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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-03 17:56:21 +03:00
occt/src/Shaders/Shaders_DeclarationsImpl_glsl.pxx
kgv 565baee64b 0031070: Configuration - fix building issues when using Emscripten toolchain
Handled __EMSCRIPTEN__ macros to:
- Workaround atomics (__GCC_HAVE_SYNC_COMPARE_AND_SWAP_4 is undefined, but GCC atomics are provided).
- Suppress non-standard header <sys/signal.h> warning.
- Return OSD_LinuxREDHAT.
- Avoid inclusion of XLib headers.
- Skip fontconfig library.
- Enable EGL+GLES path (translated by Emscripten into WebGL).
- Skip eglCreatePbufferSurface() not implemented by Emscripten EGL.

Fixed Graphic3d_Vec4.hxx usage within Quantity_ColorRGBA.hxx.

OpenGl_ShaderManager::defaultGlslVersion() now prefers GLSL 300 es when WebGL 2.0 is available,
as there no any OpenGL ES greater than 3.0 emulation so far.

Shaders_Declarations.glsl - added workaround for GLSL compilation on WebGL 1.0
by defining Light properties accessors as macros instead of functions
('[]' : Index expression must be constant).

OpenGl_FrameBuffer::Init() - added workaround for initialization of GL_DEPTH24_STENCIL8
depth-stencil attachment on WebGL 1.0 + GL_WEBGL_depth_texture extension.

OpenGl_Context::Vec4FromQuantityColor() now considers myIsSRgbActive flag
to handle use case, when Immediate Layer is drawn directly into window buffer,
which is not sRGB-ready.

Added new sample - OCCT WebGL viewer.
2019-10-27 00:43:07 +03:00

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// This file has been automatically generated from resource file src/Shaders/DeclarationsImpl.glsl
static const char Shaders_DeclarationsImpl_glsl[] =
"\n"
"//! @file DeclarationsImpl.glsl includes implementation of common functions and properties accessors\n"
"#if defined(FRAGMENT_SHADER)\n"
"//! Output color (and coverage for accumulation by OIT algorithm).\n"
"void occSetFragColor (in vec4 theColor)\n"
"{\n"
"#if defined(OCC_ALPHA_TEST)\n"
" if (theColor.a < occAlphaCutoff) discard;\n"
"#endif\n"
"#if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE)\n"
" float aWeight = theColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2);\n"
" occFragCoverage.r = theColor.a * aWeight;\n"
" occFragColor = vec4 (theColor.rgb * theColor.a * aWeight, theColor.a);\n"
"#else\n"
" occFragColor = theColor;\n"
"#endif\n"
"}\n"
"#endif\n"
"\n"
"#if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0)\n"
"// arrays of light sources\n"
"uniform THE_PREC_ENUM ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types\n"
"uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters\n"
"#endif\n"
"\n"
"// material state\n"
"uniform vec4 occFrontMaterial[5];\n"
"uniform vec4 occBackMaterial[5];\n"
"\n"
"// front material properties accessors\n"
"vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; }\n"
"vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; }\n"
"vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; }\n"
"vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }\n"
"float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }\n"
"float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }\n"
"\n"
"// back material properties accessors\n"
"vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; }\n"
"vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; }\n"
"vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; }\n"
"vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; }\n"
"float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }\n"
"float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }\n"
"\n"
"// 2D texture coordinates transformation\n"
"vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }\n"
"vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; }\n"
"float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; }\n"
"float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }\n"
"//! @endfile DeclarationsImpl.glsl\n";