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Graphic3d_RenderTransparentMethod has been extended by Graphic3d_RTM_DEPTH_PEELING_OIT, which is handled by OpenGl_LayerList::renderTransparent(). OpenGl_FrameBuffer::Init() now does not silently ignore unknown color attachment format and return failure. OpenGl_FrameBuffer::InitWrapper() - added constructor wrapping existing color textures. v3d/transparency/oit: test case added
184 lines
5.9 KiB
C++
Executable File
184 lines
5.9 KiB
C++
Executable File
// Created on: 2013-09-20
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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 <Graphic3d_ShaderProgram.hxx>
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#include <Graphic3d_GraphicDriver.hxx>
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#include <Graphic3d_ShaderObject.hxx>
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#include <OSD_Directory.hxx>
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#include <OSD_Environment.hxx>
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#include <OSD_File.hxx>
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#include <OSD_Path.hxx>
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#include <Standard_Atomic.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderProgram,Standard_Transient)
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namespace
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{
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static volatile Standard_Integer THE_PROGRAM_OBJECT_COUNTER = 0;
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}
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// =======================================================================
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// function : ShadersFolder
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// purpose :
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// =======================================================================
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const TCollection_AsciiString& Graphic3d_ShaderProgram::ShadersFolder()
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{
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static Standard_Boolean THE_IS_DEFINED = Standard_False;
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static TCollection_AsciiString THE_SHADERS_FOLDER;
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if (!THE_IS_DEFINED)
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{
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THE_IS_DEFINED = Standard_True;
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OSD_Environment aDirEnv ("CSF_ShadersDirectory");
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THE_SHADERS_FOLDER = aDirEnv.Value();
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if (THE_SHADERS_FOLDER.IsEmpty())
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{
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OSD_Environment aCasRootEnv ("CASROOT");
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THE_SHADERS_FOLDER = aCasRootEnv.Value();
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if (!THE_SHADERS_FOLDER.IsEmpty())
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{
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THE_SHADERS_FOLDER += "/src/Shaders";
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}
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}
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if (THE_SHADERS_FOLDER.IsEmpty())
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{
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return THE_SHADERS_FOLDER;
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}
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const OSD_Path aDirPath (THE_SHADERS_FOLDER);
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OSD_Directory aDir (aDirPath);
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const TCollection_AsciiString aProgram = THE_SHADERS_FOLDER + "/Declarations.glsl";
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OSD_File aProgramFile (aProgram);
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if (!aDir.Exists()
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|| !aProgramFile.Exists())
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{
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std::cerr << "Standard GLSL programs are not found in: " << THE_SHADERS_FOLDER.ToCString() << std::endl;
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throw Standard_Failure("CSF_ShadersDirectory or CASROOT is set incorrectly");
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}
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}
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return THE_SHADERS_FOLDER;
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}
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// =======================================================================
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// function : Graphic3d_ShaderProgram
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// purpose : Creates new empty program object
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// =======================================================================
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Graphic3d_ShaderProgram::Graphic3d_ShaderProgram()
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: myNbLightsMax (THE_MAX_LIGHTS_DEFAULT),
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myNbShadowMaps (0),
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myNbClipPlanesMax (THE_MAX_CLIP_PLANES_DEFAULT),
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myNbFragOutputs (THE_NB_FRAG_OUTPUTS),
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myTextureSetBits (Graphic3d_TextureSetBits_NONE),
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myOitOutput (Graphic3d_RTM_BLEND_UNORDERED),
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myHasDefSampler (true),
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myHasAlphaTest (false),
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myIsPBR (false)
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{
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myID = TCollection_AsciiString ("Graphic3d_ShaderProgram_")
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+ TCollection_AsciiString (Standard_Atomic_Increment (&THE_PROGRAM_OBJECT_COUNTER));
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}
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// =======================================================================
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// function : ~Graphic3d_ShaderProgram
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// purpose : Releases resources of program object
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// =======================================================================
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Graphic3d_ShaderProgram::~Graphic3d_ShaderProgram()
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{
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//
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}
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// =======================================================================
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// function : IsDone
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// purpose : Checks if the program object is valid or not
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// =======================================================================
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Standard_Boolean Graphic3d_ShaderProgram::IsDone() const
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{
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if (myShaderObjects.IsEmpty())
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{
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return Standard_False;
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}
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for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next())
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{
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if (!anIt.Value()->IsDone())
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return Standard_False;
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}
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return Standard_True;
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}
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// =======================================================================
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// function : AttachShader
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// purpose : Attaches shader object to the program object
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// =======================================================================
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Standard_Boolean Graphic3d_ShaderProgram::AttachShader (const Handle(Graphic3d_ShaderObject)& theShader)
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{
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if (theShader.IsNull())
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{
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return Standard_False;
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}
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for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next())
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{
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if (anIt.Value() == theShader)
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return Standard_False;
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}
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myShaderObjects.Append (theShader);
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return Standard_True;
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}
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// =======================================================================
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// function : DetachShader
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// purpose : Detaches shader object from the program object
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// =======================================================================
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Standard_Boolean Graphic3d_ShaderProgram::DetachShader (const Handle(Graphic3d_ShaderObject)& theShader)
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{
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if (theShader.IsNull())
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{
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return Standard_False;
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}
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for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next())
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{
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if (anIt.Value() == theShader)
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{
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myShaderObjects.Remove (anIt);
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return Standard_True;
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}
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}
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return Standard_False;
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}
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// =======================================================================
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// function : ClearVariables
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// purpose : Removes all custom uniform variables from the program
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// =======================================================================
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void Graphic3d_ShaderProgram::ClearVariables()
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{
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myVariables.Clear();
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}
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// =======================================================================
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// function : SetAttributes
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// purpose :
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// =======================================================================
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void Graphic3d_ShaderProgram::SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes)
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{
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myAttributes = theAttributes;
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}
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