mirror of
https://git.dev.opencascade.org/repos/occt.git
synced 2025-04-04 18:06:22 +03:00
Shader rendering of point sprites with per-vertex colors and shading have been fixed. Material state was removed from OpenGl_ShaderManager. Material properties now should be modified trough OpenGl_Context::SetShadingMaterial().
1362 lines
56 KiB
C++
Executable File
1362 lines
56 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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#include <OSD_File.hxx>
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#include <OSD_Protection.hxx>
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#include <Graphic3d_Buffer.hxx>
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#include <Standard_Assert.hxx>
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#include <Standard_Atomic.hxx>
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#include <TCollection_ExtendedString.hxx>
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#include <OpenGl_Context.hxx>
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#include <OpenGl_ShaderProgram.hxx>
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#include <OpenGl_ShaderManager.hxx>
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#include <OpenGl_ArbTexBindless.hxx>
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#include <OpenGl_GlCore32.hxx>
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#ifdef _WIN32
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#include <malloc.h> // for alloca()
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#endif
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IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderProgram,OpenGl_Resource)
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OpenGl_VariableSetterSelector OpenGl_ShaderProgram::mySetterSelector = OpenGl_VariableSetterSelector();
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// Declare OCCT-specific OpenGL/GLSL shader variables
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Standard_CString OpenGl_ShaderProgram::PredefinedKeywords[] =
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{
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"occModelWorldMatrix", // OpenGl_OCC_MODEL_WORLD_MATRIX
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"occWorldViewMatrix", // OpenGl_OCC_WORLD_VIEW_MATRIX
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"occProjectionMatrix", // OpenGl_OCC_PROJECTION_MATRIX
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"occModelWorldMatrixInverse", // OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE
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"occWorldViewMatrixInverse", // OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE
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"occProjectionMatrixInverse", // OpenGl_OCC_PROJECTION_MATRIX_INVERSE
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"occModelWorldMatrixTranspose", // OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE
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"occWorldViewMatrixTranspose", // OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE
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"occProjectionMatrixTranspose", // OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE
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"occModelWorldMatrixInverseTranspose", // OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE
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"occWorldViewMatrixInverseTranspose", // OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE
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"occProjectionMatrixInverseTranspose", // OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE
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"occClipPlaneEquations", // OpenGl_OCC_CLIP_PLANE_EQUATIONS
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"occClipPlaneSpaces", // OpenGl_OCC_CLIP_PLANE_SPACES
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"occClipPlaneCount", // OpenGl_OCC_CLIP_PLANE_COUNT
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"occLightSourcesCount", // OpenGl_OCC_LIGHT_SOURCE_COUNT
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"occLightSourcesTypes", // OpenGl_OCC_LIGHT_SOURCE_TYPES
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"occLightSources", // OpenGl_OCC_LIGHT_SOURCE_PARAMS
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"occLightAmbient", // OpenGl_OCC_LIGHT_AMBIENT
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"occActiveSampler", // OpenGl_OCCT_ACTIVE_SAMPLER
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"occTextureEnable", // OpenGl_OCCT_TEXTURE_ENABLE
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"occDistinguishingMode", // OpenGl_OCCT_DISTINGUISH_MODE
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"occFrontMaterial", // OpenGl_OCCT_FRONT_MATERIAL
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"occBackMaterial", // OpenGl_OCCT_BACK_MATERIAL
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"occColor", // OpenGl_OCCT_COLOR
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"occTexTrsf2d", // OpenGl_OCCT_TEXTURE_TRSF2D
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"occPointSize" // OpenGl_OCCT_POINT_SIZE
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};
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// =======================================================================
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// function : OpenGl_VariableSetterSelector
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// purpose : Creates new variable setter selector
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// =======================================================================
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OpenGl_VariableSetterSelector::OpenGl_VariableSetterSelector()
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{
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// Note: Add new variable setters here
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mySetterList = OpenGl_HashMapInitializer::CreateListOf<size_t, OpenGl_SetterInterface*>
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(Graphic3d_UniformValueTypeID<int>::ID, new OpenGl_VariableSetter<int>())
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(Graphic3d_UniformValueTypeID<float>::ID, new OpenGl_VariableSetter<float>())
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(Graphic3d_UniformValueTypeID<OpenGl_Vec2>::ID, new OpenGl_VariableSetter<OpenGl_Vec2>())
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(Graphic3d_UniformValueTypeID<OpenGl_Vec3>::ID, new OpenGl_VariableSetter<OpenGl_Vec3>())
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(Graphic3d_UniformValueTypeID<OpenGl_Vec4>::ID, new OpenGl_VariableSetter<OpenGl_Vec4>())
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(Graphic3d_UniformValueTypeID<OpenGl_Vec2i>::ID, new OpenGl_VariableSetter<OpenGl_Vec2i>())
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(Graphic3d_UniformValueTypeID<OpenGl_Vec3i>::ID, new OpenGl_VariableSetter<OpenGl_Vec3i>())
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(Graphic3d_UniformValueTypeID<OpenGl_Vec4i>::ID, new OpenGl_VariableSetter<OpenGl_Vec4i>());
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}
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// =======================================================================
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// function : ~OpenGl_VariableSetterSelector
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// purpose : Releases memory resources of variable setter selector
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// =======================================================================
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OpenGl_VariableSetterSelector::~OpenGl_VariableSetterSelector()
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{
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for (OpenGl_SetterList::Iterator anIt (mySetterList); anIt.More(); anIt.Next())
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{
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delete anIt.Value();
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}
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mySetterList.Clear();
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}
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// =======================================================================
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// function : Set
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// purpose : Sets generic variable to specified shader program
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// =======================================================================
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void OpenGl_VariableSetterSelector::Set (const Handle(OpenGl_Context)& theCtx,
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const Handle(Graphic3d_ShaderVariable)& theVariable,
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OpenGl_ShaderProgram* theProgram) const
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{
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Standard_ASSERT_RETURN (mySetterList.IsBound (theVariable->Value()->TypeID()),
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"The type of user-defined uniform variable is not supported...", );
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mySetterList.Find (theVariable->Value()->TypeID())->Set (theCtx, theVariable, theProgram);
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}
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// =======================================================================
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// function : OpenGl_ShaderProgram
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// purpose : Creates uninitialized shader program
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// =======================================================================
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OpenGl_ShaderProgram::OpenGl_ShaderProgram (const Handle(Graphic3d_ShaderProgram)& theProxy)
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: myProgramID (NO_PROGRAM),
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myProxy (theProxy),
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myShareCount(1)
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{
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memset (myCurrentState, 0, sizeof (myCurrentState));
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for (GLint aVar = 0; aVar < OpenGl_OCCT_NUMBER_OF_STATE_VARIABLES; ++aVar)
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{
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myStateLocations[aVar] = INVALID_LOCATION;
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}
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}
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// =======================================================================
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// function : Initialize
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// purpose : Initializes program object with the list of shader objects
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// =======================================================================
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Standard_Boolean OpenGl_ShaderProgram::Initialize (const Handle(OpenGl_Context)& theCtx,
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const Graphic3d_ShaderObjectList& theShaders)
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{
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if (theCtx.IsNull() || !Create (theCtx))
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{
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return Standard_False;
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}
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OSD_File aDeclFile (Graphic3d_ShaderProgram::ShadersFolder() + "/Declarations.glsl");
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OSD_File aDeclImplFile (Graphic3d_ShaderProgram::ShadersFolder() + "/DeclarationsImpl.glsl");
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if (!aDeclFile.Exists()
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|| !aDeclImplFile.Exists())
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{
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const TCollection_ExtendedString aMsg = "Error! Failed to load OCCT shader declarations file";
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theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
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GL_DEBUG_TYPE_ERROR,
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0,
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GL_DEBUG_SEVERITY_HIGH,
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aMsg);
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return Standard_False;
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}
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TCollection_AsciiString aHeader = !myProxy.IsNull() && !myProxy->Header().IsEmpty()
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? (myProxy->Header() + "\n")
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: TCollection_AsciiString();
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TCollection_AsciiString aDeclarations;
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aDeclFile.Open (OSD_ReadOnly, OSD_Protection());
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aDeclFile.Read (aDeclarations, (int)aDeclFile.Size());
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aDeclFile.Close();
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TCollection_AsciiString aDeclImpl;
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aDeclImplFile.Open (OSD_ReadOnly, OSD_Protection());
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aDeclImplFile.Read (aDeclImpl, (int)aDeclImplFile.Size());
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aDeclImplFile.Close();
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aDeclarations += aDeclImpl;
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for (Graphic3d_ShaderObjectList::Iterator anIter (theShaders);
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anIter.More(); anIter.Next())
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{
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if (!anIter.Value()->IsDone())
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{
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const TCollection_ExtendedString aMsg = "Error! Failed to get shader source";
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theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
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GL_DEBUG_TYPE_ERROR,
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0,
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GL_DEBUG_SEVERITY_HIGH,
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aMsg);
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return Standard_False;
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}
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Handle(OpenGl_ShaderObject) aShader;
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// Note: Add support of other shader types here
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switch (anIter.Value()->Type())
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{
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case Graphic3d_TOS_VERTEX:
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aShader = new OpenGl_ShaderObject (GL_VERTEX_SHADER);
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break;
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case Graphic3d_TOS_FRAGMENT:
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aShader = new OpenGl_ShaderObject (GL_FRAGMENT_SHADER);
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break;
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}
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// Is unsupported shader type?
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if (aShader.IsNull())
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{
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TCollection_ExtendedString aMsg = "Error! Unsupported shader type";
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theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
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GL_DEBUG_TYPE_ERROR,
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0,
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GL_DEBUG_SEVERITY_HIGH,
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aMsg);
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return Standard_False;
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}
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if (!aShader->Create (theCtx))
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{
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aShader->Release (theCtx.operator->());
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return Standard_False;
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}
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TCollection_AsciiString aSource = aDeclarations + anIter.Value()->Source();
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switch (anIter.Value()->Type())
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{
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case Graphic3d_TOS_VERTEX:
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{
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aSource = aHeader + TCollection_AsciiString ("#define VERTEX_SHADER\n") + aSource;
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break;
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}
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case Graphic3d_TOS_FRAGMENT:
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{
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#if defined(GL_ES_VERSION_2_0)
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TCollection_AsciiString aPrefix (theCtx->hasHighp
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? "precision highp float;\n"
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"precision highp int;\n"
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: "precision mediump float;\n"
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"precision mediump int;\n");
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aSource = aHeader + aPrefix + aSource;
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#else
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aSource = aHeader + aSource;
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#endif
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break;
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}
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}
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if (!aShader->LoadSource (theCtx, aSource))
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{
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const TCollection_ExtendedString aMsg = "Error! Failed to set shader source";
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theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
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GL_DEBUG_TYPE_ERROR,
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0,
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GL_DEBUG_SEVERITY_HIGH,
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aMsg);
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aShader->Release (theCtx.operator->());
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return Standard_False;
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}
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if (!aShader->Compile (theCtx))
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{
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TCollection_AsciiString aLog;
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aShader->FetchInfoLog (theCtx, aLog);
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if (aLog.IsEmpty())
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{
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aLog = "Compilation log is empty.";
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}
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theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
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GL_DEBUG_TYPE_ERROR,
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0,
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GL_DEBUG_SEVERITY_HIGH,
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TCollection_ExtendedString ("Failed to compile shader object. Compilation log:\n") + aLog);
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aShader->Release (theCtx.operator->());
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return Standard_False;
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}
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else if (theCtx->caps->glslWarnings)
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{
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TCollection_AsciiString aLog;
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aShader->FetchInfoLog (theCtx, aLog);
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if (!aLog.IsEmpty()
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&& !aLog.IsEqual ("No errors.\n"))
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{
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theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
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GL_DEBUG_TYPE_PORTABILITY,
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0,
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GL_DEBUG_SEVERITY_LOW,
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TCollection_ExtendedString ("Shader compilation log:\n") + aLog);
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}
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}
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if (!AttachShader (theCtx, aShader))
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{
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aShader->Release (theCtx.operator->());
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return Standard_False;
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}
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}
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// bind locations for pre-defined Vertex Attributes
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SetAttributeName (theCtx, Graphic3d_TOA_POS, "occVertex");
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SetAttributeName (theCtx, Graphic3d_TOA_NORM, "occNormal");
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SetAttributeName (theCtx, Graphic3d_TOA_UV, "occTexCoord");
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SetAttributeName (theCtx, Graphic3d_TOA_COLOR, "occVertColor");
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// bind custom Vertex Attributes
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if (!myProxy.IsNull())
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{
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for (Graphic3d_ShaderAttributeList::Iterator anAttribIter (myProxy->VertexAttributes());
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anAttribIter.More(); anAttribIter.Next())
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{
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SetAttributeName (theCtx, anAttribIter.Value()->Location(), anAttribIter.Value()->Name().ToCString());
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}
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}
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if (!Link (theCtx))
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{
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TCollection_AsciiString aLog;
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FetchInfoLog (theCtx, aLog);
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if (aLog.IsEmpty())
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{
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aLog = "Linker log is empty.";
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}
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theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
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GL_DEBUG_TYPE_ERROR,
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0,
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GL_DEBUG_SEVERITY_HIGH,
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TCollection_ExtendedString ("Failed to link program object! Linker log:\n") + aLog);
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return Standard_False;
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}
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else if (theCtx->caps->glslWarnings)
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{
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TCollection_AsciiString aLog;
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FetchInfoLog (theCtx, aLog);
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if (!aLog.IsEmpty()
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&& !aLog.IsEqual ("No errors.\n"))
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{
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theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
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GL_DEBUG_TYPE_PORTABILITY,
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0,
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GL_DEBUG_SEVERITY_LOW,
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TCollection_ExtendedString ("GLSL linker log:\n") + aLog);
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}
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}
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// set uniform defaults
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const GLint aLocSampler = GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER);
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const GLint aLocTexEnable = GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE);
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if (aLocSampler != INVALID_LOCATION
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|| aLocTexEnable != INVALID_LOCATION)
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{
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const Handle(OpenGl_ShaderProgram)& anOldProgram = theCtx->ActiveProgram();
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theCtx->core20fwd->glUseProgram (myProgramID);
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SetUniform (theCtx, aLocSampler, 0); // GL_TEXTURE0
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SetUniform (theCtx, aLocTexEnable, 0); // Off
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theCtx->core20fwd->glUseProgram (!anOldProgram.IsNull() ? anOldProgram->ProgramId() : OpenGl_ShaderProgram::NO_PROGRAM);
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}
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return Standard_True;
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}
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// =======================================================================
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// function : ~OpenGl_ShaderProgram
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// purpose : Releases resources of shader program
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// =======================================================================
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OpenGl_ShaderProgram::~OpenGl_ShaderProgram()
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{
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Release (NULL);
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}
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// =======================================================================
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// function : AttachShader
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// purpose : Attaches shader object to the program object
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// =======================================================================
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Standard_Boolean OpenGl_ShaderProgram::AttachShader (const Handle(OpenGl_Context)& theCtx,
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const Handle(OpenGl_ShaderObject)& theShader)
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{
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if (myProgramID == NO_PROGRAM || theShader.IsNull())
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{
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return Standard_False;
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}
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for (OpenGl_ShaderList::Iterator anIter (myShaderObjects); anIter.More(); anIter.Next())
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{
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if (theShader == anIter.Value())
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{
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return Standard_False;
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}
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}
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myShaderObjects.Append (theShader);
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theCtx->core20fwd->glAttachShader (myProgramID, theShader->myShaderID);
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return Standard_True;
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}
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// =======================================================================
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// function : DetachShader
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// purpose : Detaches shader object to the program object
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// =======================================================================
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Standard_Boolean OpenGl_ShaderProgram::DetachShader (const Handle(OpenGl_Context)& theCtx,
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const Handle(OpenGl_ShaderObject)& theShader)
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{
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if (myProgramID == NO_PROGRAM
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|| theShader.IsNull())
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{
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return Standard_False;
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}
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OpenGl_ShaderList::Iterator anIter (myShaderObjects);
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while (anIter.More())
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{
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if (theShader == anIter.Value())
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{
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myShaderObjects.Remove (anIter);
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break;
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}
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anIter.Next();
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}
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if (!anIter.More())
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{
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return Standard_False;
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}
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theCtx->core20fwd->glDetachShader (myProgramID, theShader->myShaderID);
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return Standard_True;
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}
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// =======================================================================
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// function : Link
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// purpose : Links the program object
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// =======================================================================
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Standard_Boolean OpenGl_ShaderProgram::Link (const Handle(OpenGl_Context)& theCtx)
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{
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if (myProgramID == NO_PROGRAM)
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{
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return Standard_False;
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}
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GLint aStatus = GL_FALSE;
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theCtx->core20fwd->glLinkProgram (myProgramID);
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theCtx->core20fwd->glGetProgramiv (myProgramID, GL_LINK_STATUS, &aStatus);
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if (aStatus == GL_FALSE)
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{
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return Standard_False;
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}
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for (GLint aVar = 0; aVar < OpenGl_OCCT_NUMBER_OF_STATE_VARIABLES; ++aVar)
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{
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myStateLocations[aVar] = GetUniformLocation (theCtx, PredefinedKeywords[aVar]);
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}
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return Standard_True;
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}
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// =======================================================================
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// function : FetchInfoLog
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// purpose : Fetches information log of the last link operation
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// =======================================================================
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Standard_Boolean OpenGl_ShaderProgram::FetchInfoLog (const Handle(OpenGl_Context)& theCtx,
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TCollection_AsciiString& theOutput)
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{
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if (myProgramID == NO_PROGRAM)
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{
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return Standard_False;
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}
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GLint aLength = 0;
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theCtx->core20fwd->glGetProgramiv (myProgramID, GL_INFO_LOG_LENGTH, &aLength);
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if (aLength > 0)
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{
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GLchar* aLog = (GLchar*) alloca (aLength);
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memset (aLog, 0, aLength);
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theCtx->core20fwd->glGetProgramInfoLog (myProgramID, aLength, NULL, aLog);
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theOutput = aLog;
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}
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return Standard_True;
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}
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// =======================================================================
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|
// function : ApplyVariables
|
|
// purpose : Fetches uniform variables from proxy shader program
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::ApplyVariables(const Handle(OpenGl_Context)& theCtx)
|
|
{
|
|
if (myProxy.IsNull() || myProxy->Variables().IsEmpty())
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
for (Graphic3d_ShaderVariableList::Iterator anIter (myProxy->Variables()); anIter.More(); anIter.Next())
|
|
{
|
|
mySetterSelector.Set (theCtx, anIter.Value(), this);
|
|
}
|
|
|
|
myProxy->ClearVariables();
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : ActiveState
|
|
// purpose : Returns index of last modification for specified state type
|
|
// =======================================================================
|
|
Standard_Size OpenGl_ShaderProgram::ActiveState (const OpenGl_UniformStateType theType) const
|
|
{
|
|
if (theType < MaxStateTypes)
|
|
{
|
|
return myCurrentState[theType];
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : UpdateState
|
|
// purpose : Updates index of last modification for specified state type
|
|
// =======================================================================
|
|
void OpenGl_ShaderProgram::UpdateState (const OpenGl_UniformStateType theType,
|
|
const Standard_Size theIndex)
|
|
{
|
|
if (theType < MaxStateTypes)
|
|
{
|
|
myCurrentState[theType] = theIndex;
|
|
}
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : GetUniformLocation
|
|
// purpose : Returns location (index) of the specific uniform variable
|
|
// =======================================================================
|
|
GLint OpenGl_ShaderProgram::GetUniformLocation (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName) const
|
|
{
|
|
return myProgramID != NO_PROGRAM
|
|
? theCtx->core20fwd->glGetUniformLocation (myProgramID, theName)
|
|
: INVALID_LOCATION;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : GetAttributeLocation
|
|
// purpose : Returns location (index) of the generic vertex attribute
|
|
// =======================================================================
|
|
GLint OpenGl_ShaderProgram::GetAttributeLocation (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName) const
|
|
{
|
|
return myProgramID != NO_PROGRAM
|
|
? theCtx->core20fwd->glGetAttribLocation (myProgramID, theName)
|
|
: INVALID_LOCATION;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : GetStateLocation
|
|
// purpose : Returns location of the OCCT state uniform variable
|
|
// =======================================================================
|
|
GLint OpenGl_ShaderProgram::GetStateLocation (const GLuint theVariable) const
|
|
{
|
|
if (theVariable < OpenGl_OCCT_NUMBER_OF_STATE_VARIABLES)
|
|
{
|
|
return myStateLocations[theVariable];
|
|
}
|
|
return INVALID_LOCATION;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : GetUniform
|
|
// purpose : Returns the value of the integer uniform variable
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::GetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
OpenGl_Vec4i& theValue) const
|
|
{
|
|
return GetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : GetUniform
|
|
// purpose : Returns the value of the integer uniform variable
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::GetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
OpenGl_Vec4i& theValue) const
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glGetUniformiv (myProgramID, theLocation, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : GetUniform
|
|
// purpose : Returns the value of the floating-point uniform variable
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::GetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
OpenGl_Vec4& theValue) const
|
|
{
|
|
return GetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : GetUniform
|
|
// purpose : Returns the value of the floating-point uniform variable
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::GetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
OpenGl_Vec4& theValue) const
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glGetUniformfv (myProgramID, theLocation, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : GetAttribute
|
|
// purpose : Returns the integer vertex attribute
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::GetAttribute (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
OpenGl_Vec4i& theValue) const
|
|
{
|
|
return GetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : GetAttribute
|
|
// purpose : Returns the integer vertex attribute
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::GetAttribute (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theIndex,
|
|
OpenGl_Vec4i& theValue) const
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glGetVertexAttribiv (theIndex, GL_CURRENT_VERTEX_ATTRIB, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : GetAttribute
|
|
// purpose : Returns the floating-point vertex attribute
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::GetAttribute (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
OpenGl_Vec4& theValue) const
|
|
{
|
|
return GetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : GetAttribute
|
|
// purpose : Returns the floating-point vertex attribute
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::GetAttribute (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theIndex,
|
|
OpenGl_Vec4& theValue) const
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glGetVertexAttribfv (theIndex, GL_CURRENT_VERTEX_ATTRIB, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetAttributeName
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetAttributeName (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theIndex,
|
|
const GLchar* theName)
|
|
{
|
|
theCtx->core20fwd->glBindAttribLocation (myProgramID, theIndex, theName);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetAttribute
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
GLfloat theValue)
|
|
{
|
|
return SetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetAttribute
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theIndex,
|
|
GLfloat theValue)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glVertexAttrib1f (theIndex, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetAttribute
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const OpenGl_Vec2& theValue)
|
|
{
|
|
return SetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetAttribute
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theIndex,
|
|
const OpenGl_Vec2& theValue)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glVertexAttrib2fv (theIndex, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetAttribute
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const OpenGl_Vec3& theValue)
|
|
{
|
|
return SetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetAttribute
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theIndex,
|
|
const OpenGl_Vec3& theValue)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glVertexAttrib3fv (theIndex, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetAttribute
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const OpenGl_Vec4& theValue)
|
|
{
|
|
return SetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetAttribute
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theIndex,
|
|
const OpenGl_Vec4& theValue)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glVertexAttrib4fv (theIndex, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the integer uniform variable
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
GLint theValue)
|
|
{
|
|
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the integer uniform variable
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
GLint theValue)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform1i (theLocation, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const OpenGl_Vec2u& theValue)
|
|
{
|
|
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
const OpenGl_Vec2u& theValue)
|
|
{
|
|
if (theCtx->core32 == NULL || myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
#if !defined(GL_ES_VERSION_2_0)
|
|
theCtx->core32->glUniform2uiv (theLocation, 1, theValue.GetData());
|
|
return Standard_True;
|
|
#else
|
|
(void )theValue;
|
|
return Standard_False;
|
|
#endif
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const GLsizei theCount,
|
|
const OpenGl_Vec2u* theValue)
|
|
{
|
|
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theCount, theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
const GLsizei theCount,
|
|
const OpenGl_Vec2u* theValue)
|
|
{
|
|
if (theCtx->core32 == NULL || myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
#if !defined(GL_ES_VERSION_2_0)
|
|
theCtx->core32->glUniform2uiv (theLocation, theCount, theValue->GetData());
|
|
return Standard_True;
|
|
#else
|
|
(void )theCount;
|
|
(void )theValue;
|
|
return Standard_False;
|
|
#endif
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the floating-point uniform variable
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
GLfloat theValue)
|
|
{
|
|
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the floating-point uniform variable
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
GLfloat theValue)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform1f (theLocation, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the integer uniform 2D vector
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const OpenGl_Vec2i& theValue)
|
|
{
|
|
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the integer uniform 2D vector
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
const OpenGl_Vec2i& theValue)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform2iv (theLocation, 1, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the integer uniform 3D vector
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const OpenGl_Vec3i& theValue)
|
|
{
|
|
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the integer uniform 3D vector
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
const OpenGl_Vec3i& theValue)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform3iv (theLocation, 1, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the integer uniform 4D vector
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const OpenGl_Vec4i& theValue)
|
|
{
|
|
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the integer uniform 4D vector
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
const OpenGl_Vec4i& theValue)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform4iv (theLocation, 1, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the floating-point uniform 2D vector
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const OpenGl_Vec2& theValue)
|
|
{
|
|
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the floating-point uniform 2D vector
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
const OpenGl_Vec2& theValue)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform2fv (theLocation, 1, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the floating-point uniform 3D vector
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const OpenGl_Vec3& theValue)
|
|
{
|
|
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the floating-point uniform 3D vector
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
const OpenGl_Vec3& theValue)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform3fv (theLocation, 1, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the floating-point uniform 4D vector
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const OpenGl_Vec4& theValue)
|
|
{
|
|
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the floating-point uniform 4D vector
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
const OpenGl_Vec4& theValue)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform4fv (theLocation, 1, theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the floating-point uniform 4x4 matrix
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const OpenGl_Mat4& theValue,
|
|
GLboolean theTranspose)
|
|
{
|
|
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue, theTranspose);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the floating-point uniform 4x4 matrix
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
const OpenGl_Mat4& theValue,
|
|
GLboolean theTranspose)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniformMatrix4fv (theLocation, 1, GL_FALSE, theTranspose ? theValue.Transposed() : theValue);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the floating-point uniform 4x4 matrix
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const OpenGl_Matrix& theValue,
|
|
GLboolean theTranspose)
|
|
{
|
|
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue, theTranspose);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the floating-point uniform 4x4 matrix
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
const OpenGl_Matrix& theValue,
|
|
GLboolean theTranspose)
|
|
{
|
|
return SetUniform (theCtx, theLocation, OpenGl_Mat4::Map (*theValue.mat), theTranspose);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the float uniform array
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
GLuint theCount,
|
|
const Standard_ShortReal* theData)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform1fv (theLocation, theCount, theData);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the float2 uniform array
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
GLuint theCount,
|
|
const OpenGl_Vec2* theData)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform2fv (theLocation, theCount, theData[0].GetData());
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the float3 uniform array
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
GLuint theCount,
|
|
const OpenGl_Vec3* theData)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform3fv (theLocation, theCount, theData[0].GetData());
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the float4 uniform array
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
GLuint theCount,
|
|
const OpenGl_Vec4* theData)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform4fv (theLocation, theCount, theData[0].GetData());
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the integer uniform array
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
GLuint theCount,
|
|
const Standard_Integer* theData)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform1iv (theLocation, theCount, theData);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the int2 uniform array
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
GLuint theCount,
|
|
const OpenGl_Vec2i* theData)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform2iv (theLocation, theCount, theData[0].GetData());
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the int3 uniform array
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
GLuint theCount,
|
|
const OpenGl_Vec3i* theData)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform3iv (theLocation, theCount, theData[0].GetData());
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetUniform
|
|
// purpose : Specifies the value of the int4 uniform array
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
GLuint theCount,
|
|
const OpenGl_Vec4i* theData)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform4iv (theLocation, theCount, theData[0].GetData());
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetSampler
|
|
// purpose : Specifies the value of the sampler uniform variable
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetSampler (const Handle(OpenGl_Context)& theCtx,
|
|
const GLchar* theName,
|
|
const GLenum theTextureUnit)
|
|
{
|
|
return SetSampler (theCtx, GetUniformLocation (theCtx, theName), theTextureUnit);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SetSampler
|
|
// purpose : Specifies the value of the sampler uniform variable
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::SetSampler (const Handle(OpenGl_Context)& theCtx,
|
|
GLint theLocation,
|
|
const GLenum theTextureUnit)
|
|
{
|
|
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
|
|
{
|
|
return Standard_False;
|
|
}
|
|
|
|
theCtx->core20fwd->glUniform1i (theLocation, theTextureUnit);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : Create
|
|
// purpose : Creates new empty shader program of specified type
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderProgram::Create (const Handle(OpenGl_Context)& theCtx)
|
|
{
|
|
if (myProgramID == NO_PROGRAM
|
|
&& theCtx->core20fwd != NULL)
|
|
{
|
|
myProgramID = theCtx->core20fwd->glCreateProgram();
|
|
}
|
|
|
|
return myProgramID != NO_PROGRAM;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : Release
|
|
// purpose : Destroys shader program
|
|
// =======================================================================
|
|
void OpenGl_ShaderProgram::Release (OpenGl_Context* theCtx)
|
|
{
|
|
if (myProgramID == NO_PROGRAM)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Standard_ASSERT_RETURN (theCtx != NULL,
|
|
"OpenGl_ShaderProgram destroyed without GL context! Possible GPU memory leakage...",);
|
|
|
|
for (OpenGl_ShaderList::Iterator anIter (myShaderObjects); anIter.More(); anIter.Next())
|
|
{
|
|
if (!anIter.Value().IsNull())
|
|
{
|
|
anIter.ChangeValue()->Release (theCtx);
|
|
anIter.ChangeValue().Nullify();
|
|
}
|
|
}
|
|
|
|
if (theCtx->core20fwd != NULL
|
|
&& theCtx->IsValid())
|
|
{
|
|
theCtx->core20fwd->glDeleteProgram (myProgramID);
|
|
}
|
|
|
|
myProgramID = NO_PROGRAM;
|
|
}
|