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OpenGl_Clipping - do not setup clipping planes using FFP when it is disabled. OpenGl_ShaderManager - apply 2d texture coordinates transformation in GLSL programs. OpenGl_Context::SetTextureMatrix() - move texture matrix assignment from OpenGl_Workspace::setTextureParams() to OpenGl_Context. Add test case demo/samples/dimensionsglsl with FFP turned OFF. Add test case v3d/glsl/texture_trsf applying texture transformation. Small correction of test case for issue CR26122
59 lines
3.3 KiB
GLSL
59 lines
3.3 KiB
GLSL
// Created on: 2013-10-10
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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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// This file includes implementation of common functions and properties accessors
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// arrays of light sources
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uniform THE_PREC_ENUM ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types
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uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters
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// light source properties accessors
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int occLight_Type (in int theId) { return occLightSourcesTypes[theId].x; }
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int occLight_IsHeadlight (in int theId) { return occLightSourcesTypes[theId].y; }
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vec4 occLight_Diffuse (in int theId) { return occLightSources[theId * 4 + 0]; }
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vec4 occLight_Specular (in int theId) { return occLightSources[theId * 4 + 0]; }
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vec4 occLight_Position (in int theId) { return occLightSources[theId * 4 + 1]; }
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vec4 occLight_SpotDirection (in int theId) { return occLightSources[theId * 4 + 2]; }
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float occLight_ConstAttenuation (in int theId) { return occLightSources[theId * 4 + 3].x; }
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float occLight_LinearAttenuation (in int theId) { return occLightSources[theId * 4 + 3].y; }
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float occLight_SpotCutOff (in int theId) { return occLightSources[theId * 4 + 3].z; }
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float occLight_SpotExponent (in int theId) { return occLightSources[theId * 4 + 3].w; }
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// material state
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uniform vec4 occFrontMaterial[5];
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uniform vec4 occBackMaterial[5];
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// front material properties accessors
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vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; }
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vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; }
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vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; }
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vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }
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float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }
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float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }
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// back material properties accessors
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vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; }
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vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; }
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vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; }
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vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; }
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float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }
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float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }
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// 2D texture coordinates transformation
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vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }
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vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; }
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float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; }
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float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }
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