& theId,
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const TCollection_AsciiString& theFolder,
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Standard_Boolean theToBeautify,
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Standard_Boolean theToReset);
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protected:
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Quantity_Date myDumpDate; //!< The recent date of the shader dump
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GLenum myType; //!< Type of OpenGL shader object
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GLuint myShaderID; //!< Handle of OpenGL shader object
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};
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DEFINE_STANDARD_HANDLE(OpenGl_ShaderObject, OpenGl_Resource)
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#endif // _OpenGl_ShaderObject_Header
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