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occt/src/OpenGl/OpenGl_ShaderManager.cxx
drochalo 48f8f1e6ea 0032173: Visualization, TKOpenGl - implement simple shadow mapping for a point light source
Modified shadowmap calculations to include multipass for point lights.
Added shader funtions to calculate point light shadows.
Added getter for default znear and zfar values in Graphic3d_Camera.
Added direction and up vector calulations on Graphic3d_CubeMap.
Added logical exception for opengles2.0 lack of support on some key features of cube shadow maps.
Added test case.
2024-03-05 16:16:19 +00:00

1456 lines
58 KiB
C++

// Created on: 2013-09-26
// Created by: Denis BOGOLEPOV
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <OpenGl_ShaderManager.hxx>
#include <Graphic3d_CubeMapPacked.hxx>
#include <Graphic3d_TextureParams.hxx>
#include <OpenGl_Aspects.hxx>
#include <OpenGl_ClippingIterator.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_ShadowMap.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_VertexBufferCompat.hxx>
#include <OpenGl_Workspace.hxx>
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager, Graphic3d_ShaderManager)
namespace
{
static const GLfloat THE_DEFAULT_AMBIENT[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
static const GLfloat THE_DEFAULT_SPOT_DIR[3] = { 0.0f, 0.0f, -1.0f };
static const GLfloat THE_DEFAULT_SPOT_EXPONENT = 0.0f;
static const GLfloat THE_DEFAULT_SPOT_CUTOFF = 180.0f;
//! Bind FFP light source.
static void bindLight (const Graphic3d_CLight& theLight,
const GLenum theLightGlId,
const OpenGl_Mat4& theModelView,
OpenGl_Context* theCtx)
{
// the light is a headlight?
if (theLight.IsHeadlight())
{
theCtx->core11ffp->glMatrixMode (GL_MODELVIEW);
theCtx->core11ffp->glLoadIdentity();
}
// setup light type
const Graphic3d_Vec4& aLightColor = theLight.PackedColor();
switch (theLight.Type())
{
case Graphic3d_TypeOfLightSource_Ambient:
{
break; // handled by separate if-clause at beginning of method
}
case Graphic3d_TypeOfLightSource_Directional:
{
// if the last parameter of GL_POSITION, is zero, the corresponding light source is a Directional one
const OpenGl_Vec4 anInfDir = -theLight.PackedDirectionRange();
// to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE.
theCtx->core11ffp->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
theCtx->core11ffp->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
theCtx->core11ffp->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
theCtx->core11ffp->glLightfv (theLightGlId, GL_POSITION, anInfDir.GetData());
theCtx->core11ffp->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
theCtx->core11ffp->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
theCtx->core11ffp->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
break;
}
case Graphic3d_TypeOfLightSource_Positional:
{
// to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE
const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position().X()), static_cast<float>(theLight.Position().Y()), static_cast<float>(theLight.Position().Z()), 1.0f);
theCtx->core11ffp->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
theCtx->core11ffp->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
theCtx->core11ffp->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
theCtx->core11ffp->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
theCtx->core11ffp->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
theCtx->core11ffp->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
theCtx->core11ffp->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
theCtx->core11ffp->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
theCtx->core11ffp->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
theCtx->core11ffp->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
break;
}
case Graphic3d_TypeOfLightSource_Spot:
{
const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position().X()), static_cast<float>(theLight.Position().Y()), static_cast<float>(theLight.Position().Z()), 1.0f);
theCtx->core11ffp->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
theCtx->core11ffp->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
theCtx->core11ffp->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
theCtx->core11ffp->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
theCtx->core11ffp->glLightfv (theLightGlId, GL_SPOT_DIRECTION, theLight.PackedDirectionRange().GetData());
theCtx->core11ffp->glLightf (theLightGlId, GL_SPOT_EXPONENT, theLight.Concentration() * 128.0f);
theCtx->core11ffp->glLightf (theLightGlId, GL_SPOT_CUTOFF, (theLight.Angle() * 180.0f) / GLfloat(M_PI));
theCtx->core11ffp->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
theCtx->core11ffp->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
theCtx->core11ffp->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
break;
}
}
// restore matrix in case of headlight
if (theLight.IsHeadlight())
{
theCtx->core11ffp->glLoadMatrixf (theModelView.GetData());
}
theCtx->core11fwd->glEnable (theLightGlId);
}
}
// =======================================================================
// function : OpenGl_ShaderManager
// purpose : Creates new empty shader manager
// =======================================================================
OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
: Graphic3d_ShaderManager (theContext->GraphicsLibrary()),
myFfpProgram (new OpenGl_ShaderProgramFFP()),
myShadingModel (Graphic3d_TypeOfShadingModel_Gouraud),
myUnlitPrograms (new OpenGl_SetOfPrograms()),
myContext (theContext),
myHasLocalOrigin (Standard_False)
{
mySRgbState = theContext->ToRenderSRGB();
}
// =======================================================================
// function : ~OpenGl_ShaderManager
// purpose : Releases resources of shader manager
// =======================================================================
OpenGl_ShaderManager::~OpenGl_ShaderManager()
{
myProgramList.Clear();
if (!myPBREnvironment.IsNull())
{
myPBREnvironment->Release (myContext);
}
}
// =======================================================================
// function : clear
// purpose :
// =======================================================================
void OpenGl_ShaderManager::clear()
{
myProgramList.Clear();
myLightPrograms.Nullify();
myUnlitPrograms = new OpenGl_SetOfPrograms();
myOutlinePrograms.Nullify();
myMapOfLightPrograms.Clear();
myFontProgram.Nullify();
myBlitPrograms[0].Init (Handle(OpenGl_ShaderProgram)());
myBlitPrograms[1].Init (Handle(OpenGl_ShaderProgram)());
myBoundBoxProgram.Nullify();
myBoundBoxVertBuffer.Nullify();
for (Standard_Integer aModeIter = 0; aModeIter < Graphic3d_StereoMode_NB; ++aModeIter)
{
myStereoPrograms[aModeIter].Nullify();
}
switchLightPrograms();
}
// =======================================================================
// function : Create
// purpose : Creates new shader program
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
TCollection_AsciiString& theShareKey,
Handle(OpenGl_ShaderProgram)& theProgram)
{
theProgram.Nullify();
if (theProxy.IsNull())
{
return Standard_False;
}
theShareKey = theProxy->GetId();
if (myContext->GetResource<Handle(OpenGl_ShaderProgram)> (theShareKey, theProgram))
{
if (theProgram->Share())
{
myProgramList.Append (theProgram);
}
return Standard_True;
}
theProgram = new OpenGl_ShaderProgram (theProxy);
if (!theProgram->Initialize (myContext, theProxy->ShaderObjects()))
{
theProgram->Release (myContext);
theShareKey.Clear();
theProgram.Nullify();
return Standard_False;
}
myProgramList.Append (theProgram);
myContext->ShareResource (theShareKey, theProgram);
return Standard_True;
}
// =======================================================================
// function : Unregister
// purpose : Removes specified shader program from the manager
// =======================================================================
void OpenGl_ShaderManager::Unregister (TCollection_AsciiString& theShareKey,
Handle(OpenGl_ShaderProgram)& theProgram)
{
for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
{
if (anIt.Value() == theProgram)
{
if (!theProgram->UnShare())
{
theShareKey.Clear();
theProgram.Nullify();
return;
}
myProgramList.Remove (anIt);
break;
}
}
const TCollection_AsciiString anID = theProgram->myProxy->GetId();
if (anID.IsEmpty())
{
myContext->DelayedRelease (theProgram);
theProgram.Nullify();
}
else
{
theProgram.Nullify();
myContext->ReleaseResource (anID, Standard_True);
}
}
// =======================================================================
// function : switchLightPrograms
// purpose :
// =======================================================================
void OpenGl_ShaderManager::switchLightPrograms()
{
const Handle(Graphic3d_LightSet)& aLights = myLightSourceState.LightSources();
if (aLights.IsNull())
{
if (!myMapOfLightPrograms.Find ("unlit", myLightPrograms))
{
myLightPrograms = new OpenGl_SetOfShaderPrograms (myUnlitPrograms);
myMapOfLightPrograms.Bind ("unlit", myLightPrograms);
}
return;
}
const TCollection_AsciiString aKey = genLightKey (aLights, myLightSourceState.HasShadowMaps());
if (!myMapOfLightPrograms.Find (aKey, myLightPrograms))
{
myLightPrograms = new OpenGl_SetOfShaderPrograms();
myMapOfLightPrograms.Bind (aKey, myLightPrograms);
}
}
// =======================================================================
// function : UpdateSRgbState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::UpdateSRgbState()
{
if (mySRgbState == myContext->ToRenderSRGB())
{
return;
}
mySRgbState = myContext->ToRenderSRGB();
// special cases - GLSL programs dealing with sRGB/linearRGB internally
myStereoPrograms[Graphic3d_StereoMode_Anaglyph].Nullify();
}
// =======================================================================
// function : UpdateLightSourceStateTo
// purpose : Updates state of OCCT light sources
// =======================================================================
void OpenGl_ShaderManager::UpdateLightSourceStateTo (const Handle(Graphic3d_LightSet)& theLights,
Standard_Integer theSpecIBLMapLevels,
const Handle(OpenGl_ShadowMapArray)& theShadowMaps)
{
myLightSourceState.Set (theLights);
myLightSourceState.SetSpecIBLMapLevels (theSpecIBLMapLevels);
myLightSourceState.SetShadowMaps (theShadowMaps);
myLightSourceState.Update();
switchLightPrograms();
}
// =======================================================================
// function : UpdateLightSourceState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::UpdateLightSourceState()
{
myLightSourceState.Update();
}
// =======================================================================
// function : SetShadingModel
// purpose :
// =======================================================================
void OpenGl_ShaderManager::SetShadingModel (const Graphic3d_TypeOfShadingModel theModel)
{
if (theModel == Graphic3d_TypeOfShadingModel_DEFAULT)
{
throw Standard_ProgramError ("OpenGl_ShaderManager::SetShadingModel() - attempt to set invalid Shading Model!");
}
myShadingModel = theModel;
switchLightPrograms();
}
// =======================================================================
// function : SetProjectionState
// purpose : Sets new state of OCCT projection transform
// =======================================================================
void OpenGl_ShaderManager::UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix)
{
myProjectionState.Set (theProjectionMatrix);
myProjectionState.Update();
}
// =======================================================================
// function : SetModelWorldState
// purpose : Sets new state of OCCT model-world transform
// =======================================================================
void OpenGl_ShaderManager::UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix)
{
myModelWorldState.Set (theModelWorldMatrix);
myModelWorldState.Update();
}
// =======================================================================
// function : SetWorldViewState
// purpose : Sets new state of OCCT world-view transform
// =======================================================================
void OpenGl_ShaderManager::UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix)
{
myWorldViewState.Set (theWorldViewMatrix);
myWorldViewState.Update();
}
// =======================================================================
// function : pushLightSourceState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::pushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
if (theProgram == myFfpProgram)
{
if (myContext->core11ffp == NULL)
{
return;
}
GLenum aLightGlId = GL_LIGHT0;
const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
for (Graphic3d_LightSet::Iterator aLightIt (myLightSourceState.LightSources(), Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
aLightIt.More(); aLightIt.Next())
{
if (aLightGlId > GL_LIGHT7) // only 8 lights in FFP...
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
"Warning: light sources limit (8) has been exceeded within Fixed-function pipeline.");
continue;
}
bindLight (*aLightIt.Value(), aLightGlId, aModelView, myContext);
++aLightGlId;
}
// apply accumulated ambient color
const Graphic3d_Vec4 anAmbient = !myLightSourceState.LightSources().IsNull()
? myLightSourceState.LightSources()->AmbientColor()
: Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 1.0f);
myContext->core11ffp->glLightModelfv (GL_LIGHT_MODEL_AMBIENT, anAmbient.GetData());
// GL_LIGHTING is managed by drawers to switch between shaded / no lighting output,
// therefore managing the state here does not have any effect - do it just for consistency.
if (aLightGlId != GL_LIGHT0)
{
myContext->core11fwd->glEnable (GL_LIGHTING);
}
else
{
myContext->core11fwd->glDisable (GL_LIGHTING);
}
// switch off unused lights
for (; aLightGlId <= GL_LIGHT7; ++aLightGlId)
{
myContext->core11fwd->glDisable (aLightGlId);
}
return;
}
const Standard_Integer aNbLightsMax = theProgram->NbLightsMax();
const GLint anAmbientLoc = theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT);
if (aNbLightsMax == 0
&& anAmbientLoc == OpenGl_ShaderProgram::INVALID_LOCATION)
{
return;
}
if (myLightTypeArray.Size() < aNbLightsMax)
{
myLightTypeArray .Resize (0, aNbLightsMax - 1, false);
myLightParamsArray.Resize (0, aNbLightsMax - 1, false);
}
for (Standard_Integer aLightIt = 0; aLightIt < aNbLightsMax; ++aLightIt)
{
myLightTypeArray.SetValue (aLightIt, -1);
}
if (myLightSourceState.LightSources().IsNull()
|| myLightSourceState.LightSources()->IsEmpty())
{
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
0);
theProgram->SetUniform (myContext,
anAmbientLoc,
OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
aNbLightsMax,
&myLightTypeArray.First());
return;
}
Standard_Integer aLightsNb = 0;
for (Graphic3d_LightSet::Iterator anIter (myLightSourceState.LightSources(), Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
anIter.More(); anIter.Next())
{
const Graphic3d_CLight& aLight = *anIter.Value();
if (aLightsNb >= aNbLightsMax)
{
if (aNbLightsMax != 0)
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
TCollection_AsciiString("Warning: light sources limit (") + aNbLightsMax + ") has been exceeded.");
}
continue;
}
Standard_Integer& aLightType = myLightTypeArray .ChangeValue (aLightsNb);
OpenGl_ShaderLightParameters& aLightParams = myLightParamsArray.ChangeValue (aLightsNb);
if (!aLight.IsEnabled()) // has no affect with Graphic3d_LightSet::IterationFilter_ExcludeDisabled - here just for consistency
{
// if it is desired to keep disabled light in the same order - we can replace it with a black light so that it will have no influence on result
aLightType = -1; // Graphic3d_TypeOfLightSource_Ambient can be used instead
aLightParams.Color = OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f);
++aLightsNb;
continue;
}
// ignoring OpenGl_Context::ToRenderSRGB() for light colors,
// as non-absolute colors for lights are rare and require tuning anyway
aLightType = aLight.Type();
aLightParams.Color = aLight.PackedColor();
aLightParams.Color.a() = aLight.Intensity(); // used by PBR and ignored by old shading model
aLightParams.Parameters = aLight.PackedParams();
switch (aLight.Type())
{
case Graphic3d_TypeOfLightSource_Ambient:
{
break;
}
case Graphic3d_TypeOfLightSource_Directional:
{
if (aLight.IsHeadlight())
{
const Graphic3d_Mat4& anOrientInv = myWorldViewState.WorldViewMatrixInverse();
aLightParams.Position = anOrientInv * Graphic3d_Vec4 (-aLight.PackedDirection(), 0.0f);
aLightParams.Position.SetValues (aLightParams.Position.xyz().Normalized(), 0.0f);
}
else
{
aLightParams.Position = Graphic3d_Vec4 (-aLight.PackedDirection(), 0.0f);
}
break;
}
case Graphic3d_TypeOfLightSource_Spot:
{
if (aLight.IsHeadlight())
{
const Graphic3d_Mat4& anOrientInv = myWorldViewState.WorldViewMatrixInverse();
aLightParams.Direction = anOrientInv * Graphic3d_Vec4 (aLight.PackedDirection(), 0.0f);
aLightParams.Direction.SetValues (aLightParams.Direction.xyz().Normalized(), 0.0f);
}
else
{
aLightParams.Direction = Graphic3d_Vec4 (aLight.PackedDirection(), 0.0f);
}
}
Standard_FALLTHROUGH
case Graphic3d_TypeOfLightSource_Positional:
{
if (aLight.IsHeadlight())
{
aLightParams.Position.x() = static_cast<float>(aLight.Position().X());
aLightParams.Position.y() = static_cast<float>(aLight.Position().Y());
aLightParams.Position.z() = static_cast<float>(aLight.Position().Z());
const Graphic3d_Mat4& anOrientInv = myWorldViewState.WorldViewMatrixInverse();
aLightParams.Position = anOrientInv * Graphic3d_Vec4 (aLightParams.Position.xyz(), 1.0f);
}
else
{
aLightParams.Position.x() = static_cast<float>(aLight.Position().X() - myLocalOrigin.X());
aLightParams.Position.y() = static_cast<float>(aLight.Position().Y() - myLocalOrigin.Y());
aLightParams.Position.z() = static_cast<float>(aLight.Position().Z() - myLocalOrigin.Z());
aLightParams.Position.w() = 0.0f;
}
aLightParams.Direction.w() = aLight.Range();
break;
}
}
++aLightsNb;
}
const Graphic3d_Vec4& anAmbient = myLightSourceState.LightSources()->AmbientColor();
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
aLightsNb);
theProgram->SetUniform (myContext,
anAmbientLoc,
anAmbient);
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
aNbLightsMax,
&myLightTypeArray.First());
if (aLightsNb > 0)
{
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_PARAMS),
aLightsNb * OpenGl_ShaderLightParameters::NbOfVec4(),
myLightParamsArray.First().Packed());
}
if (const OpenGl_ShaderUniformLocation aLocation = theProgram->GetStateLocation (OpenGl_OCCT_NB_SPEC_IBL_LEVELS))
{
theProgram->SetUniform (myContext, aLocation, myLightSourceState.SpecIBLMapLevels());
}
// update shadow map variables
if (const OpenGl_ShaderUniformLocation aShadowMatLoc = theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SHADOWMAP_MATRICES))
{
Standard_Integer aNbShadowMaps = theProgram->NbShadowMaps() + theProgram->NbShadowCubeMaps();
if (myShadowMatArray.Size() < aNbShadowMaps)
{
myShadowMatArray.Resize (0, aNbShadowMaps - 1, false);
}
Graphic3d_Vec2 aSizeBias;
if (myLightSourceState.HasShadowMaps())
{
aSizeBias.SetValues (1.0f / (float )myLightSourceState.ShadowMaps()->First()->Texture()->SizeX(),
myLightSourceState.ShadowMaps()->First()->ShadowMapBias());
const Standard_Integer aNbShadows = Min (aNbShadowMaps, myLightSourceState.ShadowMaps()->Size());
for (Standard_Integer aShadowIter = 0; aShadowIter < aNbShadows; ++aShadowIter)
{
const Handle(OpenGl_ShadowMap)& aShadow = myLightSourceState.ShadowMaps()->Value (aShadowIter);
myShadowMatArray[aShadowIter] = aShadow->LightSourceMatrix();
}
}
theProgram->SetUniform (myContext, aShadowMatLoc, aNbShadowMaps, &myShadowMatArray.First());
theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SHADOWMAP_SIZE_BIAS), aSizeBias);
}
}
// =======================================================================
// function : pushProjectionState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::pushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
theProgram->UpdateState (OpenGl_PROJECTION_STATE, myProjectionState.Index());
if (theProgram == myFfpProgram)
{
if (myContext->core11ffp != NULL)
{
myContext->core11ffp->glMatrixMode (GL_PROJECTION);
myContext->core11ffp->glLoadMatrixf (myProjectionState.ProjectionMatrix().GetData());
}
return;
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX),
myProjectionState.ProjectionMatrix());
GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE);
if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse());
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE),
myProjectionState.ProjectionMatrix(), true);
aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE);
if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse(), true);
}
}
// =======================================================================
// function : pushModelWorldState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::pushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
if (theProgram == myFfpProgram)
{
if (myContext->core11ffp != NULL)
{
const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
myContext->core11ffp->glMatrixMode (GL_MODELVIEW);
myContext->core11ffp->glLoadMatrixf (aModelView.GetData());
theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
}
return;
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX),
myModelWorldState.ModelWorldMatrix());
GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE);
if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse());
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE),
myModelWorldState.ModelWorldMatrix(), true);
aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE);
if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse(), true);
}
}
// =======================================================================
// function : pushWorldViewState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::pushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
if (myWorldViewState.Index() == theProgram->ActiveState (OpenGl_WORLD_VIEW_STATE))
{
return;
}
theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
if (theProgram == myFfpProgram)
{
if (myContext->core11ffp != NULL)
{
const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
myContext->core11ffp->glMatrixMode (GL_MODELVIEW);
myContext->core11ffp->glLoadMatrixf (aModelView.GetData());
theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
}
return;
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX),
myWorldViewState.WorldViewMatrix());
GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE);
if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse());
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE),
myWorldViewState.WorldViewMatrix(), true);
aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE);
if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse(), true);
}
}
// =======================================================================
// function : UpdateClippingState
// purpose : Updates state of OCCT clipping planes
// =======================================================================
void OpenGl_ShaderManager::UpdateClippingState()
{
myClippingState.Update();
}
// =======================================================================
// function : RevertClippingState
// purpose : Reverts state of OCCT clipping planes
// =======================================================================
void OpenGl_ShaderManager::RevertClippingState()
{
myClippingState.Revert();
}
// =======================================================================
// function : pushClippingState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::pushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
theProgram->UpdateState (OpenGl_CLIP_PLANES_STATE, myClippingState.Index());
if (theProgram == myFfpProgram)
{
if (myContext->core11ffp == NULL)
{
return;
}
const Standard_Integer aNbMaxPlanes = myContext->MaxClipPlanes();
if (myClipPlaneArrayFfp.Size() < aNbMaxPlanes)
{
myClipPlaneArrayFfp.Resize (0, aNbMaxPlanes - 1, false);
}
Standard_Integer aPlaneId = 0;
Standard_Boolean toRestoreModelView = Standard_False;
const Handle(Graphic3d_ClipPlane)& aCappedChain = myContext->Clipping().CappedChain();
for (OpenGl_ClippingIterator aPlaneIter (myContext->Clipping()); aPlaneIter.More(); aPlaneIter.Next())
{
const Handle(Graphic3d_ClipPlane)& aPlane = aPlaneIter.Value();
if (aPlaneIter.IsDisabled()
|| aPlane->IsChain()
|| (aPlane == aCappedChain
&& myContext->Clipping().IsCappingEnableAllExcept()))
{
continue;
}
else if (aPlaneId >= aNbMaxPlanes)
{
Message::SendWarning() << "OpenGl_ShaderManager, warning: clipping planes limit (" << aNbMaxPlanes << ") has been exceeded";
break;
}
const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
OpenGl_Vec4d& aPlaneEq = myClipPlaneArrayFfp.ChangeValue (aPlaneId);
aPlaneEq.x() = anEquation.x();
aPlaneEq.y() = anEquation.y();
aPlaneEq.z() = anEquation.z();
aPlaneEq.w() = anEquation.w();
if (myHasLocalOrigin)
{
const gp_XYZ aPos = aPlane->ToPlane().Position().Location().XYZ() - myLocalOrigin;
const Standard_Real aD = -(anEquation.x() * aPos.X() + anEquation.y() * aPos.Y() + anEquation.z() * aPos.Z());
aPlaneEq.w() = aD;
}
const GLenum anFfpPlaneID = GL_CLIP_PLANE0 + aPlaneId;
if (anFfpPlaneID == GL_CLIP_PLANE0)
{
// set either identity or pure view matrix
toRestoreModelView = Standard_True;
myContext->core11ffp->glMatrixMode (GL_MODELVIEW);
myContext->core11ffp->glLoadMatrixf (myWorldViewState.WorldViewMatrix().GetData());
}
myContext->core11fwd->glEnable (anFfpPlaneID);
myContext->core11ffp->glClipPlane (anFfpPlaneID, aPlaneEq);
++aPlaneId;
}
// switch off unused lights
for (; aPlaneId < aNbMaxPlanes; ++aPlaneId)
{
myContext->core11fwd->glDisable (GL_CLIP_PLANE0 + aPlaneId);
}
// restore combined model-view matrix
if (toRestoreModelView)
{
const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
myContext->core11ffp->glLoadMatrixf (aModelView.GetData());
}
return;
}
const GLint aLocEquations = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_EQUATIONS);
if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION)
{
return;
}
const Standard_Integer aNbClipPlanesMax = theProgram->NbClipPlanesMax();
const Standard_Integer aNbPlanes = Min (myContext->Clipping().NbClippingOrCappingOn(), aNbClipPlanesMax);
if (aNbPlanes < 1)
{
theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT), 0);
return;
}
if (myClipPlaneArray.Size() < aNbClipPlanesMax)
{
myClipPlaneArray.Resize (0, aNbClipPlanesMax - 1, false);
myClipChainArray.Resize (0, aNbClipPlanesMax - 1, false);
}
Standard_Integer aPlaneId = 0;
const Handle(Graphic3d_ClipPlane)& aCappedChain = myContext->Clipping().CappedChain();
for (OpenGl_ClippingIterator aPlaneIter (myContext->Clipping()); aPlaneIter.More(); aPlaneIter.Next())
{
const Handle(Graphic3d_ClipPlane)& aPlane = aPlaneIter.Value();
if (aPlaneIter.IsDisabled())
{
continue;
}
if (myContext->Clipping().IsCappingDisableAllExcept())
{
// enable only specific (sub) plane
if (aPlane != aCappedChain)
{
continue;
}
Standard_Integer aSubPlaneIndex = 1;
for (const Graphic3d_ClipPlane* aSubPlaneIter = aCappedChain.get(); aSubPlaneIter != NULL; aSubPlaneIter = aSubPlaneIter->ChainNextPlane().get(), ++aSubPlaneIndex)
{
if (aSubPlaneIndex == myContext->Clipping().CappedSubPlane())
{
addClippingPlane (aPlaneId, *aSubPlaneIter, aSubPlaneIter->GetEquation(), 1);
break;
}
}
break;
}
else if (aPlane == aCappedChain) // && myContext->Clipping().IsCappingEnableAllExcept()
{
// enable sub-planes within processed Chain as reversed and ORed, excluding filtered plane
if (aPlaneId + aPlane->NbChainNextPlanes() - 1 > aNbClipPlanesMax)
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH,
TCollection_AsciiString("Error: clipping planes limit (") + aNbClipPlanesMax + ") has been exceeded.");
break;
}
Standard_Integer aSubPlaneIndex = 1;
for (const Graphic3d_ClipPlane* aSubPlaneIter = aPlane.get(); aSubPlaneIter != NULL; aSubPlaneIter = aSubPlaneIter->ChainNextPlane().get(), ++aSubPlaneIndex)
{
if (aSubPlaneIndex != -myContext->Clipping().CappedSubPlane())
{
addClippingPlane (aPlaneId, *aSubPlaneIter, aSubPlaneIter->ReversedEquation(), 1);
}
}
}
else
{
// normal case
if (aPlaneId + aPlane->NbChainNextPlanes() > aNbClipPlanesMax)
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH,
TCollection_AsciiString("Error: clipping planes limit (") + aNbClipPlanesMax + ") has been exceeded.");
break;
}
for (const Graphic3d_ClipPlane* aSubPlaneIter = aPlane.get(); aSubPlaneIter != NULL; aSubPlaneIter = aSubPlaneIter->ChainNextPlane().get())
{
addClippingPlane (aPlaneId, *aSubPlaneIter, aSubPlaneIter->GetEquation(), aSubPlaneIter->NbChainNextPlanes());
}
}
}
theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT), aPlaneId);
theProgram->SetUniform (myContext, aLocEquations, aNbClipPlanesMax, &myClipPlaneArray.First());
theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_CHAINS), aNbClipPlanesMax, &myClipChainArray.First());
}
// =======================================================================
// function : pushMaterialState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::pushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
const OpenGl_Material& aMat = myMaterialState.Material();
theProgram->UpdateState (OpenGl_MATERIAL_STATE, myMaterialState.Index());
if (theProgram == myFfpProgram)
{
if (myContext->core11ffp == NULL)
{
return;
}
if (myMaterialState.AlphaCutoff() < ShortRealLast())
{
myContext->core11fwd->glAlphaFunc (GL_GEQUAL, myMaterialState.AlphaCutoff());
myContext->core11fwd->glEnable (GL_ALPHA_TEST);
}
else
{
myContext->core11fwd->glDisable (GL_ALPHA_TEST);
}
const GLenum aFrontFace = myMaterialState.ToDistinguish() ? GL_FRONT : GL_FRONT_AND_BACK;
const OpenGl_MaterialCommon& aFrontMat = aMat.Common[0];
const OpenGl_MaterialCommon& aBackMat = aMat.Common[1];
const Graphic3d_Vec4 aSpec4 (aFrontMat.SpecularShininess.rgb(), 1.0f);
myContext->core11ffp->glMaterialfv(aFrontFace, GL_AMBIENT, aFrontMat.Ambient.GetData());
myContext->core11ffp->glMaterialfv(aFrontFace, GL_DIFFUSE, aFrontMat.Diffuse.GetData());
myContext->core11ffp->glMaterialfv(aFrontFace, GL_SPECULAR, aSpec4.GetData());
myContext->core11ffp->glMaterialfv(aFrontFace, GL_EMISSION, aFrontMat.Emission.GetData());
myContext->core11ffp->glMaterialf (aFrontFace, GL_SHININESS, aFrontMat.Shine());
if (myMaterialState.ToDistinguish())
{
const Graphic3d_Vec4 aSpec4Back (aBackMat.SpecularShininess.rgb(), 1.0f);
myContext->core11ffp->glMaterialfv(GL_BACK, GL_AMBIENT, aBackMat.Ambient.GetData());
myContext->core11ffp->glMaterialfv(GL_BACK, GL_DIFFUSE, aBackMat.Diffuse.GetData());
myContext->core11ffp->glMaterialfv(GL_BACK, GL_SPECULAR, aSpec4Back.GetData());
myContext->core11ffp->glMaterialfv(GL_BACK, GL_EMISSION, aBackMat.Emission.GetData());
myContext->core11ffp->glMaterialf (GL_BACK, GL_SHININESS, aBackMat.Shine());
}
return;
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCCT_ALPHA_CUTOFF),
myMaterialState.AlphaCutoff());
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE),
myMaterialState.ToMapTexture() ? 1 : 0);
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE),
myMaterialState.ToDistinguish() ? 1 : 0);
if (const OpenGl_ShaderUniformLocation& aLocPbrFront = theProgram->GetStateLocation (OpenGl_OCCT_PBR_MATERIAL))
{
theProgram->SetUniform (myContext, aLocPbrFront, OpenGl_Material::NbOfVec4Pbr(), aMat.PackedPbr());
}
if (const OpenGl_ShaderUniformLocation& aLocFront = theProgram->GetStateLocation (OpenGl_OCCT_COMMON_MATERIAL))
{
theProgram->SetUniform (myContext, aLocFront, OpenGl_Material::NbOfVec4Common(), aMat.PackedCommon());
}
}
// =======================================================================
// function : pushOitState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::pushOitState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
if (const OpenGl_ShaderUniformLocation& aLocOutput = theProgram->GetStateLocation (OpenGl_OCCT_OIT_OUTPUT))
{
theProgram->SetUniform (myContext, aLocOutput, (GLint )myOitState.ActiveMode());
}
if (const OpenGl_ShaderUniformLocation& aLocDepthFactor = theProgram->GetStateLocation (OpenGl_OCCT_OIT_DEPTH_FACTOR))
{
theProgram->SetUniform (myContext, aLocDepthFactor, myOitState.DepthFactor());
}
}
// =======================================================================
// function : PushInteriorState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::PushInteriorState (const Handle(OpenGl_ShaderProgram)& theProgram,
const Handle(Graphic3d_Aspects)& theAspect) const
{
if (theProgram.IsNull()
|| !theProgram->IsValid())
{
return;
}
if (const OpenGl_ShaderUniformLocation aLocLineWidth = theProgram->GetStateLocation (OpenGl_OCCT_LINE_WIDTH))
{
theProgram->SetUniform (myContext, aLocLineWidth, theAspect->EdgeWidth() * myContext->LineWidthScale());
theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCCT_LINE_FEATHER), myContext->LineFeather() * myContext->LineWidthScale());
}
if (const OpenGl_ShaderUniformLocation aLocWireframeColor = theProgram->GetStateLocation (OpenGl_OCCT_WIREFRAME_COLOR))
{
if (theAspect->InteriorStyle() == Aspect_IS_HOLLOW)
{
theProgram->SetUniform (myContext, aLocWireframeColor, OpenGl_Vec4 (-1.0f, -1.0f, -1.0f, -1.0f));
}
else
{
theProgram->SetUniform (myContext, aLocWireframeColor, myContext->Vec4FromQuantityColor (theAspect->EdgeColorRGBA()));
}
}
if (const OpenGl_ShaderUniformLocation aLocQuadModeState = theProgram->GetStateLocation (OpenGl_OCCT_QUAD_MODE_STATE))
{
theProgram->SetUniform (myContext, aLocQuadModeState, theAspect->ToSkipFirstEdge() ? 1 : 0);
}
}
// =======================================================================
// function : PushState
// purpose : Pushes state of OCCT graphics parameters to the program
// =======================================================================
void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram,
Graphic3d_TypeOfShadingModel theShadingModel) const
{
const Handle(OpenGl_ShaderProgram)& aProgram = !theProgram.IsNull() ? theProgram : myFfpProgram;
PushClippingState (aProgram);
PushLightSourceState (aProgram); // should be before PushWorldViewState()
PushWorldViewState (aProgram);
PushModelWorldState (aProgram);
PushProjectionState (aProgram);
PushMaterialState (aProgram);
PushOitState (aProgram);
if (!theProgram.IsNull())
{
if (const OpenGl_ShaderUniformLocation& aLocViewPort = theProgram->GetStateLocation (OpenGl_OCCT_VIEWPORT))
{
theProgram->SetUniform (myContext, aLocViewPort, OpenGl_Vec4 ((float )myContext->Viewport()[0], (float )myContext->Viewport()[1],
(float )myContext->Viewport()[2], (float )myContext->Viewport()[3]));
}
}
else if (myContext->core11ffp != NULL)
{
// manage FFP lighting
myContext->SetShadeModel (theShadingModel);
if (theShadingModel == Graphic3d_TypeOfShadingModel_Unlit)
{
myContext->core11fwd->glDisable (GL_LIGHTING);
}
else
{
myContext->core11fwd->glEnable (GL_LIGHTING);
}
}
}
// =======================================================================
// function : BindFontProgram
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::BindFontProgram (const Handle(OpenGl_ShaderProgram)& theCustomProgram)
{
if (!theCustomProgram.IsNull()
|| myContext->caps->ffpEnable)
{
return bindProgramWithState (theCustomProgram, Graphic3d_TypeOfShadingModel_Unlit);
}
if (myFontProgram.IsNull())
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramFont();
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, myFontProgram))
{
myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return false;
}
}
return bindProgramWithState (myFontProgram, Graphic3d_TypeOfShadingModel_Unlit);
}
// =======================================================================
// function : BindFboBlitProgram
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::BindFboBlitProgram (Standard_Integer theNbSamples,
Standard_Boolean theIsFallback_sRGB)
{
NCollection_Array1<Handle(OpenGl_ShaderProgram)>& aList = myBlitPrograms[theIsFallback_sRGB ? 1 : 0];
Standard_Integer aNbSamples = Max (theNbSamples, 1);
if (aNbSamples > aList.Upper())
{
aList.Resize (1, aNbSamples, true);
}
Handle(OpenGl_ShaderProgram)& aProg = aList[aNbSamples];
if (!aProg.IsNull())
{
return myContext->BindProgram (aProg);
}
Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramFboBlit (aNbSamples, theIsFallback_sRGB);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, aProg))
{
aProg = new OpenGl_ShaderProgram(); // just mark as invalid
return false;
}
myContext->BindProgram (aProg);
aProg->SetSampler (myContext, "uColorSampler", Graphic3d_TextureUnit_0);
aProg->SetSampler (myContext, "uDepthSampler", Graphic3d_TextureUnit_1);
return true;
}
// =======================================================================
// function : BindOitCompositingProgram
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::BindOitCompositingProgram (Standard_Boolean theIsMSAAEnabled)
{
const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram[aProgramIdx];
if (!aProgram.IsNull())
{
return myContext->BindProgram (aProgram);
}
Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramOitCompositing (theIsMSAAEnabled);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, aProgram))
{
aProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return false;
}
myContext->BindProgram (aProgram);
aProgram->SetSampler (myContext, "uAccumTexture", Graphic3d_TextureUnit_0);
aProgram->SetSampler (myContext, "uWeightTexture", Graphic3d_TextureUnit_1);
return true;
}
// =======================================================================
// function : BindOitDepthPeelingBlendProgram
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::BindOitDepthPeelingBlendProgram (bool theIsMSAAEnabled)
{
const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingBlendProgram [aProgramIdx];
if (!aProgram.IsNull())
{
return myContext->BindProgram (aProgram);
}
Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramOitDepthPeelingBlend (theIsMSAAEnabled);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, aProgram))
{
aProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return false;
}
myContext->BindProgram (aProgram);
aProgram->SetSampler (myContext, "uDepthPeelingBackColor", Graphic3d_TextureUnit_0);
return true;
}
// =======================================================================
// function : BindOitDepthPeelingFlushProgram
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::BindOitDepthPeelingFlushProgram (bool theIsMSAAEnabled)
{
const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingFlushProgram [aProgramIdx];
if (!aProgram.IsNull())
{
return myContext->BindProgram (aProgram);
}
Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramOitDepthPeelingFlush (theIsMSAAEnabled);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, aProgram))
{
aProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return false;
}
myContext->BindProgram (aProgram);
aProgram->SetSampler (myContext, "uDepthPeelingFrontColor", Graphic3d_TextureUnit_0);
aProgram->SetSampler (myContext, "uDepthPeelingBackColor", Graphic3d_TextureUnit_1);
return true;
}
// =======================================================================
// function : prepareStdProgramUnlit
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramUnlit (Handle(OpenGl_ShaderProgram)& theProgram,
Standard_Integer theBits,
Standard_Boolean theIsOutline)
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramUnlit (theBits, theIsOutline);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
return Standard_True;
}
// =======================================================================
// function : prepareStdProgramGouraud
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram,
const Standard_Integer theBits)
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramGouraud (myLightSourceState.LightSources(), theBits);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
return Standard_True;
}
// =======================================================================
// function : prepareStdProgramPhong
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram,
const Standard_Integer theBits,
const Standard_Boolean theIsFlatNormal,
const Standard_Boolean theIsPBR)
{
Standard_Integer aNbShadowMaps, aNbShadowCubeMaps;
myLightSourceState.LightSources()->CalculateNbShadows (aNbShadowMaps, aNbShadowCubeMaps);
// point light shadows are not currently supported on opengles 2.0.
if (myContext->GraphicsLibrary() == Aspect_GraphicsLibrary_OpenGLES
&& myContext->VersionMajor() <= 2)
{
aNbShadowCubeMaps = 0;
}
Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramPhong (myLightSourceState.LightSources(), theBits, theIsFlatNormal,
theIsPBR, aNbShadowMaps, aNbShadowCubeMaps);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
return Standard_True;
}
// =======================================================================
// function : BindStereoProgram
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::BindStereoProgram (Graphic3d_StereoMode theStereoMode)
{
if (theStereoMode < 0 || (int )theStereoMode >= Graphic3d_StereoMode_NB)
{
return false;
}
Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[theStereoMode];
if (!aProgram.IsNull())
{
return myContext->BindProgram (aProgram);
}
Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramStereo (theStereoMode);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, aProgram))
{
aProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return false;
}
myContext->BindProgram (aProgram);
aProgram->SetSampler (myContext, "uLeftSampler", Graphic3d_TextureUnit_0);
aProgram->SetSampler (myContext, "uRightSampler", Graphic3d_TextureUnit_1);
aProgram->SetUniform (myContext, "uTexOffset", Graphic3d_Vec2(0.0f));
return true;
}
// =======================================================================
// function : prepareStdProgramBoundBox
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramBoundBox()
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = Graphic3d_ShaderManager::getStdProgramBoundBox();
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, myBoundBoxProgram))
{
myBoundBoxProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
const OpenGl_Vec4 aMin (-0.5f, -0.5f, -0.5f, 1.0f);
const OpenGl_Vec4 anAxisShifts[3] =
{
OpenGl_Vec4 (1.0f, 0.0f, 0.0f, 0.0f),
OpenGl_Vec4 (0.0f, 1.0f, 0.0f, 0.0f),
OpenGl_Vec4 (0.0f, 0.0f, 1.0f, 0.0f)
};
const OpenGl_Vec4 aLookup1 (0.0f, 1.0f, 0.0f, 1.0f);
const OpenGl_Vec4 aLookup2 (0.0f, 0.0f, 1.0f, 1.0f);
OpenGl_Vec4 aLinesVertices[24];
for (int anAxis = 0, aVertex = 0; anAxis < 3; ++anAxis)
{
for (int aCompIter = 0; aCompIter < 4; ++aCompIter)
{
aLinesVertices[aVertex++] = aMin
+ anAxisShifts[(anAxis + 1) % 3] * aLookup1[aCompIter]
+ anAxisShifts[(anAxis + 2) % 3] * aLookup2[aCompIter];
aLinesVertices[aVertex++] = aMin
+ anAxisShifts[anAxis]
+ anAxisShifts[(anAxis + 1) % 3] * aLookup1[aCompIter]
+ anAxisShifts[(anAxis + 2) % 3] * aLookup2[aCompIter];
}
}
if (myContext->ToUseVbo())
{
myBoundBoxVertBuffer = new OpenGl_VertexBuffer();
if (myBoundBoxVertBuffer->Init (myContext, 4, 24, aLinesVertices[0].GetData()))
{
myContext->ShareResource ("OpenGl_ShaderManager_BndBoxVbo", myBoundBoxVertBuffer);
return Standard_True;
}
}
myBoundBoxVertBuffer = new OpenGl_VertexBufferCompat();
myBoundBoxVertBuffer->Init (myContext, 4, 24, aLinesVertices[0].GetData());
myContext->ShareResource ("OpenGl_ShaderManager_BndBoxVbo", myBoundBoxVertBuffer);
return Standard_True;
}
// =======================================================================
// function : preparePBREnvBakingProgram
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::preparePBREnvBakingProgram (Standard_Integer theIndex)
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = getPBREnvBakingProgram (theIndex);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, myPBREnvBakingProgram[theIndex]))
{
myPBREnvBakingProgram[theIndex] = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
if (theIndex == 0
|| theIndex == 2)
{
// workaround for old GLSL - load constants as uniform
myContext->BindProgram (myPBREnvBakingProgram[theIndex]);
const float aSHBasisFuncCoeffs[9] =
{
0.282095f * 0.282095f, 0.488603f * 0.488603f, 0.488603f * 0.488603f, 0.488603f * 0.488603f,
1.092548f * 1.092548f, 1.092548f * 1.092548f, 1.092548f * 1.092548f, 0.315392f * 0.315392f, 0.546274f * 0.546274f
};
const float aSHCosCoeffs[9] = { 3.141593f, 2.094395f, 2.094395f, 2.094395f, 0.785398f, 0.785398f, 0.785398f, 0.785398f, 0.785398f };
myPBREnvBakingProgram[theIndex]->SetUniform (myContext, myPBREnvBakingProgram[theIndex]->GetUniformLocation (myContext, "aSHBasisFuncCoeffs"), 9, aSHBasisFuncCoeffs);
myPBREnvBakingProgram[theIndex]->SetUniform (myContext, myPBREnvBakingProgram[theIndex]->GetUniformLocation (myContext, "aSHCosCoeffs"), 9, aSHCosCoeffs);
myContext->BindProgram (NULL);
}
return Standard_True;
}
// =======================================================================
// function : GetBgCubeMapProgram
// purpose :
// =======================================================================
const Handle(Graphic3d_ShaderProgram)& OpenGl_ShaderManager::GetBgCubeMapProgram ()
{
if (myBgCubeMapProgram.IsNull())
{
myBgCubeMapProgram = getBgCubeMapProgram();
}
return myBgCubeMapProgram;
}
// =======================================================================
// function : GetBgSkydomeProgram
// purpose :
// =======================================================================
const Handle(Graphic3d_ShaderProgram)& OpenGl_ShaderManager::GetBgSkydomeProgram ()
{
if (myBgSkydomeProgram.IsNull())
{
myBgSkydomeProgram = getBgSkydomeProgram();
}
return myBgSkydomeProgram;
}
// =======================================================================
// function : GetColoredQuadProgram
// purpose :
// =======================================================================
const Handle(Graphic3d_ShaderProgram)& OpenGl_ShaderManager::GetColoredQuadProgram ()
{
if (myColoredQuadProgram.IsNull())
{
myColoredQuadProgram = getColoredQuadProgram();
}
return myColoredQuadProgram;
}
// =======================================================================
// function : bindProgramWithState
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram,
Graphic3d_TypeOfShadingModel theShadingModel)
{
const Standard_Boolean isBound = myContext->BindProgram (theProgram);
if (isBound
&& !theProgram.IsNull())
{
theProgram->ApplyVariables (myContext);
}
PushState (theProgram, theShadingModel);
return isBound;
}
// =======================================================================
// function : BindMarkerProgram
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::BindMarkerProgram (const Handle(OpenGl_TextureSet)& theTextures,
Graphic3d_TypeOfShadingModel theShadingModel,
Graphic3d_AlphaMode theAlphaMode,
Standard_Boolean theHasVertColor,
const Handle(OpenGl_ShaderProgram)& theCustomProgram)
{
if (!theCustomProgram.IsNull()
|| myContext->caps->ffpEnable)
{
return bindProgramWithState (theCustomProgram, theShadingModel);
}
Standard_Integer aBits = getProgramBits (theTextures, theAlphaMode, Aspect_IS_SOLID, theHasVertColor, false, false);
if (!theTextures.IsNull()
&& theTextures->HasPointSprite())
{
aBits |= theTextures->Last()->IsAlpha() ? Graphic3d_ShaderFlags_PointSpriteA : Graphic3d_ShaderFlags_PointSprite;
}
else
{
aBits |= Graphic3d_ShaderFlags_PointSimple;
}
Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theShadingModel, aBits);
return bindProgramWithState (aProgram, theShadingModel);
}