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occt/src/OpenGl/OpenGl_ShaderManager.cxx
kgv 8df3104cd2 0032105: Visualization, TKOpenGl - PBR flat shading GLSL program compilation error on OpenGL ES 2.0
OpenGl_ShaderManager::defaultGlslVersion() - fixed combining two extensions in header.
2021-02-03 18:28:17 +03:00

3363 lines
137 KiB
C++

// Created on: 2013-09-26
// Created by: Denis BOGOLEPOV
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <typeinfo>
#include <Graphic3d_TextureParams.hxx>
#include <OpenGl_Aspects.hxx>
#include <OpenGl_ClippingIterator.hxx>
#include <OpenGl_Context.hxx>
#include <Graphic3d_CubeMapPacked.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_ShadowMap.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_VertexBufferCompat.hxx>
#include <OpenGl_PointSprite.hxx>
#include <OpenGl_Workspace.hxx>
#include <TCollection_ExtendedString.hxx>
#include "../Shaders/Shaders_DirectionalLightShadow_glsl.pxx"
#include "../Shaders/Shaders_PBRDistribution_glsl.pxx"
#include "../Shaders/Shaders_PBRDirectionalLight_glsl.pxx"
#include "../Shaders/Shaders_PBRGeometry_glsl.pxx"
#include "../Shaders/Shaders_PBRFresnel_glsl.pxx"
#include "../Shaders/Shaders_PBRCookTorrance_glsl.pxx"
#include "../Shaders/Shaders_PBRIllumination_glsl.pxx"
#include "../Shaders/Shaders_PBRPointLight_glsl.pxx"
#include "../Shaders/Shaders_PBRSpotLight_glsl.pxx"
#include "../Shaders/Shaders_PBREnvBaking_fs.pxx"
#include "../Shaders/Shaders_PBREnvBaking_vs.pxx"
#include "../Shaders/Shaders_PhongDirectionalLight_glsl.pxx"
#include "../Shaders/Shaders_PhongPointLight_glsl.pxx"
#include "../Shaders/Shaders_PhongSpotLight_glsl.pxx"
#include "../Shaders/Shaders_PointLightAttenuation_glsl.pxx"
#include "../Shaders/Shaders_TangentSpaceNormal_glsl.pxx"
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager,Standard_Transient)
namespace
{
//! Number specifying maximum number of light sources to prepare a GLSL program with unrolled loop.
const Standard_Integer THE_NB_UNROLLED_LIGHTS_MAX = 32;
//! Compute the size of array storing holding light sources definition.
static Standard_Integer roundUpMaxLightSources (Standard_Integer theNbLights)
{
Standard_Integer aMaxLimit = THE_NB_UNROLLED_LIGHTS_MAX;
for (; aMaxLimit < theNbLights; aMaxLimit *= 2) {}
return aMaxLimit;
}
#define EOL "\n"
//! Compute TexCoord value in Vertex Shader
const char THE_VARY_TexCoord_Trsf[] =
EOL" float aRotSin = occTextureTrsf_RotationSin();"
EOL" float aRotCos = occTextureTrsf_RotationCos();"
EOL" vec2 aTex2 = vec2 (occTexCoord.x * aRotCos - occTexCoord.y * aRotSin,"
EOL" occTexCoord.x * aRotSin + occTexCoord.y * aRotCos);"
EOL" aTex2 = (aTex2 + occTextureTrsf_Translation()) * occTextureTrsf_Scale();"
EOL" TexCoord = vec4(aTex2, occTexCoord.zw);";
//! Auxiliary function to flip gl_PointCoord vertically
#define THE_VEC2_glPointCoord "vec2 (gl_PointCoord.x, 1.0 - gl_PointCoord.y)"
//! Auxiliary function to transform normal from model to view coordinate system.
const char THE_FUNC_transformNormal_view[] =
EOL"vec3 transformNormal (in vec3 theNormal)"
EOL"{"
EOL" vec4 aResult = occWorldViewMatrixInverseTranspose"
EOL" * occModelWorldMatrixInverseTranspose"
EOL" * vec4 (theNormal, 0.0);"
EOL" return normalize (aResult.xyz);"
EOL"}";
//! The same function as THE_FUNC_transformNormal but is used in PBR pipeline.
//! The normals are expected to be in world coordinate system in PBR pipeline.
const char THE_FUNC_transformNormal_world[] =
EOL"vec3 transformNormal (in vec3 theNormal)"
EOL"{"
EOL" vec4 aResult = occModelWorldMatrixInverseTranspose"
EOL" * vec4 (theNormal, 0.0);"
EOL" return normalize (aResult.xyz);"
EOL"}";
//! Global shader variable for color definition with lighting enabled.
const char THE_FUNC_lightDef[] =
EOL"vec3 Ambient;" //!< Ambient contribution of light sources
EOL"vec3 Diffuse;" //!< Diffuse contribution of light sources
EOL"vec3 Specular;"; //!< Specular contribution of light sources
//! Global shader variable for color definition with lighting enabled.
const char THE_FUNC_PBR_lightDef[] =
EOL"vec3 DirectLighting;" //!< Accumulator of direct lighting from light sources
EOL"vec4 BaseColor;" //!< Base color (albedo) of material for PBR
EOL"float Metallic;" //!< Metallic coefficient of material
EOL"float NormalizedRoughness;" //!< Normalized roughness coefficient of material
EOL"float Roughness;" //!< Roughness coefficient of material
EOL"vec3 Emission;" //!< Light intensity emitted by material
EOL"float IOR;"; //!< Material's index of refraction
//! The same as Shaders_PhongDirectionalLight_glsl but for the light with zero index
//! (avoids limitations on some mobile devices).
const char THE_FUNC_directionalLightFirst[] =
EOL"void directionalLightFirst (in vec3 theNormal,"
EOL" in vec3 theView,"
EOL" in bool theIsFront,"
EOL" in float theShadow)"
EOL"{"
EOL" vec3 aLight = vec3 (occWorldViewMatrix * vec4 (occLight_Position (0), 0.0));"
EOL
EOL" vec3 aHalf = normalize (aLight + theView);"
EOL
EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
EOL
EOL" float aSpecl = 0.0;"
EOL" if (aNdotL > 0.0)"
EOL" {"
EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
EOL" }"
EOL
EOL" Diffuse += occLight_Diffuse(0) * aNdotL * theShadow;"
EOL" Specular += occLight_Specular(0) * aSpecl * theShadow;"
EOL"}";
//! Returns the real cubemap fetching direction considering sides orientation, memory layout and vertical flip.
const char THE_FUNC_cubemap_vector_transform[] =
EOL"vec3 cubemapVectorTransform (in vec3 theVector,"
EOL" in int theYCoeff,"
EOL" in int theZCoeff)"
EOL"{"
EOL" theVector = theVector.yzx;"
EOL" theVector.y *= float(theYCoeff);"
EOL" theVector.z *= float(theZCoeff);"
EOL" return theVector;"
EOL"}";
//! Process clipping planes in Fragment Shader.
//! Should be added at the beginning of the main() function.
const char THE_FRAG_CLIP_PLANES_N[] =
EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount; ++aPlaneIter)"
EOL" {"
EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
EOL" {"
EOL" discard;"
EOL" }"
EOL" }";
//! Process chains of clipping planes in Fragment Shader.
const char THE_FRAG_CLIP_CHAINS_N[] =
EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount;)"
EOL" {"
EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
EOL" {"
EOL" if (occClipPlaneChains[aPlaneIter] == 1)"
EOL" {"
EOL" discard;"
EOL" }"
EOL" aPlaneIter += 1;"
EOL" }"
EOL" else"
EOL" {"
EOL" aPlaneIter += occClipPlaneChains[aPlaneIter];"
EOL" }"
EOL" }";
//! Process 1 clipping plane in Fragment Shader.
const char THE_FRAG_CLIP_PLANES_1[] =
EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0)"
EOL" {"
EOL" discard;"
EOL" }";
//! Process 2 clipping planes in Fragment Shader.
const char THE_FRAG_CLIP_PLANES_2[] =
EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];"
EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
EOL" || dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
EOL" {"
EOL" discard;"
EOL" }";
//! Process a chain of 2 clipping planes in Fragment Shader (3/4 section).
const char THE_FRAG_CLIP_CHAINS_2[] =
EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];"
EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
EOL" && dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
EOL" {"
EOL" discard;"
EOL" }";
//! Modify color for Wireframe presentation.
const char THE_FRAG_WIREFRAME_COLOR[] =
EOL"vec4 getFinalColor(void)"
EOL"{"
EOL" float aDistance = min (min (EdgeDistance[0], EdgeDistance[1]), EdgeDistance[2]);"
EOL" bool isHollow = occWireframeColor.a < 0.0;"
EOL" float aMixVal = smoothstep (occLineWidth - occLineFeather * 0.5, occLineWidth + occLineFeather * 0.5, aDistance);"
EOL" vec4 aMixColor = isHollow"
EOL" ? vec4 (getColor().rgb, 1.0 - aMixVal)" // edges only (of interior color)
EOL" : mix (occWireframeColor, getColor(), aMixVal);" // interior + edges
EOL" return aMixColor;"
EOL"}";
//! Compute gl_Position vertex shader output.
const char THE_VERT_gl_Position[] =
EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;";
//! Displace gl_Position alongside vertex normal for outline rendering.
//! This code adds silhouette only for smooth surfaces of closed primitive, and produces visual artifacts on sharp edges.
const char THE_VERT_gl_Position_OUTLINE[] =
EOL" float anOutlineDisp = occOrthoScale > 0.0 ? occOrthoScale : gl_Position.w;"
EOL" vec4 anOutlinePos = occVertex + vec4 (occNormal * (occSilhouetteThickness * anOutlineDisp), 0.0);"
EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * anOutlinePos;";
#if !defined(GL_ES_VERSION_2_0)
static const GLfloat THE_DEFAULT_AMBIENT[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
static const GLfloat THE_DEFAULT_SPOT_DIR[3] = { 0.0f, 0.0f, -1.0f };
static const GLfloat THE_DEFAULT_SPOT_EXPONENT = 0.0f;
static const GLfloat THE_DEFAULT_SPOT_CUTOFF = 180.0f;
//! Bind FFP light source.
static void bindLight (const Graphic3d_CLight& theLight,
const GLenum theLightGlId,
const OpenGl_Mat4& theModelView,
OpenGl_Context* theCtx)
{
// the light is a headlight?
if (theLight.IsHeadlight())
{
theCtx->core11->glMatrixMode (GL_MODELVIEW);
theCtx->core11->glLoadIdentity();
}
// setup light type
const Graphic3d_Vec4& aLightColor = theLight.PackedColor();
switch (theLight.Type())
{
case Graphic3d_TOLS_AMBIENT : break; // handled by separate if-clause at beginning of method
case Graphic3d_TOLS_DIRECTIONAL:
{
// if the last parameter of GL_POSITION, is zero, the corresponding light source is a Directional one
const OpenGl_Vec4 anInfDir = -theLight.PackedDirectionRange();
// to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE.
theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_POSITION, anInfDir.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
break;
}
case Graphic3d_TOLS_POSITIONAL:
{
// to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE
const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position().X()), static_cast<float>(theLight.Position().Y()), static_cast<float>(theLight.Position().Z()), 1.0f);
theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
theCtx->core11->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
theCtx->core11->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
theCtx->core11->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
break;
}
case Graphic3d_TOLS_SPOT:
{
const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position().X()), static_cast<float>(theLight.Position().Y()), static_cast<float>(theLight.Position().Z()), 1.0f);
theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, theLight.PackedDirectionRange().GetData());
theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, theLight.Concentration() * 128.0f);
theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, (theLight.Angle() * 180.0f) / GLfloat(M_PI));
theCtx->core11->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
theCtx->core11->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
theCtx->core11->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
break;
}
}
// restore matrix in case of headlight
if (theLight.IsHeadlight())
{
theCtx->core11->glLoadMatrixf (theModelView.GetData());
}
glEnable (theLightGlId);
}
#endif
//! Generate map key for light sources configuration.
static TCollection_AsciiString genLightKey (const Handle(Graphic3d_LightSet)& theLights,
const bool theHasShadowMap)
{
if (theLights->NbEnabled() <= THE_NB_UNROLLED_LIGHTS_MAX)
{
return theHasShadowMap
? TCollection_AsciiString ("ls_") + theLights->KeyEnabledLong()
: TCollection_AsciiString ("l_") + theLights->KeyEnabledLong();
}
const Standard_Integer aMaxLimit = roundUpMaxLightSources (theLights->NbEnabled());
return TCollection_AsciiString ("l_") + theLights->KeyEnabledShort() + aMaxLimit;
}
}
// =======================================================================
// function : OpenGl_ShaderManager
// purpose : Creates new empty shader manager
// =======================================================================
OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
: myFfpProgram (new OpenGl_ShaderProgramFFP()),
myShadingModel (Graphic3d_TOSM_VERTEX),
myUnlitPrograms (new OpenGl_SetOfPrograms()),
myContext (theContext),
mySRgbState (theContext->ToRenderSRGB()),
myHasLocalOrigin (Standard_False)
{
//
}
// =======================================================================
// function : ~OpenGl_ShaderManager
// purpose : Releases resources of shader manager
// =======================================================================
OpenGl_ShaderManager::~OpenGl_ShaderManager()
{
myProgramList.Clear();
if (!myPBREnvironment.IsNull())
{
myPBREnvironment->Release (myContext);
}
}
// =======================================================================
// function : clear
// purpose :
// =======================================================================
void OpenGl_ShaderManager::clear()
{
myProgramList.Clear();
myLightPrograms.Nullify();
myUnlitPrograms = new OpenGl_SetOfPrograms();
myOutlinePrograms.Nullify();
myMapOfLightPrograms.Clear();
myFontProgram.Nullify();
myBlitPrograms[0].Init (Handle(OpenGl_ShaderProgram)());
myBlitPrograms[1].Init (Handle(OpenGl_ShaderProgram)());
myBoundBoxProgram.Nullify();
myBoundBoxVertBuffer.Nullify();
for (Standard_Integer aModeIter = 0; aModeIter < Graphic3d_StereoMode_NB; ++aModeIter)
{
myStereoPrograms[aModeIter].Nullify();
}
switchLightPrograms();
}
// =======================================================================
// function : Create
// purpose : Creates new shader program
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
TCollection_AsciiString& theShareKey,
Handle(OpenGl_ShaderProgram)& theProgram)
{
theProgram.Nullify();
if (theProxy.IsNull())
{
return Standard_False;
}
theShareKey = theProxy->GetId();
if (myContext->GetResource<Handle(OpenGl_ShaderProgram)> (theShareKey, theProgram))
{
if (theProgram->Share())
{
myProgramList.Append (theProgram);
}
return Standard_True;
}
theProgram = new OpenGl_ShaderProgram (theProxy);
if (!theProgram->Initialize (myContext, theProxy->ShaderObjects()))
{
theProgram->Release (myContext);
theShareKey.Clear();
theProgram.Nullify();
return Standard_False;
}
myProgramList.Append (theProgram);
myContext->ShareResource (theShareKey, theProgram);
return Standard_True;
}
// =======================================================================
// function : Unregister
// purpose : Removes specified shader program from the manager
// =======================================================================
void OpenGl_ShaderManager::Unregister (TCollection_AsciiString& theShareKey,
Handle(OpenGl_ShaderProgram)& theProgram)
{
for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
{
if (anIt.Value() == theProgram)
{
if (!theProgram->UnShare())
{
theShareKey.Clear();
theProgram.Nullify();
return;
}
myProgramList.Remove (anIt);
break;
}
}
const TCollection_AsciiString anID = theProgram->myProxy->GetId();
if (anID.IsEmpty())
{
myContext->DelayedRelease (theProgram);
theProgram.Nullify();
}
else
{
theProgram.Nullify();
myContext->ReleaseResource (anID, Standard_True);
}
}
// =======================================================================
// function : ShaderPrograms
// purpose : Returns list of registered shader programs
// =======================================================================
const OpenGl_ShaderProgramList& OpenGl_ShaderManager::ShaderPrograms() const
{
return myProgramList;
}
// =======================================================================
// function : Empty
// purpose : Returns true if no program objects are attached
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::IsEmpty() const
{
return myProgramList.IsEmpty();
}
// =======================================================================
// function : switchLightPrograms
// purpose :
// =======================================================================
void OpenGl_ShaderManager::switchLightPrograms()
{
const Handle(Graphic3d_LightSet)& aLights = myLightSourceState.LightSources();
if (aLights.IsNull())
{
if (!myMapOfLightPrograms.Find ("unlit", myLightPrograms))
{
myLightPrograms = new OpenGl_SetOfShaderPrograms (myUnlitPrograms);
myMapOfLightPrograms.Bind ("unlit", myLightPrograms);
}
return;
}
const TCollection_AsciiString aKey = genLightKey (aLights, myLightSourceState.HasShadowMaps());
if (!myMapOfLightPrograms.Find (aKey, myLightPrograms))
{
myLightPrograms = new OpenGl_SetOfShaderPrograms();
myMapOfLightPrograms.Bind (aKey, myLightPrograms);
}
}
// =======================================================================
// function : UpdateSRgbState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::UpdateSRgbState()
{
if (mySRgbState == myContext->ToRenderSRGB())
{
return;
}
mySRgbState = myContext->ToRenderSRGB();
// special cases - GLSL programs dealing with sRGB/linearRGB internally
myStereoPrograms[Graphic3d_StereoMode_Anaglyph].Nullify();
}
// =======================================================================
// function : UpdateLightSourceStateTo
// purpose : Updates state of OCCT light sources
// =======================================================================
void OpenGl_ShaderManager::UpdateLightSourceStateTo (const Handle(Graphic3d_LightSet)& theLights,
Standard_Integer theSpecIBLMapLevels,
const Handle(OpenGl_ShadowMapArray)& theShadowMaps)
{
myLightSourceState.Set (theLights);
myLightSourceState.SetSpecIBLMapLevels (theSpecIBLMapLevels);
myLightSourceState.SetShadowMaps (theShadowMaps);
myLightSourceState.Update();
switchLightPrograms();
}
// =======================================================================
// function : UpdateLightSourceState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::UpdateLightSourceState()
{
myLightSourceState.Update();
}
// =======================================================================
// function : SetShadingModel
// purpose :
// =======================================================================
void OpenGl_ShaderManager::SetShadingModel (const Graphic3d_TypeOfShadingModel theModel)
{
if (theModel == Graphic3d_TOSM_DEFAULT)
{
throw Standard_ProgramError ("OpenGl_ShaderManager::SetShadingModel() - attempt to set invalid Shading Model!");
}
myShadingModel = theModel;
switchLightPrograms();
}
// =======================================================================
// function : SetProjectionState
// purpose : Sets new state of OCCT projection transform
// =======================================================================
void OpenGl_ShaderManager::UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix)
{
myProjectionState.Set (theProjectionMatrix);
myProjectionState.Update();
}
// =======================================================================
// function : SetModelWorldState
// purpose : Sets new state of OCCT model-world transform
// =======================================================================
void OpenGl_ShaderManager::UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix)
{
myModelWorldState.Set (theModelWorldMatrix);
myModelWorldState.Update();
}
// =======================================================================
// function : SetWorldViewState
// purpose : Sets new state of OCCT world-view transform
// =======================================================================
void OpenGl_ShaderManager::UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix)
{
myWorldViewState.Set (theWorldViewMatrix);
myWorldViewState.Update();
}
// =======================================================================
// function : pushLightSourceState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::pushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
if (theProgram == myFfpProgram)
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 == NULL)
{
return;
}
GLenum aLightGlId = GL_LIGHT0;
const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
for (Graphic3d_LightSet::Iterator aLightIt (myLightSourceState.LightSources(), Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
aLightIt.More(); aLightIt.Next())
{
if (aLightGlId > GL_LIGHT7) // only 8 lights in FFP...
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
"Warning: light sources limit (8) has been exceeded within Fixed-function pipeline.");
continue;
}
bindLight (*aLightIt.Value(), aLightGlId, aModelView, myContext);
++aLightGlId;
}
// apply accumulated ambient color
const Graphic3d_Vec4 anAmbient = !myLightSourceState.LightSources().IsNull()
? myLightSourceState.LightSources()->AmbientColor()
: Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 1.0f);
myContext->core11->glLightModelfv (GL_LIGHT_MODEL_AMBIENT, anAmbient.GetData());
// GL_LIGHTING is managed by drawers to switch between shaded / no lighting output,
// therefore managing the state here does not have any effect - do it just for consistency.
if (aLightGlId != GL_LIGHT0)
{
::glEnable (GL_LIGHTING);
}
else
{
::glDisable (GL_LIGHTING);
}
// switch off unused lights
for (; aLightGlId <= GL_LIGHT7; ++aLightGlId)
{
::glDisable (aLightGlId);
}
#endif
return;
}
const Standard_Integer aNbLightsMax = theProgram->NbLightsMax();
const GLint anAmbientLoc = theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT);
if (aNbLightsMax == 0
&& anAmbientLoc == OpenGl_ShaderProgram::INVALID_LOCATION)
{
return;
}
if (myLightTypeArray.Size() < aNbLightsMax)
{
myLightTypeArray .Resize (0, aNbLightsMax - 1, false);
myLightParamsArray.Resize (0, aNbLightsMax - 1, false);
}
for (Standard_Integer aLightIt = 0; aLightIt < aNbLightsMax; ++aLightIt)
{
myLightTypeArray.SetValue (aLightIt, -1);
}
if (myLightSourceState.LightSources().IsNull()
|| myLightSourceState.LightSources()->IsEmpty())
{
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
0);
theProgram->SetUniform (myContext,
anAmbientLoc,
OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
aNbLightsMax,
&myLightTypeArray.First());
return;
}
Standard_Integer aLightsNb = 0;
for (Graphic3d_LightSet::Iterator anIter (myLightSourceState.LightSources(), Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
anIter.More(); anIter.Next())
{
const Graphic3d_CLight& aLight = *anIter.Value();
if (aLightsNb >= aNbLightsMax)
{
if (aNbLightsMax != 0)
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
TCollection_AsciiString("Warning: light sources limit (") + aNbLightsMax + ") has been exceeded.");
}
continue;
}
Standard_Integer& aLightType = myLightTypeArray .ChangeValue (aLightsNb);
OpenGl_ShaderLightParameters& aLightParams = myLightParamsArray.ChangeValue (aLightsNb);
if (!aLight.IsEnabled()) // has no affect with Graphic3d_LightSet::IterationFilter_ExcludeDisabled - here just for consistency
{
// if it is desired to keep disabled light in the same order - we can replace it with a black light so that it will have no influence on result
aLightType = -1; // Graphic3d_TOLS_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_TOLS_AMBIENT:
{
break;
}
case Graphic3d_TOLS_DIRECTIONAL:
{
if (aLight.IsHeadlight())
{
const Graphic3d_Mat4& anOrientInv = myWorldViewState.WorldViewMatrixInverse();
aLightParams.Position = anOrientInv * Graphic3d_Vec4 (-aLight.PackedDirection(), 0.0f);
}
else
{
aLightParams.Position = Graphic3d_Vec4 (-aLight.PackedDirection(), 0.0f);
}
break;
}
case Graphic3d_TOLS_SPOT:
{
if (aLight.IsHeadlight())
{
const Graphic3d_Mat4& anOrientInv = myWorldViewState.WorldViewMatrixInverse();
aLightParams.Direction = anOrientInv * Graphic3d_Vec4 (aLight.PackedDirection(), 0.0f);
}
else
{
aLightParams.Direction = Graphic3d_Vec4 (aLight.PackedDirection(), 0.0f);
}
}
Standard_FALLTHROUGH
case Graphic3d_TOLS_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))
{
if (myShadowMatArray.Size() < theProgram->NbShadowMaps())
{
myShadowMatArray.Resize (0, theProgram->NbShadowMaps() - 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 (theProgram->NbShadowMaps(), 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, theProgram->NbShadowMaps(), &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 !defined(GL_ES_VERSION_2_0)
if (myContext->core11 != NULL)
{
myContext->core11->glMatrixMode (GL_PROJECTION);
myContext->core11->glLoadMatrixf (myProjectionState.ProjectionMatrix());
}
#endif
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 !defined(GL_ES_VERSION_2_0)
if (myContext->core11 != NULL)
{
const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
myContext->core11->glMatrixMode (GL_MODELVIEW);
myContext->core11->glLoadMatrixf (aModelView.GetData());
theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
}
#endif
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 !defined(GL_ES_VERSION_2_0)
if (myContext->core11 != NULL)
{
const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
myContext->core11->glMatrixMode (GL_MODELVIEW);
myContext->core11->glLoadMatrixf (aModelView.GetData());
theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
}
#endif
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 !defined(GL_ES_VERSION_2_0)
if (myContext->core11 == 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)
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
TCollection_ExtendedString("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->core11->glMatrixMode (GL_MODELVIEW);
myContext->core11->glLoadMatrixf (myWorldViewState.WorldViewMatrix().GetData());
}
::glEnable (anFfpPlaneID);
myContext->core11->glClipPlane (anFfpPlaneID, aPlaneEq);
++aPlaneId;
}
// switch off unused lights
for (; aPlaneId < aNbMaxPlanes; ++aPlaneId)
{
::glDisable (GL_CLIP_PLANE0 + aPlaneId);
}
// restore combined model-view matrix
if (toRestoreModelView)
{
const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
myContext->core11->glLoadMatrixf (aModelView.GetData());
}
#endif
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& aFrontMat = myMaterialState.FrontMaterial();
const OpenGl_Material& aBackMat = myMaterialState.BackMaterial();
theProgram->UpdateState (OpenGl_MATERIAL_STATE, myMaterialState.Index());
if (theProgram == myFfpProgram)
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 == NULL)
{
return;
}
if (myMaterialState.AlphaCutoff() < ShortRealLast())
{
glAlphaFunc (GL_GEQUAL, myMaterialState.AlphaCutoff());
glEnable (GL_ALPHA_TEST);
}
else
{
glDisable (GL_ALPHA_TEST);
}
const GLenum aFrontFace = myMaterialState.ToDistinguish() ? GL_FRONT : GL_FRONT_AND_BACK;
myContext->core11->glMaterialfv(aFrontFace, GL_AMBIENT, aFrontMat.Common.Ambient.GetData());
myContext->core11->glMaterialfv(aFrontFace, GL_DIFFUSE, aFrontMat.Common.Diffuse.GetData());
myContext->core11->glMaterialfv(aFrontFace, GL_SPECULAR, aFrontMat.Common.Specular.GetData());
myContext->core11->glMaterialfv(aFrontFace, GL_EMISSION, aFrontMat.Common.Emission.GetData());
myContext->core11->glMaterialf (aFrontFace, GL_SHININESS, aFrontMat.Common.Shine());
if (myMaterialState.ToDistinguish())
{
myContext->core11->glMaterialfv(GL_BACK, GL_AMBIENT, aBackMat.Common.Ambient.GetData());
myContext->core11->glMaterialfv(GL_BACK, GL_DIFFUSE, aBackMat.Common.Diffuse.GetData());
myContext->core11->glMaterialfv(GL_BACK, GL_SPECULAR, aBackMat.Common.Specular.GetData());
myContext->core11->glMaterialfv(GL_BACK, GL_EMISSION, aBackMat.Common.Emission.GetData());
myContext->core11->glMaterialf (GL_BACK, GL_SHININESS, aBackMat.Common.Shine());
}
#endif
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_FRONT_MATERIAL))
{
theProgram->SetUniform (myContext, aLocPbrFront, OpenGl_MaterialPBR::NbOfVec4(),
aFrontMat.Pbr.Packed());
}
if (const OpenGl_ShaderUniformLocation aLocPbrBack = theProgram->GetStateLocation (OpenGl_OCCT_PBR_BACK_MATERIAL))
{
theProgram->SetUniform (myContext, aLocPbrBack, OpenGl_MaterialPBR::NbOfVec4(),
aBackMat.Pbr.Packed());
}
if (const OpenGl_ShaderUniformLocation aLocFront = theProgram->GetStateLocation (OpenGl_OCCT_COMMON_FRONT_MATERIAL))
{
theProgram->SetUniform (myContext, aLocFront, OpenGl_MaterialCommon::NbOfVec4(),
aFrontMat.Common.Packed());
}
if (const OpenGl_ShaderUniformLocation aLocBack = theProgram->GetStateLocation (OpenGl_OCCT_COMMON_BACK_MATERIAL))
{
theProgram->SetUniform (myContext, aLocBack, OpenGl_MaterialCommon::NbOfVec4(),
aBackMat.Common.Packed());
}
}
// =======================================================================
// 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]));
}
}
#if !defined(GL_ES_VERSION_2_0)
else if (myContext->core11 != NULL)
{
// manage FFP lighting
myContext->SetShadeModel (theShadingModel);
if (theShadingModel == Graphic3d_TOSM_UNLIT)
{
glDisable (GL_LIGHTING);
}
else
{
glEnable (GL_LIGHTING);
}
}
#else
(void )theShadingModel;
#endif
}
// =======================================================================
// function : prepareStdProgramFont
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFont()
{
OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ EOL"void main()"
EOL"{"
EOL" TexCoord = occTexCoord.st;"
+ THE_VERT_gl_Position
+ EOL"}";
TCollection_AsciiString
aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).a; }";
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 == NULL)
{
aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).r; }";
}
#endif
TCollection_AsciiString aSrcFrag =
aSrcGetAlpha
+ EOL"void main()"
EOL"{"
EOL" vec4 aColor = occColor;"
EOL" aColor.a *= getAlpha();"
EOL" if (aColor.a <= 0.285) discard;"
EOL" occSetFragColor (aColor);"
EOL"}";
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
defaultGlslVersion (aProgramSrc, "font", 0);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, myFontProgram))
{
myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
return Standard_True;
}
// =======================================================================
// 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())
{
prepareStdProgramFboBlit (aProg, aNbSamples, theIsFallback_sRGB);
}
return !aProg.IsNull()
&& myContext->BindProgram (aProg);
}
// =======================================================================
// function : prepareStdProgramFboBlit
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFboBlit (Handle(OpenGl_ShaderProgram)& theProgram,
Standard_Integer theNbSamples,
Standard_Boolean theIsFallback_sRGB)
{
OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
TCollection_AsciiString aSrcVert =
EOL"void main()"
EOL"{"
EOL" TexCoord = occVertex.zw;"
EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
TCollection_AsciiString aSrcFrag;
if (theNbSamples > 1)
{
#if defined(GL_ES_VERSION_2_0)
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("highp sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("highp sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
#else
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
#endif
aSrcFrag = TCollection_AsciiString()
+ EOL"#define THE_NUM_SAMPLES " + theNbSamples
+ (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
+ EOL"void main()"
EOL"{"
EOL" ivec2 aSize = textureSize (uColorSampler);"
EOL" ivec2 anUV = ivec2 (vec2 (aSize) * TexCoord);"
EOL" gl_FragDepth = texelFetch (uDepthSampler, anUV, THE_NUM_SAMPLES / 2 - 1).r;"
EOL
EOL" vec4 aColor = vec4 (0.0);"
EOL" for (int aSample = 0; aSample < THE_NUM_SAMPLES; ++aSample)"
EOL" {"
EOL" vec4 aVal = texelFetch (uColorSampler, anUV, aSample);"
EOL" aColor += aVal;"
EOL" }"
EOL" aColor /= float(THE_NUM_SAMPLES);"
EOL"#ifdef THE_SHIFT_sRGB"
EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
EOL"#endif"
EOL" occSetFragColor (aColor);"
EOL"}";
}
else
{
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uColorSampler", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uDepthSampler", Graphic3d_TOS_FRAGMENT));
aSrcFrag = TCollection_AsciiString()
+ (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
+ EOL"void main()"
EOL"{"
EOL" gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;"
EOL" vec4 aColor = occTexture2D (uColorSampler, TexCoord);"
EOL"#ifdef THE_SHIFT_sRGB"
EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
EOL"#endif"
EOL" occSetFragColor (aColor);"
EOL"}";
}
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
#if defined(GL_ES_VERSION_2_0)
if (myContext->IsGlGreaterEqual (3, 1))
{
// required for MSAA sampler
aProgramSrc->SetHeader ("#version 310 es");
}
else if (myContext->IsGlGreaterEqual (3, 0))
{
aProgramSrc->SetHeader ("#version 300 es");
}
else if (myContext->extFragDepth)
{
aProgramSrc->SetHeader ("#extension GL_EXT_frag_depth : enable"
EOL"#define gl_FragDepth gl_FragDepthEXT");
}
else
{
// there is no way to draw into depth buffer
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" occSetFragColor (occTexture2D (uColorSampler, TexCoord));"
EOL"}";
}
#else
if (myContext->core32 != NULL)
{
aProgramSrc->SetHeader ("#version 150");
}
#endif
TCollection_AsciiString anId = "occt_blit";
if (theNbSamples > 1)
{
anId += TCollection_AsciiString ("_msaa") + theNbSamples;
}
if (theIsFallback_sRGB)
{
anId += "_gamma";
}
aProgramSrc->SetId (anId);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
myContext->BindProgram (theProgram);
theProgram->SetSampler (myContext, "uColorSampler", Graphic3d_TextureUnit_0);
theProgram->SetSampler (myContext, "uDepthSampler", Graphic3d_TextureUnit_1);
myContext->BindProgram (NULL);
return Standard_True;
}
// =======================================================================
// function : prepareStdProgramOitCompositing
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitCompositing (const Standard_Boolean theMsaa)
{
Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram[theMsaa ? 1 : 0];
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcFrag;
OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVert =
EOL"void main()"
EOL"{"
EOL" TexCoord = occVertex.zw;"
EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
if (!theMsaa)
{
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uAccumTexture", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uWeightTexture", Graphic3d_TOS_FRAGMENT));
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec4 aAccum = occTexture2D (uAccumTexture, TexCoord);"
EOL" float aWeight = occTexture2D (uWeightTexture, TexCoord).r;"
EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
EOL"}";
}
else
{
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uAccumTexture", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uWeightTexture", Graphic3d_TOS_FRAGMENT));
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" ivec2 aTexel = ivec2 (vec2 (textureSize (uAccumTexture)) * TexCoord);"
EOL" vec4 aAccum = texelFetch (uAccumTexture, aTexel, gl_SampleID);"
EOL" float aWeight = texelFetch (uWeightTexture, aTexel, gl_SampleID).r;"
EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
EOL"}";
}
defaultOitGlslVersion (aProgramSrc, "weight_oit", theMsaa);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, aProgram))
{
aProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
myContext->BindProgram (aProgram);
aProgram->SetSampler (myContext, "uAccumTexture", Graphic3d_TextureUnit_0);
aProgram->SetSampler (myContext, "uWeightTexture", Graphic3d_TextureUnit_1);
myContext->BindProgram (Handle(OpenGl_ShaderProgram)());
return Standard_True;
}
// =======================================================================
// function : prepareStdProgramOitDepthPeelingBlend
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitDepthPeelingBlend (Standard_Boolean theMsaa)
{
Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingBlendProgram[theMsaa ? 1 : 0];
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcFrag;
OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aSrcVert =
EOL"void main()"
EOL"{"
EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable (theMsaa
? "sampler2DMS uDepthPeelingBackColor"
: "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
aSrcFrag = TCollection_AsciiString()
+ EOL"void main()"
EOL"{"
EOL" #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
+ EOL" occFragColor = texelFetch (uDepthPeelingBackColor, ivec2 (gl_FragCoord.xy), THE_SAMPLE_ID);"
EOL" if (occFragColor.a == 0.0) { discard; }"
EOL"}";
defaultOitGlslVersion (aProgramSrc, "oit_peeling_blend", theMsaa);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
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);
myContext->BindProgram (Handle(OpenGl_ShaderProgram)());
return true;
}
// =======================================================================
// function : prepareStdProgramOitDepthPeelingFlush
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitDepthPeelingFlush (Standard_Boolean theMsaa)
{
Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingFlushProgram[theMsaa ? 1 : 0];
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcFrag;
OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aSrcVert =
EOL"void main()"
EOL"{"
EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable (theMsaa
? "sampler2DMS uDepthPeelingFrontColor"
: "sampler2D uDepthPeelingFrontColor", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable (theMsaa
? "sampler2DMS uDepthPeelingBackColor"
: "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
aSrcFrag = TCollection_AsciiString()
+ EOL"void main()"
EOL"{"
EOL" #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
+ EOL" ivec2 aFragCoord = ivec2 (gl_FragCoord.xy);"
EOL" vec4 aFrontColor = texelFetch (uDepthPeelingFrontColor, aFragCoord, THE_SAMPLE_ID);"
EOL" vec4 aBackColor = texelFetch (uDepthPeelingBackColor, aFragCoord, THE_SAMPLE_ID);"
EOL" float anAlphaMult = 1.0 - aFrontColor.a;"
EOL" occFragColor = vec4 (aFrontColor.rgb + anAlphaMult * aBackColor.rgb, aFrontColor.a + aBackColor.a);"
EOL"}";
defaultOitGlslVersion (aProgramSrc, "oit_peeling_flush", theMsaa);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
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);
myContext->BindProgram (Handle(OpenGl_ShaderProgram)());
return true;
}
// =======================================================================
// function : pointSpriteAlphaSrc
// purpose :
// =======================================================================
TCollection_AsciiString OpenGl_ShaderManager::pointSpriteAlphaSrc (Standard_Integer theBits)
{
TCollection_AsciiString aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").a; }";
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 == NULL
&& (theBits & OpenGl_PO_PointSpriteA) == OpenGl_PO_PointSpriteA)
{
aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").r; }";
}
#else
(void )theBits;
#endif
return aSrcGetAlpha;
}
// =======================================================================
// function : defaultGlslVersion
// purpose :
// =======================================================================
int OpenGl_ShaderManager::defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
const TCollection_AsciiString& theName,
int theBits,
bool theUsesDerivates) const
{
int aBits = theBits;
const bool toUseDerivates = theUsesDerivates
|| (theBits & OpenGl_PO_StippleLine) != 0
|| (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal;
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core32 != NULL)
{
theProgram->SetHeader ("#version 150");
}
else
{
const bool toUseMat2x3 = (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal;
if (toUseMat2x3) // TangentSpaceNormal() function uses mat2x3 type
{
if (myContext->IsGlGreaterEqual (2, 1))
{
theProgram->SetHeader ("#version 120");
}
}
if ((theBits & OpenGl_PO_StippleLine) != 0
|| theProgram->IsPBR())
{
if (myContext->IsGlGreaterEqual (3, 0))
{
theProgram->SetHeader ("#version 130");
}
else if (myContext->CheckExtension ("GL_EXT_gpu_shader4")) // myContext->hasGlslBitwiseOps == OpenGl_FeatureInExtensions
{
// GL_EXT_gpu_shader4 defines GLSL type "unsigned int", while core GLSL specs define type "uint"
theProgram->SetHeader ("#extension GL_EXT_gpu_shader4 : enable\n"
"#define uint unsigned int");
}
}
}
(void )toUseDerivates;
#else
#if defined(__EMSCRIPTEN__)
if (myContext->IsGlGreaterEqual (3, 0))
{
// consider this is browser responsibility to provide working WebGL 2.0 implementation
// and black-list broken drivers (there is no OpenGL ES greater than 3.0)
theProgram->SetHeader ("#version 300 es");
}
#endif
// prefer "100 es" on OpenGL ES 3.0- devices (save the features unavailable before "300 es")
// and "300 es" on OpenGL ES 3.1+ devices
if (myContext->IsGlGreaterEqual (3, 1))
{
if ((theBits & OpenGl_PO_NeedsGeomShader) != 0)
{
theProgram->SetHeader (myContext->hasGeometryStage != OpenGl_FeatureInExtensions ? "#version 320 es" : "#version 310 es");
}
else
{
theProgram->SetHeader ("#version 300 es");
}
}
else
{
TCollection_AsciiString aGles2Extensions;
if (theProgram->IsPBR())
{
if (myContext->IsGlGreaterEqual (3, 0))
{
theProgram->SetHeader ("#version 300 es");
}
else if (myContext->CheckExtension ("GL_EXT_shader_texture_lod"))
{
aGles2Extensions += "#extension GL_EXT_shader_texture_lod : enable\n"
"#define textureCubeLod textureCubeLodEXT\n";
}
}
if ((theBits & OpenGl_PO_WriteOit) != 0
|| (theBits & OpenGl_PO_OitDepthPeeling) != 0
|| (theBits & OpenGl_PO_StippleLine) != 0)
{
if (myContext->IsGlGreaterEqual (3, 0))
{
theProgram->SetHeader ("#version 300 es");
}
else
{
aBits = aBits & ~OpenGl_PO_WriteOit;
aBits = aBits & ~OpenGl_PO_OitDepthPeeling;
if (!myContext->oesStdDerivatives)
{
aBits = aBits & ~OpenGl_PO_StippleLine;
}
}
}
if (toUseDerivates)
{
if (myContext->IsGlGreaterEqual (3, 0))
{
theProgram->SetHeader ("#version 300 es");
}
else if (myContext->oesStdDerivatives)
{
aGles2Extensions += "#extension GL_OES_standard_derivatives : enable\n";
}
}
if (!aGles2Extensions.IsEmpty())
{
theProgram->SetHeader (aGles2Extensions);
}
}
#endif
// should fit OpenGl_PO_NB
char aBitsStr[64];
Sprintf (aBitsStr, "%04x", aBits);
theProgram->SetId (TCollection_AsciiString ("occt_") + theName + aBitsStr);
return aBits;
}
// =======================================================================
// function : defaultOitGlslVersion
// purpose :
// =======================================================================
void OpenGl_ShaderManager::defaultOitGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
const TCollection_AsciiString& theName,
bool theMsaa) const
{
if (theMsaa)
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->IsGlGreaterEqual (4, 0))
{
theProgram->SetHeader ("#version 400");
}
#else
if (myContext->IsGlGreaterEqual (3, 2))
{
theProgram->SetHeader ("#version 320 es");
}
else if (myContext->IsGlGreaterEqual (3, 0))
{
theProgram->SetHeader ("#version 300 es"); // with GL_OES_sample_variables extension
}
#endif
}
else
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->IsGlGreaterEqual (3, 2))
{
theProgram->SetHeader ("#version 150");
}
#else
if (myContext->IsGlGreaterEqual (3, 0))
{
theProgram->SetHeader ("#version 300 es");
}
#endif
}
theProgram->SetId (TCollection_AsciiString ("occt_") + theName + (theMsaa ? "_msaa" : ""));
}
// =======================================================================
// function : prepareGeomMainSrc
// purpose :
// =======================================================================
TCollection_AsciiString OpenGl_ShaderManager::prepareGeomMainSrc (OpenGl_ShaderObject::ShaderVariableList& theUnifoms,
OpenGl_ShaderObject::ShaderVariableList& theStageInOuts,
Standard_Integer theBits)
{
if ((theBits & OpenGl_PO_NeedsGeomShader) == 0)
{
return TCollection_AsciiString();
}
TCollection_AsciiString aSrcMainGeom =
EOL"void main()"
EOL"{";
if ((theBits & OpenGl_PO_MeshEdges) != 0)
{
theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_GEOMETRY));
theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("bool occIsQuadMode", Graphic3d_TOS_GEOMETRY));
theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_GEOMETRY));
theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_FRAGMENT));
theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineFeather", Graphic3d_TOS_FRAGMENT));
theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occWireframeColor", Graphic3d_TOS_FRAGMENT));
theStageInOuts.Append(OpenGl_ShaderObject::ShaderVariable ("vec3 EdgeDistance", Graphic3d_TOS_GEOMETRY | Graphic3d_TOS_FRAGMENT));
aSrcMainGeom = TCollection_AsciiString()
+ EOL"vec3 ViewPortTransform (vec4 theVec)"
EOL"{"
EOL" vec3 aWinCoord = theVec.xyz / theVec.w;"
EOL" aWinCoord = aWinCoord * 0.5 + 0.5;"
EOL" aWinCoord.xy = aWinCoord.xy * occViewport.zw + occViewport.xy;"
EOL" return aWinCoord;"
EOL"}"
+ aSrcMainGeom
+ EOL" vec3 aSideA = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[1].gl_Position);"
EOL" vec3 aSideB = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
EOL" vec3 aSideC = ViewPortTransform (gl_in[1].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
EOL" float aQuadArea = abs (aSideB.x * aSideC.y - aSideB.y * aSideC.x);"
EOL" vec3 aLenABC = vec3 (length (aSideA), length (aSideB), length (aSideC));"
EOL" vec3 aHeightABC = vec3 (aQuadArea) / aLenABC;"
EOL" aHeightABC = max (aHeightABC, vec3 (10.0 * occLineWidth));" // avoid shrunk presentation disappearing at distance
EOL" float aQuadModeHeightC = occIsQuadMode ? occLineWidth + 1.0 : 0.0;";
}
for (Standard_Integer aVertIter = 0; aVertIter < 3; ++aVertIter)
{
const TCollection_AsciiString aVertIndex (aVertIter);
// pass variables from Vertex shader to Fragment shader through Geometry shader
for (OpenGl_ShaderObject::ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next())
{
if (aVarListIter.Value().Stages == (Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT))
{
const TCollection_AsciiString aVarName = aVarListIter.Value().Name.Token (" ", 2);
if (aVarName.Value (aVarName.Length()) == ']')
{
// copy the whole array
const TCollection_AsciiString aVarName2 = aVarName.Token ("[", 1);
aSrcMainGeom += TCollection_AsciiString()
+ EOL" geomOut." + aVarName2 + " = geomIn[" + aVertIndex + "]." + aVarName2 + ";";
}
else
{
aSrcMainGeom += TCollection_AsciiString()
+ EOL" geomOut." + aVarName + " = geomIn[" + aVertIndex + "]." + aVarName + ";";
}
}
}
if ((theBits & OpenGl_PO_MeshEdges) != 0)
{
switch (aVertIter)
{
case 0: aSrcMainGeom += EOL" EdgeDistance = vec3 (aHeightABC[0], 0.0, aQuadModeHeightC);"; break;
case 1: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, aHeightABC[1], aQuadModeHeightC);"; break;
case 2: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, 0.0, aHeightABC[2]);"; break;
}
}
aSrcMainGeom += TCollection_AsciiString()
+ EOL" gl_Position = gl_in[" + aVertIndex + "].gl_Position;"
EOL" EmitVertex();";
}
aSrcMainGeom +=
EOL" EndPrimitive();"
EOL"}";
return aSrcMainGeom;
}
// =======================================================================
// function : prepareStdProgramUnlit
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramUnlit (Handle(OpenGl_ShaderProgram)& theProgram,
Standard_Integer theBits,
Standard_Boolean theIsOutline)
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcVertEndMain;
TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
TCollection_AsciiString aSrcFragMainGetColor = EOL" occSetFragColor (getFinalColor());";
OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
if ((theBits & OpenGl_PO_IsPoint) != 0)
{
#if defined(GL_ES_VERSION_2_0)
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
#endif
if ((theBits & OpenGl_PO_PointSprite) != 0)
{
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
if ((theBits & OpenGl_PO_PointSpriteA) != OpenGl_PO_PointSpriteA)
{
aSrcFragGetColor =
EOL"vec4 getColor(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord "); }";
}
else if ((theBits & OpenGl_PO_TextureRGB) != 0
&& (theBits & OpenGl_PO_VertColor) == 0)
{
aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain +=
EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
aSrcFragGetColor =
EOL"vec4 getColor(void) { return VertColor; }";
}
aSrcGetAlpha = pointSpriteAlphaSrc (theBits);
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 != NULL
&& myContext->IsGlGreaterEqual (2, 1))
{
aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
}
#endif
aSrcFragMainGetColor =
EOL" vec4 aColor = getColor();"
EOL" aColor.a = getAlpha();"
EOL" if (aColor.a <= 0.1) discard;"
EOL" occSetFragColor (aColor);";
}
else
{
if ((theBits & OpenGl_PO_TextureRGB) != 0
&& (theBits & OpenGl_PO_VertColor) == 0)
{
aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain +=
EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
aSrcFragGetColor =
EOL"vec4 getColor(void) { return VertColor; }";
}
aSrcFragMainGetColor =
EOL" vec4 aColor = getColor();"
EOL" if (aColor.a <= 0.1) discard;"
EOL" occSetFragColor (aColor);";
}
}
else
{
if ((theBits & OpenGl_PO_HasTextures) != 0)
{
aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureEnv)
{
aSrcVertExtraFunc = THE_FUNC_transformNormal_view;
aSrcVertExtraMain +=
EOL" vec4 aPosition = occWorldViewMatrix * occModelWorldMatrix * occVertex;"
EOL" vec3 aNormal = transformNormal (occNormal);"
EOL" vec3 aReflect = reflect (normalize (aPosition.xyz), aNormal);"
EOL" aReflect.z += 1.0;"
EOL" TexCoord = vec4(aReflect.xy * inversesqrt (dot (aReflect, aReflect)) * 0.5 + vec2 (0.5), 0.0, 1.0);";
aSrcFragGetColor =
EOL"vec4 getColor(void) { return occTexture2D (occSamplerBaseColor, TexCoord.st); }";
}
else
{
aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
aSrcFragGetColor =
EOL"vec4 getColor(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w); }";
}
}
}
if ((theBits & OpenGl_PO_VertColor) != 0)
{
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain += EOL" VertColor = occVertColor;";
aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }";
}
int aNbClipPlanes = 0;
if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
{
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain +=
EOL" PositionWorld = occModelWorldMatrix * occVertex;"
EOL" Position = occWorldViewMatrix * PositionWorld;";
if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
{
aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
? THE_FRAG_CLIP_CHAINS_N
: THE_FRAG_CLIP_PLANES_N;
}
else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
{
aNbClipPlanes = 1;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
}
else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
{
aNbClipPlanes = 2;
aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
? THE_FRAG_CLIP_CHAINS_2
: THE_FRAG_CLIP_PLANES_2;
}
}
if ((theBits & OpenGl_PO_OitDepthPeeling) != 0)
{
aProgramSrc->SetNbFragmentOutputs (3);
aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
}
else if ((theBits & OpenGl_PO_WriteOit) != 0)
{
aProgramSrc->SetNbFragmentOutputs (2);
aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
}
if (theIsOutline)
{
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occOrthoScale", Graphic3d_TOS_VERTEX));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occSilhouetteThickness", Graphic3d_TOS_VERTEX));
aSrcVertEndMain = THE_VERT_gl_Position_OUTLINE;
}
else if ((theBits & OpenGl_PO_StippleLine) != 0)
{
const Standard_Integer aBits = defaultGlslVersion (aProgramSrc, "unlit", theBits);
if ((aBits & OpenGl_PO_StippleLine) != 0)
{
if (myContext->hasGlslBitwiseOps != OpenGl_FeatureNotAvailable)
{
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int occStipplePattern", Graphic3d_TOS_FRAGMENT));
}
else
{
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("bool occStipplePattern[16]", Graphic3d_TOS_FRAGMENT));
}
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occStippleFactor", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_VERTEX));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 ScreenSpaceCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertEndMain =
EOL" vec2 aPosition = gl_Position.xy / gl_Position.w;"
EOL" aPosition = aPosition * 0.5 + 0.5;"
EOL" ScreenSpaceCoord = aPosition.xy * occViewport.zw + occViewport.xy;";
aSrcFragMainGetColor = TCollection_AsciiString()
+ EOL" vec2 anAxis = vec2 (0.0, 1.0);"
EOL" if (abs (dFdx (ScreenSpaceCoord.x)) - abs (dFdy (ScreenSpaceCoord.y)) > 0.001)"
EOL" {"
EOL" anAxis = vec2 (1.0, 0.0);"
EOL" }"
EOL" float aRotatePoint = dot (gl_FragCoord.xy, anAxis);"
+ (myContext->hasGlslBitwiseOps != OpenGl_FeatureNotAvailable
? EOL" uint aBit = uint (floor (aRotatePoint / occStippleFactor + 0.5)) & 15U;"
EOL" if ((uint (occStipplePattern) & (1U << aBit)) == 0U) discard;"
: EOL" int aBit = int (mod (floor (aRotatePoint / occStippleFactor + 0.5), 16.0));"
EOL" if (!occStipplePattern[aBit]) discard;")
+ EOL" vec4 aColor = getFinalColor();"
EOL" if (aColor.a <= 0.1) discard;"
EOL" occSetFragColor (aColor);";
}
else
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, "Warning: stipple lines in GLSL will be ignored.");
}
}
aSrcVert =
aSrcVertExtraFunc
+ EOL"void main()"
EOL"{"
+ aSrcVertExtraMain
+ THE_VERT_gl_Position
+ aSrcVertEndMain
+ EOL"}";
TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
? THE_FRAG_WIREFRAME_COLOR
: EOL"#define getFinalColor getColor";
aSrcFrag =
aSrcFragGetColor
+ aSrcGetAlpha
+ EOL"void main()"
EOL"{"
EOL" if (occFragEarlyReturn()) { return; }"
+ aSrcFragExtraMain
+ aSrcFragMainGetColor
+ EOL"}";
defaultGlslVersion (aProgramSrc, theIsOutline ? "outline" : "unlit", theBits);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
return Standard_True;
}
// =======================================================================
// function : pointSpriteShadingSrc
// purpose :
// =======================================================================
TCollection_AsciiString OpenGl_ShaderManager::pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc,
Standard_Integer theBits)
{
TCollection_AsciiString aSrcFragGetColor;
if ((theBits & OpenGl_PO_PointSpriteA) == OpenGl_PO_PointSpriteA)
{
aSrcFragGetColor = pointSpriteAlphaSrc (theBits) +
EOL"vec4 getColor(void)"
EOL"{"
EOL" vec4 aColor = " + theBaseColorSrc + ";"
EOL" aColor.a = getAlpha();"
EOL" if (aColor.a <= 0.1) discard;"
EOL" return aColor;"
EOL"}";
}
else if ((theBits & OpenGl_PO_PointSprite) == OpenGl_PO_PointSprite)
{
aSrcFragGetColor = TCollection_AsciiString() +
EOL"vec4 getColor(void)"
EOL"{"
EOL" vec4 aColor = " + theBaseColorSrc + ";"
EOL" aColor = occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ") * aColor;"
EOL" if (aColor.a <= 0.1) discard;"
EOL" return aColor;"
EOL"}";
}
return aSrcFragGetColor;
}
// =======================================================================
// function : stdComputeLighting
// purpose :
// =======================================================================
TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting (Standard_Integer& theNbLights,
Standard_Boolean theHasVertColor,
Standard_Boolean theIsPBR,
Standard_Boolean theHasEmissive,
Standard_Boolean theHasShadowMap)
{
TCollection_AsciiString aLightsFunc, aLightsLoop;
theNbLights = 0;
const Handle(Graphic3d_LightSet)& aLights = myLightSourceState.LightSources();
if (!aLights.IsNull())
{
const bool hasShadowMap = theHasShadowMap && myLightSourceState.HasShadowMaps();
theNbLights = aLights->NbEnabled();
if (theNbLights <= THE_NB_UNROLLED_LIGHTS_MAX)
{
Standard_Integer anIndex = 0;
if (hasShadowMap)
{
for (Graphic3d_LightSet::Iterator aLightIter (aLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
aLightIter.More(); aLightIter.Next())
{
if (aLightIter.Value()->Type() == Graphic3d_TOLS_DIRECTIONAL
&& aLightIter.Value()->ToCastShadows())
{
aLightsLoop = aLightsLoop + EOL" occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront,"
EOL" occDirectionalLightShadow (occShadowMapSamplers[" + anIndex + "], " + anIndex + ", theNormal));";
++anIndex;
}
}
}
for (Graphic3d_LightSet::Iterator aLightIter (aLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
aLightIter.More(); aLightIter.Next())
{
switch (aLightIter.Value()->Type())
{
case Graphic3d_TOLS_AMBIENT:
{
break; // skip ambient
}
case Graphic3d_TOLS_DIRECTIONAL:
{
if (hasShadowMap
&& aLightIter.Value()->ToCastShadows())
{
break;
}
aLightsLoop = aLightsLoop + EOL" occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront, 1.0);";
++anIndex;
break;
}
case Graphic3d_TOLS_POSITIONAL:
{
aLightsLoop = aLightsLoop + EOL" occPointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
++anIndex;
break;
}
case Graphic3d_TOLS_SPOT:
{
aLightsLoop = aLightsLoop + EOL" occSpotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
++anIndex;
break;
}
}
}
}
else
{
theNbLights = roundUpMaxLightSources (theNbLights);
bool isFirstInLoop = true;
aLightsLoop = aLightsLoop +
EOL" for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)"
EOL" {"
EOL" int aType = occLight_Type (anIndex);";
if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
{
isFirstInLoop = false;
aLightsLoop +=
EOL" if (aType == OccLightType_Direct)"
EOL" {"
EOL" occDirectionalLight (anIndex, theNormal, theView, theIsFront, 1.0);"
EOL" }";
}
if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
{
if (!isFirstInLoop)
{
aLightsLoop += EOL" else ";
}
isFirstInLoop = false;
aLightsLoop +=
EOL" if (aType == OccLightType_Point)"
EOL" {"
EOL" occPointLight (anIndex, theNormal, theView, aPoint, theIsFront);"
EOL" }";
}
if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
{
if (!isFirstInLoop)
{
aLightsLoop += EOL" else ";
}
isFirstInLoop = false;
aLightsLoop +=
EOL" if (aType == OccLightType_Spot)"
EOL" {"
EOL" occSpotLight (anIndex, theNormal, theView, aPoint, theIsFront);"
EOL" }";
}
aLightsLoop += EOL" }";
}
if (theIsPBR)
{
aLightsFunc += Shaders_PBRDistribution_glsl;
aLightsFunc += Shaders_PBRGeometry_glsl;
aLightsFunc += Shaders_PBRFresnel_glsl;
aLightsFunc += Shaders_PBRCookTorrance_glsl;
aLightsFunc += Shaders_PBRIllumination_glsl;
}
if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) == 1
&& theNbLights == 1
&& !theIsPBR
&& !hasShadowMap)
{
// use the version with hard-coded first index
aLightsLoop = EOL" directionalLightFirst(theNormal, theView, theIsFront, 1.0);";
aLightsFunc += THE_FUNC_directionalLightFirst;
}
else if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
{
if (hasShadowMap)
{
aLightsFunc += Shaders_DirectionalLightShadow_glsl;
}
aLightsFunc += theIsPBR ? Shaders_PBRDirectionalLight_glsl : Shaders_PhongDirectionalLight_glsl;
}
if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
{
aLightsFunc += theIsPBR ? Shaders_PBRPointLight_glsl : Shaders_PhongPointLight_glsl;
}
if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
{
aLightsFunc += theIsPBR ? Shaders_PBRSpotLight_glsl : Shaders_PhongSpotLight_glsl;
}
}
TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();";
TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();";
if (theHasVertColor)
{
aGetMatAmbient = "getVertColor();";
aGetMatDiffuse = "getVertColor();";
}
if (!theIsPBR)
{
return TCollection_AsciiString()
+ THE_FUNC_lightDef
+ Shaders_PointLightAttenuation_glsl
+ aLightsFunc
+ EOL
EOL"vec4 computeLighting (in vec3 theNormal,"
EOL" in vec3 theView,"
EOL" in vec4 thePoint,"
EOL" in bool theIsFront)"
EOL"{"
EOL" Ambient = occLightAmbient.rgb;"
EOL" Diffuse = vec3 (0.0);"
EOL" Specular = vec3 (0.0);"
EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
+ aLightsLoop
+ EOL" vec4 aMatAmbient = " + aGetMatAmbient
+ EOL" vec4 aMatDiffuse = " + aGetMatDiffuse
+ EOL" vec4 aMatSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();"
EOL" vec3 aColor = Ambient * aMatAmbient.rgb + Diffuse * aMatDiffuse.rgb + Specular * aMatSpecular.rgb;"
EOL" occTextureOcclusion(aColor, TexCoord.st);"
+ (theHasEmissive
? EOL" vec4 aMatEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
EOL" aColor += aMatEmission.rgb;" : "")
+ EOL" return vec4 (aColor, aMatDiffuse.a);"
EOL"}";
}
else
{
return TCollection_AsciiString()
+ THE_FUNC_PBR_lightDef
+ Shaders_PointLightAttenuation_glsl
+ aLightsFunc
+ EOL
EOL"vec4 computeLighting (in vec3 theNormal,"
EOL" in vec3 theView,"
EOL" in vec4 thePoint,"
EOL" in bool theIsFront)"
EOL"{"
EOL" DirectLighting = vec3(0.0);"
EOL" BaseColor = " + (theHasVertColor ? "getVertColor();" : "occTextureColor(occPBRMaterial_Color (theIsFront), TexCoord.st / TexCoord.w);")
+ EOL" Emission = occTextureEmissive(occPBRMaterial_Emission (theIsFront), TexCoord.st / TexCoord.w);"
EOL" Metallic = occTextureMetallic(occPBRMaterial_Metallic (theIsFront), TexCoord.st / TexCoord.w);"
EOL" NormalizedRoughness = occTextureRoughness(occPBRMaterial_NormalizedRoughness (theIsFront), TexCoord.st / TexCoord.w);"
EOL" Roughness = occRoughness (NormalizedRoughness);"
EOL" IOR = occPBRMaterial_IOR (theIsFront);"
EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
+ aLightsLoop
+ EOL" vec3 aColor = DirectLighting;"
EOL" vec3 anIndirectLightingSpec = occPBRFresnel (BaseColor.rgb, Metallic, IOR);"
EOL" vec2 aCoeff = occTexture2D (occEnvLUT, vec2(abs(dot(theView, theNormal)), NormalizedRoughness)).xy;"
EOL" anIndirectLightingSpec *= aCoeff.x;"
EOL" anIndirectLightingSpec += aCoeff.y;"
EOL" anIndirectLightingSpec *= occTextureCubeLod (occSpecIBLMap, -reflect (theView, theNormal), NormalizedRoughness * float (occNbSpecIBLLevels - 1)).rgb;"
EOL" vec3 aRefractionCoeff = 1.0 - occPBRFresnel (BaseColor.rgb, Metallic, NormalizedRoughness, IOR, abs(dot(theView, theNormal)));"
EOL" aRefractionCoeff *= (1.0 - Metallic);"
EOL" vec3 anIndirectLightingDiff = aRefractionCoeff * BaseColor.rgb * BaseColor.a;"
EOL" anIndirectLightingDiff *= occDiffIBLMap (theNormal).rgb;"
EOL" aColor += occLightAmbient.rgb * (anIndirectLightingDiff + anIndirectLightingSpec);"
EOL" aColor += Emission;"
EOL" occTextureOcclusion(aColor, TexCoord.st / TexCoord.w);"
EOL" return vec4 (aColor, mix(1.0, BaseColor.a, aRefractionCoeff.x));"
EOL"}";
}
}
// =======================================================================
// function : prepareStdProgramGouraud
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram,
const Standard_Integer theBits)
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraMain;
TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
if ((theBits & OpenGl_PO_IsPoint) != 0)
{
#if defined(GL_ES_VERSION_2_0)
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
#endif
if ((theBits & OpenGl_PO_PointSprite) != 0)
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 != NULL
&& myContext->IsGlGreaterEqual (2, 1))
{
aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
}
#endif
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
aSrcFragGetColor = pointSpriteShadingSrc ("gl_FrontFacing ? FrontColor : BackColor", theBits);
}
if ((theBits & OpenGl_PO_TextureRGB) != 0
&& (theBits & OpenGl_PO_VertColor) == 0)
{
aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
aSrcVertColor = EOL"vec4 getVertColor(void) { return occTexture2D (occSamplerBaseColor, occTexCoord.xy); }";
}
}
else
{
if ((theBits & OpenGl_PO_TextureRGB) != 0)
{
aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
aSrcFragGetColor =
EOL"vec4 getColor(void)"
EOL"{"
EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
EOL" return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w) * aColor;"
EOL"}";
}
}
if ((theBits & OpenGl_PO_VertColor) != 0)
{
aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
}
int aNbClipPlanes = 0;
if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
{
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain +=
EOL" PositionWorld = aPositionWorld;"
EOL" Position = aPosition;";
if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
{
aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
? THE_FRAG_CLIP_CHAINS_N
: THE_FRAG_CLIP_PLANES_N;
}
else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
{
aNbClipPlanes = 1;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
}
else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
{
aNbClipPlanes = 2;
aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
? THE_FRAG_CLIP_CHAINS_2
: THE_FRAG_CLIP_PLANES_2;
}
}
if ((theBits & OpenGl_PO_OitDepthPeeling) != 0)
{
aProgramSrc->SetNbFragmentOutputs (3);
aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
}
else if ((theBits & OpenGl_PO_WriteOit) != 0)
{
aProgramSrc->SetNbFragmentOutputs (2);
aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
}
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 FrontColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 BackColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
Standard_Integer aNbLights = 0;
const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, !aSrcVertColor.IsEmpty(), false, true, false);
aSrcVert = TCollection_AsciiString()
+ THE_FUNC_transformNormal_view
+ EOL
+ aSrcVertColor
+ aLights
+ EOL"void main()"
EOL"{"
EOL" vec4 aPositionWorld = occModelWorldMatrix * occVertex;"
EOL" vec4 aPosition = occWorldViewMatrix * aPositionWorld;"
EOL" vec3 aNormal = transformNormal (occNormal);"
EOL" vec3 aView = vec3 (0.0, 0.0, 1.0);"
EOL" FrontColor = computeLighting (aNormal, aView, aPosition, true);"
EOL" BackColor = computeLighting (aNormal, aView, aPosition, false);"
+ aSrcVertExtraMain
+ THE_VERT_gl_Position
+ EOL"}";
TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
? THE_FRAG_WIREFRAME_COLOR
: EOL"#define getFinalColor getColor";
aSrcFrag = TCollection_AsciiString()
+ aSrcFragGetColor
+ EOL"void main()"
EOL"{"
EOL" if (occFragEarlyReturn()) { return; }"
+ aSrcFragExtraMain
+ EOL" occSetFragColor (getFinalColor());"
+ EOL"}";
const TCollection_AsciiString aProgId = TCollection_AsciiString ("gouraud-") + genLightKey (myLightSourceState.LightSources(), false) + "-";
defaultGlslVersion (aProgramSrc, aProgId, theBits);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (aNbLights);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
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)
{
TCollection_AsciiString aPosition = theIsPBR ? "PositionWorld" : "Position";
TCollection_AsciiString aPhongCompLight = TCollection_AsciiString() +
"computeLighting (normalize (Normal), normalize (View), " + aPosition + ", gl_FrontFacing)";
const bool isFlatNormal = theIsFlatNormal
&& myContext->hasFlatShading != OpenGl_FeatureNotAvailable;
const char* aDFdxSignReversion = "";
#if defined(GL_ES_VERSION_2_0)
if (isFlatNormal != theIsFlatNormal)
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
"Warning: flat shading requires OpenGL ES 3.0+ or GL_OES_standard_derivatives extension.");
}
else if (isFlatNormal
&& myContext->Vendor().Search("qualcomm") != -1)
{
// workaround Adreno driver bug computing reversed normal using dFdx/dFdy
aDFdxSignReversion = "-";
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
"Warning: applied workaround for flat shading normal computation using dFdx/dFdy on Adreno");
}
#endif
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
aProgramSrc->SetPBR (theIsPBR);
TCollection_AsciiString aSrcVert, aSrcVertExtraFunc, aSrcVertExtraMain;
TCollection_AsciiString aSrcFrag, aSrcFragGetVertColor, aSrcFragExtraMain;
TCollection_AsciiString aSrcFragGetColor = TCollection_AsciiString() + EOL"vec4 getColor(void) { return " + aPhongCompLight + "; }";
OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
if ((theBits & OpenGl_PO_IsPoint) != 0)
{
#if defined(GL_ES_VERSION_2_0)
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
#endif
if ((theBits & OpenGl_PO_PointSprite) != 0)
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 != NULL
&& myContext->IsGlGreaterEqual (2, 1))
{
aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
}
#endif
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
aSrcFragGetColor = pointSpriteShadingSrc (aPhongCompLight, theBits);
}
if ((theBits & OpenGl_PO_TextureRGB) != 0
&& (theBits & OpenGl_PO_VertColor) == 0)
{
aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain += EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
}
}
else
{
if ((theBits & OpenGl_PO_TextureRGB) != 0)
{
aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
Standard_Integer aTextureBits = Graphic3d_TextureSetBits_BaseColor | Graphic3d_TextureSetBits_Occlusion | Graphic3d_TextureSetBits_Emissive;
if (!theIsPBR)
{
aSrcFragGetColor = TCollection_AsciiString() +
EOL"vec4 getColor(void)"
EOL"{"
EOL" vec2 aTexUV = TexCoord.st / TexCoord.w;"
EOL" vec4 aColor = " + aPhongCompLight + ";"
EOL" aColor *= occTexture2D(occSamplerBaseColor, aTexUV);"
EOL" vec3 anEmission = occTextureEmissive((gl_FrontFacing ? occFrontMaterial_Emission() : occBackMaterial_Emission()).rgb, aTexUV);"
EOL" aColor.rgb += anEmission;"
EOL" return aColor;"
EOL"}";
}
else
{
aTextureBits |= Graphic3d_TextureSetBits_MetallicRoughness;
}
if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal
&& !isFlatNormal)
{
if (myContext->hasFlatShading != OpenGl_FeatureNotAvailable)
{
aTextureBits |= Graphic3d_TextureSetBits_Normal;
}
else
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
"Warning: ignoring Normal Map texture due to hardware capabilities");
}
}
aProgramSrc->SetTextureSetBits (aTextureBits);
}
}
if ((theBits & OpenGl_PO_VertColor) != 0)
{
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain += EOL" VertColor = occVertColor;";
aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
}
int aNbClipPlanes = 0;
if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
{
if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
{
aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
? THE_FRAG_CLIP_CHAINS_N
: THE_FRAG_CLIP_PLANES_N;
}
else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
{
aNbClipPlanes = 1;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
}
else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
{
aNbClipPlanes = 2;
aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
? THE_FRAG_CLIP_CHAINS_2
: THE_FRAG_CLIP_PLANES_2;
}
}
if ((theBits & OpenGl_PO_OitDepthPeeling) != 0)
{
aProgramSrc->SetNbFragmentOutputs (3);
aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
}
else if ((theBits & OpenGl_PO_WriteOit) != 0)
{
aProgramSrc->SetNbFragmentOutputs (2);
aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
}
if (isFlatNormal)
{
aSrcFragExtraMain += TCollection_AsciiString()
+ EOL" Normal = " + aDFdxSignReversion + "normalize (cross (dFdx (" + aPosition + ".xyz / " + aPosition + ".w), dFdy (" + aPosition + ".xyz / " + aPosition + ".w)));"
EOL" if (!gl_FrontFacing) { Normal = -Normal; }";
}
else
{
aStageInOuts.Append(OpenGl_ShaderObject::ShaderVariable("vec3 vNormal", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraFunc += THE_FUNC_transformNormal_world;
aSrcVertExtraMain += EOL" vNormal = transformNormal (occNormal);";
aSrcFragExtraMain += EOL" Normal = vNormal;";
if ((theBits & OpenGl_PO_IsPoint) == 0
&& (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal
&& myContext->hasFlatShading != OpenGl_FeatureNotAvailable)
{
aSrcFrag += Shaders_TangentSpaceNormal_glsl;
// apply normal map texture
aSrcFragExtraMain +=
EOL"#if defined(THE_HAS_TEXTURE_NORMAL)"
EOL" vec2 aTexCoord = TexCoord.st / TexCoord.w;"
EOL" vec4 aMapNormalValue = occTextureNormal(aTexCoord);"
EOL" if (aMapNormalValue.w > 0.5)"
EOL" {"
EOL" mat2 aDeltaUVMatrix = mat2 (dFdx(aTexCoord), dFdy(aTexCoord));"
EOL" mat2x3 aDeltaVectorMatrix = mat2x3 (dFdx (PositionWorld.xyz), dFdy (PositionWorld.xyz));"
EOL" Normal = TangentSpaceNormal (aDeltaUVMatrix, aDeltaVectorMatrix, aMapNormalValue.xyz, Normal, !gl_FrontFacing);"
EOL" }"
EOL"#endif";
}
if (!theIsPBR)
{
aSrcFragExtraMain +=
EOL" Normal = normalize ((occWorldViewMatrixInverseTranspose * vec4 (Normal, 0.0)).xyz);";
}
}
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 View", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
if (myLightSourceState.HasShadowMaps())
{
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 occShadowMapMatrices[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occShadowMapSamplers[THE_NB_SHADOWMAPS]", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 occShadowMapSizeBias", Graphic3d_TOS_FRAGMENT));
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PosLightSpace[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aSrcVertExtraMain +=
EOL" for (int aShadowIter = 0; aShadowIter < THE_NB_SHADOWMAPS; ++aShadowIter)"
EOL" {"
EOL" PosLightSpace[aShadowIter] = occShadowMapMatrices[aShadowIter] * PositionWorld;"
EOL" }";
}
aSrcVert = TCollection_AsciiString()
+ aSrcVertExtraFunc
+ EOL"void main()"
EOL"{"
EOL" PositionWorld = occModelWorldMatrix * occVertex;"
EOL" Position = occWorldViewMatrix * PositionWorld;"
EOL" if (occProjectionMatrix[3][3] == 1.0)"
EOL" {"
EOL" View = vec3(0.0, 0.0, 1.0);"
EOL" }"
EOL" else"
EOL" {"
EOL" View = -Position.xyz;"
EOL" }"
+ (theIsPBR ? EOL" View = (occWorldViewMatrixInverse * vec4(View, 0.0)).xyz;" : "")
+ aSrcVertExtraMain
+ THE_VERT_gl_Position
+ EOL"}";
TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
? THE_FRAG_WIREFRAME_COLOR
: EOL"#define getFinalColor getColor";
Standard_Integer aNbLights = 0;
Standard_Integer aNbShadowMaps = myLightSourceState.HasShadowMaps()
? myLightSourceState.LightSources()->NbCastShadows()
: 0;
const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, !aSrcFragGetVertColor.IsEmpty(), theIsPBR,
(theBits & OpenGl_PO_TextureRGB) == 0
|| (theBits & OpenGl_PO_IsPoint) != 0,
myLightSourceState.HasShadowMaps());
aSrcFrag += TCollection_AsciiString()
+ EOL
+ aSrcFragGetVertColor
+ EOL"vec3 Normal;"
+ aLights
+ aSrcFragGetColor
+ EOL
EOL"void main()"
EOL"{"
EOL" if (occFragEarlyReturn()) { return; }"
+ aSrcFragExtraMain
+ EOL" occSetFragColor (getFinalColor());"
+ EOL"}";
const TCollection_AsciiString aProgId = TCollection_AsciiString (theIsFlatNormal ? "flat-" : "phong-") + (theIsPBR ? "pbr-" : "")
+ genLightKey (myLightSourceState.LightSources(), aNbShadowMaps > 0) + "-";
defaultGlslVersion (aProgramSrc, aProgId, theBits, isFlatNormal);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (aNbLights);
aProgramSrc->SetNbShadowMaps (aNbShadowMaps);
aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
return Standard_True;
}
// =======================================================================
// function : prepareStdProgramStereo
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
const Graphic3d_StereoMode theStereoMode)
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
TCollection_AsciiString aSrcVert =
EOL"void main()"
EOL"{"
EOL" TexCoord = occVertex.zw;"
EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
TCollection_AsciiString aSrcFrag;
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uLeftSampler", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uRightSampler", Graphic3d_TOS_FRAGMENT));
const char* aName = "stereo";
switch (theStereoMode)
{
case Graphic3d_StereoMode_Anaglyph:
{
aName = "anaglyph";
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 uMultL", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 uMultR", Graphic3d_TOS_FRAGMENT));
const TCollection_AsciiString aNormalize = mySRgbState
? EOL"#define sRgb2linear(theColor) theColor"
EOL"#define linear2sRgb(theColor) theColor"
: EOL"#define sRgb2linear(theColor) pow(theColor, vec4(2.2, 2.2, 2.2, 1.0))"
EOL"#define linear2sRgb(theColor) pow(theColor, 1.0 / vec4(2.2, 2.2, 2.2, 1.0))";
aSrcFrag = aNormalize
+ EOL"void main()"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
EOL" aColorL = sRgb2linear (aColorL);"
EOL" aColorR = sRgb2linear (aColorR);"
EOL" vec4 aColor = uMultR * aColorR + uMultL * aColorL;"
EOL" occSetFragColor (linear2sRgb (aColor));"
EOL"}";
break;
}
case Graphic3d_StereoMode_RowInterlaced:
{
aName = "row-interlaced";
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
EOL" if (int (mod (gl_FragCoord.y - 1023.5, 2.0)) != 1)"
EOL" {"
EOL" occSetFragColor (aColorL);"
EOL" }"
EOL" else"
EOL" {"
EOL" occSetFragColor (aColorR);"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_ColumnInterlaced:
{
aName = "column-interlaced";
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
EOL" if (int (mod (gl_FragCoord.x - 1023.5, 2.0)) == 1)"
EOL" {"
EOL" occSetFragColor (aColorL);"
EOL" }"
EOL" else"
EOL" {"
EOL" occSetFragColor (aColorR);"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_ChessBoard:
{
aName = "chessboard";
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
EOL" bool isEvenX = int(mod(floor(gl_FragCoord.x - 1023.5), 2.0)) != 1;"
EOL" bool isEvenY = int(mod(floor(gl_FragCoord.y - 1023.5), 2.0)) == 1;"
EOL" if ((isEvenX && isEvenY) || (!isEvenX && !isEvenY))"
EOL" {"
EOL" occSetFragColor (aColorL);"
EOL" }"
EOL" else"
EOL" {"
EOL" occSetFragColor (aColorR);"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_SideBySide:
{
aName = "sidebyside";
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec2 aTexCoord = vec2 (TexCoord.x * 2.0, TexCoord.y);"
EOL" if (TexCoord.x > 0.5)"
EOL" {"
EOL" aTexCoord.x -= 1.0;"
EOL" }"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
EOL" if (TexCoord.x <= 0.5)"
EOL" {"
EOL" occSetFragColor (aColorL);"
EOL" }"
EOL" else"
EOL" {"
EOL" occSetFragColor (aColorR);"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_OverUnder:
{
aName = "overunder";
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec2 aTexCoord = vec2 (TexCoord.x, TexCoord.y * 2.0);"
EOL" if (TexCoord.y > 0.5)"
EOL" {"
EOL" aTexCoord.y -= 1.0;"
EOL" }"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
EOL" if (TexCoord.y <= 0.5)"
EOL" {"
EOL" occSetFragColor (aColorL);"
EOL" }"
EOL" else"
EOL" {"
EOL" occSetFragColor (aColorR);"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_QuadBuffer:
case Graphic3d_StereoMode_SoftPageFlip:
case Graphic3d_StereoMode_OpenVR:
default:
{
/*const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[Graphic3d_StereoMode_QuadBuffer];
if (!aProgram.IsNull())
{
return aProgram->IsValid();
}*/
aSrcFrag =
EOL"void main()"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
EOL" aColorL.b = 0.0;"
EOL" aColorL.g = 0.0;"
EOL" aColorR.r = 0.0;"
EOL" occSetFragColor (aColorL + aColorR);"
EOL"}";
break;
}
}
defaultGlslVersion (aProgramSrc, aName, 0);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
myContext->BindProgram (theProgram);
theProgram->SetSampler (myContext, "uLeftSampler", Graphic3d_TextureUnit_0);
theProgram->SetSampler (myContext, "uRightSampler", Graphic3d_TextureUnit_1);
myContext->BindProgram (NULL);
return Standard_True;
}
// =======================================================================
// function : prepareStdProgramBoundBox
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramBoundBox()
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 occBBoxCenter", Graphic3d_TOS_VERTEX));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 occBBoxSize", Graphic3d_TOS_VERTEX));
TCollection_AsciiString aSrcVert =
EOL"void main()"
EOL"{"
EOL" vec4 aCenter = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
EOL" vec4 aPos = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * aPos;"
EOL"}";
TCollection_AsciiString aSrcFrag =
EOL"void main()"
EOL"{"
EOL" occSetFragColor (occColor);"
EOL"}";
defaultGlslVersion (aProgramSrc, "bndbox", 0);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
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)
{
Standard_ASSERT_RAISE (theIndex >= 0 && theIndex <= 2,"");
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ THE_FUNC_cubemap_vector_transform
+ Shaders_PBREnvBaking_vs;
TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
+ THE_FUNC_cubemap_vector_transform
+ Shaders_PBRDistribution_glsl
+ ((theIndex == 0 || theIndex == 2) ? "\n#define THE_TO_BAKE_DIFFUSE\n" : "\n#define THE_TO_BAKE_SPECULAR\n")
+ (theIndex == 2 ? "\n#define THE_TO_PACK_FLOAT\n" : "")
+ Shaders_PBREnvBaking_fs;
// constant array definition requires OpenGL 2.1+ or OpenGL ES 3.0+
#if defined(GL_ES_VERSION_2_0)
if (myContext->IsGlGreaterEqual (3, 0))
{
aProgramSrc->SetHeader ("#version 300 es");
}
else if (myContext->CheckExtension ("GL_EXT_shader_texture_lod"))
{
aProgramSrc->SetHeader ("#extension GL_EXT_shader_texture_lod : enable\n"
"#define textureCubeLod textureCubeLodEXT");
}
#else
aProgramSrc->SetHeader ("#version 120");
#endif
static const char* THE_BAKE_NAMES[3] = { "pbr_env_baking_diffuse", "pbr_env_baking_specular", "pbr_env_baking_difffallback" };
defaultGlslVersion (aProgramSrc, THE_BAKE_NAMES[theIndex], 0);
aProgramSrc->SetDefaultSampler (false);
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbShadowMaps (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->SetPBR (true);
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
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 = new Graphic3d_ShaderProgram();
OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable("vec3 ViewDirection", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("samplerCube occSampler0", Graphic3d_TOS_FRAGMENT));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int uYCoeff", Graphic3d_TOS_VERTEX));
aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int uZCoeff", Graphic3d_TOS_VERTEX));
TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ THE_FUNC_cubemap_vector_transform
+ EOL"void main()"
EOL"{"
EOL" ViewDirection = cubemapVectorTransform (occVertex.xyz, uYCoeff, uZCoeff);"
EOL" vec4 aPos = occProjectionMatrix * occWorldViewMatrix * vec4(occVertex.xyz, 1.0);"
// setting Z to W ensures that final Z will be 1.0 after perspective division, (w/w=1))
// which allows rendering skybox after everything else with depth test enabled (GL_LEQUAL)
EOL" gl_Position = aPos.xyww;"
EOL"}";
TCollection_AsciiString aDepthClamp;
if (!myContext->arbDepthClamp)
{
// workaround Z clamping issues on some GPUs
aDepthClamp = EOL" gl_FragDepth = clamp (gl_FragDepth, 0.0, 1.0);";
#if defined(GL_ES_VERSION_2_0)
if (myContext->IsGlGreaterEqual (3, 0))
{
myBgCubeMapProgram->SetHeader ("#version 300 es");
}
else if (myContext->extFragDepth)
{
myBgCubeMapProgram->SetHeader ("#extension GL_EXT_frag_depth : enable"
EOL"#define gl_FragDepth gl_FragDepthEXT");
}
else
{
aDepthClamp.Clear();
}
#endif
}
TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
+ EOL"#define occEnvCubemap occSampler0"
EOL"void main()"
EOL"{"
EOL" occSetFragColor (vec4(occTextureCube (occEnvCubemap, ViewDirection).rgb, 1.0));"
+ aDepthClamp
+ EOL"}";
defaultGlslVersion (myBgCubeMapProgram, "background_cubemap", 0);
myBgCubeMapProgram->SetDefaultSampler (false);
myBgCubeMapProgram->SetNbLightsMax (0);
myBgCubeMapProgram->SetNbShadowMaps (0);
myBgCubeMapProgram->SetNbClipPlanesMax (0);
myBgCubeMapProgram->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
myBgCubeMapProgram->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
}
return myBgCubeMapProgram;
}
// =======================================================================
// 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() ? OpenGl_PO_PointSpriteA : OpenGl_PO_PointSprite;
}
else
{
aBits |= OpenGl_PO_PointSimple;
}
Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theShadingModel, aBits);
return bindProgramWithState (aProgram, theShadingModel);
}