mirror of
https://git.dev.opencascade.org/repos/occt.git
synced 2025-04-10 18:51:21 +03:00
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.
1456 lines
58 KiB
C++
1456 lines
58 KiB
C++
// Created on: 2013-09-26
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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 <OpenGl_ShaderManager.hxx>
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#include <Graphic3d_CubeMapPacked.hxx>
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#include <Graphic3d_TextureParams.hxx>
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#include <OpenGl_Aspects.hxx>
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#include <OpenGl_ClippingIterator.hxx>
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#include <OpenGl_Context.hxx>
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#include <OpenGl_ShadowMap.hxx>
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#include <OpenGl_ShaderProgram.hxx>
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#include <OpenGl_VertexBufferCompat.hxx>
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#include <OpenGl_Workspace.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager, Graphic3d_ShaderManager)
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namespace
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{
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static const GLfloat THE_DEFAULT_AMBIENT[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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static const GLfloat THE_DEFAULT_SPOT_DIR[3] = { 0.0f, 0.0f, -1.0f };
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static const GLfloat THE_DEFAULT_SPOT_EXPONENT = 0.0f;
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static const GLfloat THE_DEFAULT_SPOT_CUTOFF = 180.0f;
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//! Bind FFP light source.
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static void bindLight (const Graphic3d_CLight& theLight,
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const GLenum theLightGlId,
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const OpenGl_Mat4& theModelView,
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OpenGl_Context* theCtx)
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{
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// the light is a headlight?
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if (theLight.IsHeadlight())
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{
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theCtx->core11ffp->glMatrixMode (GL_MODELVIEW);
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theCtx->core11ffp->glLoadIdentity();
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}
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// setup light type
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const Graphic3d_Vec4& aLightColor = theLight.PackedColor();
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switch (theLight.Type())
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{
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case Graphic3d_TypeOfLightSource_Ambient:
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{
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break; // handled by separate if-clause at beginning of method
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}
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case Graphic3d_TypeOfLightSource_Directional:
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{
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// if the last parameter of GL_POSITION, is zero, the corresponding light source is a Directional one
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const OpenGl_Vec4 anInfDir = -theLight.PackedDirectionRange();
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// to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE.
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theCtx->core11ffp->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
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theCtx->core11ffp->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
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theCtx->core11ffp->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
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theCtx->core11ffp->glLightfv (theLightGlId, GL_POSITION, anInfDir.GetData());
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theCtx->core11ffp->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
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theCtx->core11ffp->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
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theCtx->core11ffp->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
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break;
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}
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case Graphic3d_TypeOfLightSource_Positional:
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{
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// to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE
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const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position().X()), static_cast<float>(theLight.Position().Y()), static_cast<float>(theLight.Position().Z()), 1.0f);
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theCtx->core11ffp->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
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theCtx->core11ffp->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
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theCtx->core11ffp->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
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theCtx->core11ffp->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
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theCtx->core11ffp->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
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theCtx->core11ffp->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
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theCtx->core11ffp->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
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theCtx->core11ffp->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
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theCtx->core11ffp->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
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theCtx->core11ffp->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
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break;
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}
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case Graphic3d_TypeOfLightSource_Spot:
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{
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const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position().X()), static_cast<float>(theLight.Position().Y()), static_cast<float>(theLight.Position().Z()), 1.0f);
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theCtx->core11ffp->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
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theCtx->core11ffp->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
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theCtx->core11ffp->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
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theCtx->core11ffp->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
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theCtx->core11ffp->glLightfv (theLightGlId, GL_SPOT_DIRECTION, theLight.PackedDirectionRange().GetData());
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theCtx->core11ffp->glLightf (theLightGlId, GL_SPOT_EXPONENT, theLight.Concentration() * 128.0f);
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theCtx->core11ffp->glLightf (theLightGlId, GL_SPOT_CUTOFF, (theLight.Angle() * 180.0f) / GLfloat(M_PI));
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theCtx->core11ffp->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
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theCtx->core11ffp->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
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theCtx->core11ffp->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
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break;
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}
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}
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// restore matrix in case of headlight
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if (theLight.IsHeadlight())
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{
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theCtx->core11ffp->glLoadMatrixf (theModelView.GetData());
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}
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theCtx->core11fwd->glEnable (theLightGlId);
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}
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}
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// =======================================================================
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// function : OpenGl_ShaderManager
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// purpose : Creates new empty shader manager
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// =======================================================================
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OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
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: Graphic3d_ShaderManager (theContext->GraphicsLibrary()),
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myFfpProgram (new OpenGl_ShaderProgramFFP()),
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myShadingModel (Graphic3d_TypeOfShadingModel_Gouraud),
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myUnlitPrograms (new OpenGl_SetOfPrograms()),
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myContext (theContext),
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myHasLocalOrigin (Standard_False)
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{
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mySRgbState = theContext->ToRenderSRGB();
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}
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// =======================================================================
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// function : ~OpenGl_ShaderManager
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// purpose : Releases resources of shader manager
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// =======================================================================
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OpenGl_ShaderManager::~OpenGl_ShaderManager()
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{
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myProgramList.Clear();
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if (!myPBREnvironment.IsNull())
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{
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myPBREnvironment->Release (myContext);
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}
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}
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// =======================================================================
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// function : clear
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// purpose :
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// =======================================================================
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void OpenGl_ShaderManager::clear()
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{
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myProgramList.Clear();
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myLightPrograms.Nullify();
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myUnlitPrograms = new OpenGl_SetOfPrograms();
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myOutlinePrograms.Nullify();
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myMapOfLightPrograms.Clear();
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myFontProgram.Nullify();
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myBlitPrograms[0].Init (Handle(OpenGl_ShaderProgram)());
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myBlitPrograms[1].Init (Handle(OpenGl_ShaderProgram)());
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myBoundBoxProgram.Nullify();
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myBoundBoxVertBuffer.Nullify();
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for (Standard_Integer aModeIter = 0; aModeIter < Graphic3d_StereoMode_NB; ++aModeIter)
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{
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myStereoPrograms[aModeIter].Nullify();
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}
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switchLightPrograms();
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}
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// =======================================================================
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// function : Create
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// purpose : Creates new shader program
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// =======================================================================
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Standard_Boolean OpenGl_ShaderManager::Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
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TCollection_AsciiString& theShareKey,
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Handle(OpenGl_ShaderProgram)& theProgram)
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{
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theProgram.Nullify();
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if (theProxy.IsNull())
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{
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return Standard_False;
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}
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theShareKey = theProxy->GetId();
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if (myContext->GetResource<Handle(OpenGl_ShaderProgram)> (theShareKey, theProgram))
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{
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if (theProgram->Share())
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{
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myProgramList.Append (theProgram);
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}
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return Standard_True;
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}
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theProgram = new OpenGl_ShaderProgram (theProxy);
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if (!theProgram->Initialize (myContext, theProxy->ShaderObjects()))
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{
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theProgram->Release (myContext);
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theShareKey.Clear();
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theProgram.Nullify();
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return Standard_False;
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}
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myProgramList.Append (theProgram);
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myContext->ShareResource (theShareKey, theProgram);
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return Standard_True;
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}
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// =======================================================================
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// function : Unregister
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// purpose : Removes specified shader program from the manager
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// =======================================================================
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void OpenGl_ShaderManager::Unregister (TCollection_AsciiString& theShareKey,
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Handle(OpenGl_ShaderProgram)& theProgram)
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{
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for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
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{
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if (anIt.Value() == theProgram)
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{
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if (!theProgram->UnShare())
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{
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theShareKey.Clear();
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theProgram.Nullify();
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return;
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}
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myProgramList.Remove (anIt);
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break;
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}
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}
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const TCollection_AsciiString anID = theProgram->myProxy->GetId();
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if (anID.IsEmpty())
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{
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myContext->DelayedRelease (theProgram);
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theProgram.Nullify();
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}
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else
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{
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theProgram.Nullify();
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myContext->ReleaseResource (anID, Standard_True);
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}
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}
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// =======================================================================
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// function : switchLightPrograms
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// purpose :
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// =======================================================================
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void OpenGl_ShaderManager::switchLightPrograms()
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{
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const Handle(Graphic3d_LightSet)& aLights = myLightSourceState.LightSources();
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if (aLights.IsNull())
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{
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if (!myMapOfLightPrograms.Find ("unlit", myLightPrograms))
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{
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myLightPrograms = new OpenGl_SetOfShaderPrograms (myUnlitPrograms);
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myMapOfLightPrograms.Bind ("unlit", myLightPrograms);
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}
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return;
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}
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const TCollection_AsciiString aKey = genLightKey (aLights, myLightSourceState.HasShadowMaps());
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if (!myMapOfLightPrograms.Find (aKey, myLightPrograms))
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{
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myLightPrograms = new OpenGl_SetOfShaderPrograms();
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myMapOfLightPrograms.Bind (aKey, myLightPrograms);
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}
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}
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// =======================================================================
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// function : UpdateSRgbState
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// purpose :
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// =======================================================================
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void OpenGl_ShaderManager::UpdateSRgbState()
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{
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if (mySRgbState == myContext->ToRenderSRGB())
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{
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return;
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}
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mySRgbState = myContext->ToRenderSRGB();
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// special cases - GLSL programs dealing with sRGB/linearRGB internally
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myStereoPrograms[Graphic3d_StereoMode_Anaglyph].Nullify();
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}
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// =======================================================================
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// function : UpdateLightSourceStateTo
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// purpose : Updates state of OCCT light sources
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// =======================================================================
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void OpenGl_ShaderManager::UpdateLightSourceStateTo (const Handle(Graphic3d_LightSet)& theLights,
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Standard_Integer theSpecIBLMapLevels,
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const Handle(OpenGl_ShadowMapArray)& theShadowMaps)
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{
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myLightSourceState.Set (theLights);
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myLightSourceState.SetSpecIBLMapLevels (theSpecIBLMapLevels);
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myLightSourceState.SetShadowMaps (theShadowMaps);
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myLightSourceState.Update();
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switchLightPrograms();
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}
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// =======================================================================
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// function : UpdateLightSourceState
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// purpose :
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// =======================================================================
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void OpenGl_ShaderManager::UpdateLightSourceState()
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{
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myLightSourceState.Update();
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}
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// =======================================================================
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// function : SetShadingModel
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// purpose :
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// =======================================================================
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void OpenGl_ShaderManager::SetShadingModel (const Graphic3d_TypeOfShadingModel theModel)
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{
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if (theModel == Graphic3d_TypeOfShadingModel_DEFAULT)
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{
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throw Standard_ProgramError ("OpenGl_ShaderManager::SetShadingModel() - attempt to set invalid Shading Model!");
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}
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myShadingModel = theModel;
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switchLightPrograms();
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}
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// =======================================================================
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// function : SetProjectionState
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// purpose : Sets new state of OCCT projection transform
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// =======================================================================
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void OpenGl_ShaderManager::UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix)
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{
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myProjectionState.Set (theProjectionMatrix);
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myProjectionState.Update();
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}
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// =======================================================================
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// function : SetModelWorldState
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// purpose : Sets new state of OCCT model-world transform
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// =======================================================================
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void OpenGl_ShaderManager::UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix)
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{
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myModelWorldState.Set (theModelWorldMatrix);
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myModelWorldState.Update();
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}
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// =======================================================================
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// function : SetWorldViewState
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// purpose : Sets new state of OCCT world-view transform
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// =======================================================================
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void OpenGl_ShaderManager::UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix)
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{
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myWorldViewState.Set (theWorldViewMatrix);
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myWorldViewState.Update();
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}
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// =======================================================================
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// function : pushLightSourceState
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// purpose :
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// =======================================================================
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void OpenGl_ShaderManager::pushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
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{
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theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
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if (theProgram == myFfpProgram)
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{
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if (myContext->core11ffp == NULL)
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{
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return;
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}
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GLenum aLightGlId = GL_LIGHT0;
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const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
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for (Graphic3d_LightSet::Iterator aLightIt (myLightSourceState.LightSources(), Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
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aLightIt.More(); aLightIt.Next())
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{
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if (aLightGlId > GL_LIGHT7) // only 8 lights in FFP...
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{
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myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
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"Warning: light sources limit (8) has been exceeded within Fixed-function pipeline.");
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continue;
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}
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bindLight (*aLightIt.Value(), aLightGlId, aModelView, myContext);
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++aLightGlId;
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}
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// apply accumulated ambient color
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const Graphic3d_Vec4 anAmbient = !myLightSourceState.LightSources().IsNull()
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? myLightSourceState.LightSources()->AmbientColor()
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: Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 1.0f);
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myContext->core11ffp->glLightModelfv (GL_LIGHT_MODEL_AMBIENT, anAmbient.GetData());
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// GL_LIGHTING is managed by drawers to switch between shaded / no lighting output,
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// therefore managing the state here does not have any effect - do it just for consistency.
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if (aLightGlId != GL_LIGHT0)
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{
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myContext->core11fwd->glEnable (GL_LIGHTING);
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}
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else
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{
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myContext->core11fwd->glDisable (GL_LIGHTING);
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}
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// switch off unused lights
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for (; aLightGlId <= GL_LIGHT7; ++aLightGlId)
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{
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myContext->core11fwd->glDisable (aLightGlId);
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}
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return;
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}
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const Standard_Integer aNbLightsMax = theProgram->NbLightsMax();
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const GLint anAmbientLoc = theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT);
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if (aNbLightsMax == 0
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&& anAmbientLoc == OpenGl_ShaderProgram::INVALID_LOCATION)
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{
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return;
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}
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if (myLightTypeArray.Size() < aNbLightsMax)
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{
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myLightTypeArray .Resize (0, aNbLightsMax - 1, false);
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myLightParamsArray.Resize (0, aNbLightsMax - 1, false);
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}
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for (Standard_Integer aLightIt = 0; aLightIt < aNbLightsMax; ++aLightIt)
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{
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myLightTypeArray.SetValue (aLightIt, -1);
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}
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if (myLightSourceState.LightSources().IsNull()
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|| myLightSourceState.LightSources()->IsEmpty())
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{
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theProgram->SetUniform (myContext,
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theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
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0);
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theProgram->SetUniform (myContext,
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anAmbientLoc,
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OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
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theProgram->SetUniform (myContext,
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theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
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aNbLightsMax,
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&myLightTypeArray.First());
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return;
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}
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Standard_Integer aLightsNb = 0;
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for (Graphic3d_LightSet::Iterator anIter (myLightSourceState.LightSources(), Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
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anIter.More(); anIter.Next())
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{
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const Graphic3d_CLight& aLight = *anIter.Value();
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if (aLightsNb >= aNbLightsMax)
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{
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if (aNbLightsMax != 0)
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{
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myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
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TCollection_AsciiString("Warning: light sources limit (") + aNbLightsMax + ") has been exceeded.");
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}
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|
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);
|
|
}
|