mirror of
https://git.dev.opencascade.org/repos/occt.git
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OpenGl_LineAttributes - drop display lists for stipple lines. OpenGl_Context - add methods OpenGl_Context::SetTypeOfLine() and OpenGl_Context::SetLineWidth() to setup line aspects. OpenGl_ShaderManager::prepareStdProgramFlat() - support new bit OpenGl_PO_StippleLine. vaspects command - add -setlinetype option.
1707 lines
62 KiB
C++
1707 lines
62 KiB
C++
// Created on: 2013-09-26
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// Created by: Denis BOGOLEPOV
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// Copyright (c) 2013-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#include <typeinfo>
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#include <Graphic3d_TextureParams.hxx>
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#include <OpenGl_AspectFace.hxx>
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#include <OpenGl_AspectLine.hxx>
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#include <OpenGl_AspectMarker.hxx>
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#include <OpenGl_AspectText.hxx>
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#include <OpenGl_Clipping.hxx>
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#include <OpenGl_Context.hxx>
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#include <OpenGl_ShaderManager.hxx>
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#include <OpenGl_ShaderProgram.hxx>
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#include <OpenGl_Workspace.hxx>
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#include <TCollection_ExtendedString.hxx>
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IMPLEMENT_STANDARD_HANDLE (OpenGl_SetOfShaderPrograms, Standard_Transient)
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IMPLEMENT_STANDARD_RTTIEXT(OpenGl_SetOfShaderPrograms, Standard_Transient)
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IMPLEMENT_STANDARD_HANDLE (OpenGl_ShaderManager, Standard_Transient)
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IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager, Standard_Transient)
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namespace
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{
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#define EOL "\n"
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//! Definition of VertColor varying.
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const char THE_VARY_TexCoord_OUT[] =
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EOL"THE_SHADER_OUT vec2 TexCoord;";
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const char THE_VARY_TexCoord_IN[] =
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EOL"THE_SHADER_IN vec2 TexCoord;";
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//! Auxiliary function to transform normal
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const char THE_FUNC_transformNormal[] =
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EOL"vec3 transformNormal (in vec3 theNormal)"
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EOL"{"
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EOL" vec4 aResult = occWorldViewMatrixInverseTranspose"
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EOL" * occModelWorldMatrixInverseTranspose"
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EOL" * vec4 (theNormal, 0.0);"
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EOL" return normalize (aResult.xyz);"
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EOL"}";
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//! Global shader variable for color definition with lighting enabled.
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const char THE_FUNC_lightDef[] =
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EOL"vec3 Ambient;" //!< Ambient contribution of light sources
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EOL"vec3 Diffuse;" //!< Diffuse contribution of light sources
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EOL"vec3 Specular;"; //!< Specular contribution of light sources
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//! Function computes contribution of isotropic point light source
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const char THE_FUNC_pointLight[] =
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EOL"void pointLight (in int theId,"
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EOL" in vec3 theNormal,"
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EOL" in vec3 theView,"
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EOL" in vec3 thePoint,"
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EOL" in bool theIsFront)"
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EOL"{"
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EOL" vec3 aLight = occLight_Position (theId).xyz;"
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EOL" if (occLight_IsHeadlight (theId) == 0)"
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EOL" {"
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EOL" aLight = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aLight, 1.0));"
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EOL" }"
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EOL" aLight -= thePoint;"
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EOL
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EOL" float aDist = length (aLight);"
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EOL" aLight = aLight * (1.0 / aDist);"
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EOL
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EOL" float anAtten = 1.0 / (occLight_ConstAttenuation (theId)"
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EOL" + occLight_LinearAttenuation (theId) * aDist);"
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EOL
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EOL" vec3 aHalf = normalize (aLight + theView);"
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EOL
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EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
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EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
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EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
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EOL
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EOL" float aSpecl = 0.0;"
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EOL" if (aNdotL > 0.0)"
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EOL" {"
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EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
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EOL" }"
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EOL
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EOL"Diffuse += occLight_Diffuse (theId).rgb * aNdotL * anAtten;"
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EOL"Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;"
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EOL"}";
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//! Function computes contribution of spotlight source
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const char THE_FUNC_spotLight[] =
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EOL"void spotLight (in int theId,"
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EOL" in vec3 theNormal,"
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EOL" in vec3 theView,"
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EOL" in vec3 thePoint,"
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EOL" in bool theIsFront)"
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EOL"{"
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EOL" vec3 aLight = occLight_Position (theId).xyz;"
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EOL" vec3 aSpotDir = occLight_SpotDirection (theId).xyz;"
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EOL" if (occLight_IsHeadlight (theId) == 0)"
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EOL" {"
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EOL" aLight = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aLight, 1.0));"
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EOL" aSpotDir = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aSpotDir, 0.0));"
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EOL" }"
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EOL" aLight -= thePoint;"
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EOL
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EOL" float aDist = length (aLight);"
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EOL" aLight = aLight * (1.0 / aDist);"
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EOL
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EOL" aSpotDir = normalize (aSpotDir);"
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// light cone
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EOL" float aCosA = dot (aSpotDir, -aLight);"
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EOL" if (aCosA >= 1.0 || aCosA < cos (occLight_SpotCutOff (theId)))"
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EOL" {"
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EOL" return;"
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EOL" }"
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EOL
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EOL" float anExponent = occLight_SpotExponent (theId);"
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EOL" float anAtten = 1.0 / (occLight_ConstAttenuation (theId)"
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EOL" + occLight_LinearAttenuation (theId) * aDist);"
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EOL" if (anExponent > 0.0)"
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EOL" {"
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EOL" anAtten *= pow (aCosA, anExponent * 128.0);"
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EOL" }"
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EOL
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EOL" vec3 aHalf = normalize (aLight + theView);"
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EOL
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EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
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EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
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EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
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EOL
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EOL" float aSpecl = 0.0;"
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EOL" if (aNdotL > 0.0)"
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EOL" {"
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EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
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EOL" }"
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EOL
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EOL" Diffuse += occLight_Diffuse (theId).rgb * aNdotL * anAtten;"
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EOL" Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;"
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EOL"}";
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//! Function computes contribution of directional light source
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const char THE_FUNC_directionalLight[] =
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EOL"void directionalLight (in int theId,"
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EOL" in vec3 theNormal,"
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EOL" in vec3 theView,"
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EOL" in bool theIsFront)"
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EOL"{"
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EOL" vec3 aLight = normalize (occLight_Position (theId).xyz);"
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EOL" if (occLight_IsHeadlight (theId) == 0)"
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EOL" {"
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EOL" aLight = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aLight, 0.0));"
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EOL" }"
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EOL
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EOL" vec3 aHalf = normalize (aLight + theView);"
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EOL
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EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
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EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
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EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
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EOL
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EOL" float aSpecl = 0.0;"
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EOL" if (aNdotL > 0.0)"
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EOL" {"
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EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
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EOL" }"
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EOL
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EOL" Diffuse += occLight_Diffuse (theId).rgb * aNdotL;"
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EOL" Specular += occLight_Specular (theId).rgb * aSpecl;"
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EOL"}";
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//! Process clipping planes in Fragment Shader.
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//! Should be added at the beginning of the main() function.
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const char THE_FRAG_CLIP_PLANES[] =
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EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount; ++aPlaneIter)"
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EOL" {"
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EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
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EOL" int aClipSpace = occClipPlaneSpaces[aPlaneIter];"
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EOL" if (aClipSpace == OccEquationCoords_World)"
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EOL" {"
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EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz) + aClipEquation.w < 0.0)"
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EOL" {"
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EOL" discard;"
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EOL" }"
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EOL" }"
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EOL" else if (aClipSpace == OccEquationCoords_View)"
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EOL" {"
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EOL" if (dot (aClipEquation.xyz, Position.xyz) + aClipEquation.w < 0.0)"
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EOL" {"
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EOL" discard;"
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EOL" }"
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EOL" }"
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EOL" }";
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}
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// =======================================================================
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// function : OpenGl_ShaderManager
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// purpose : Creates new empty shader manager
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// =======================================================================
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OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
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: myShadingModel (Visual3d_TOM_VERTEX),
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myContext (theContext),
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myLastView (NULL)
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{
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//
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}
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// =======================================================================
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// function : ~OpenGl_ShaderManager
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// purpose : Releases resources of shader manager
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// =======================================================================
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OpenGl_ShaderManager::~OpenGl_ShaderManager()
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{
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myProgramList.Clear();
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}
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// =======================================================================
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// function : clear
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// purpose :
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// =======================================================================
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void OpenGl_ShaderManager::clear()
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{
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myProgramList.Clear();
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myLightPrograms.Nullify();
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myFlatPrograms = OpenGl_SetOfShaderPrograms();
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myMapOfLightPrograms.Clear();
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myFontProgram.Nullify();
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myBlitProgram.Nullify();
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myAnaglyphProgram.Nullify();
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switchLightPrograms();
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}
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// =======================================================================
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// function : Create
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// purpose : Creates new shader program
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// =======================================================================
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Standard_Boolean OpenGl_ShaderManager::Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
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TCollection_AsciiString& theShareKey,
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Handle(OpenGl_ShaderProgram)& theProgram)
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{
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theProgram.Nullify();
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if (theProxy.IsNull())
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{
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return Standard_False;
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}
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theShareKey = theProxy->GetId();
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if (myContext->GetResource<Handle(OpenGl_ShaderProgram)> (theShareKey, theProgram))
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{
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if (theProgram->Share())
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{
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myProgramList.Append (theProgram);
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}
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return Standard_True;
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}
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theProgram = new OpenGl_ShaderProgram (theProxy);
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if (!theProgram->Initialize (myContext, theProxy->ShaderObjects()))
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{
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theProgram->Release (myContext);
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theShareKey.Clear();
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theProgram.Nullify();
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return Standard_False;
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}
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myProgramList.Append (theProgram);
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myContext->ShareResource (theShareKey, theProgram);
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return Standard_True;
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}
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// =======================================================================
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// function : Unregister
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// purpose : Removes specified shader program from the manager
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// =======================================================================
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void OpenGl_ShaderManager::Unregister (TCollection_AsciiString& theShareKey,
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Handle(OpenGl_ShaderProgram)& theProgram)
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{
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for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
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{
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if (anIt.Value() == theProgram)
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{
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if (!theProgram->UnShare())
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{
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theShareKey.Clear();
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theProgram.Nullify();
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return;
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}
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myProgramList.Remove (anIt);
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myMaterialStates.UnBind (theProgram);
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break;
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}
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}
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const TCollection_AsciiString anID = theProgram->myProxy->GetId();
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if (anID.IsEmpty())
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{
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myContext->DelayedRelease (theProgram);
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theProgram.Nullify();
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}
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else
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{
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theProgram.Nullify();
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myContext->ReleaseResource (anID, Standard_True);
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}
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}
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// =======================================================================
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// function : ShaderPrograms
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// purpose : Returns list of registered shader programs
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// =======================================================================
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const OpenGl_ShaderProgramList& OpenGl_ShaderManager::ShaderPrograms() const
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{
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return myProgramList;
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}
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// =======================================================================
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// function : Empty
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// purpose : Returns true if no program objects are attached
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// =======================================================================
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Standard_Boolean OpenGl_ShaderManager::IsEmpty() const
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{
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return myProgramList.IsEmpty();
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}
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// =======================================================================
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// function : switchLightPrograms
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// purpose :
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// =======================================================================
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void OpenGl_ShaderManager::switchLightPrograms()
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{
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TCollection_AsciiString aKey (myShadingModel == Visual3d_TOM_FRAGMENT ? "p_" : "g_");
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const OpenGl_ListOfLight* aLights = myLightSourceState.LightSources();
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if (aLights != NULL)
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{
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for (OpenGl_ListOfLight::Iterator aLightIter (*aLights); aLightIter.More(); aLightIter.Next())
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{
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switch (aLightIter.Value().Type)
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{
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case Visual3d_TOLS_AMBIENT:
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break; // skip ambient
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case Visual3d_TOLS_DIRECTIONAL:
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aKey += "d";
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break;
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case Visual3d_TOLS_POSITIONAL:
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aKey += "p";
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break;
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case Visual3d_TOLS_SPOT:
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aKey += "s";
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break;
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}
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}
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}
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if (!myMapOfLightPrograms.Find (aKey, myLightPrograms))
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{
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myLightPrograms = new OpenGl_SetOfShaderPrograms();
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myMapOfLightPrograms.Bind (aKey, myLightPrograms);
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}
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}
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// =======================================================================
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// function : UpdateLightSourceStateTo
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// purpose : Updates state of OCCT light sources
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// =======================================================================
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void OpenGl_ShaderManager::UpdateLightSourceStateTo (const OpenGl_ListOfLight* theLights)
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{
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myLightSourceState.Set (theLights);
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myLightSourceState.Update();
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switchLightPrograms();
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}
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// =======================================================================
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// function : SetShadingModel
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// purpose :
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// =======================================================================
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void OpenGl_ShaderManager::SetShadingModel (const Visual3d_TypeOfModel theModel)
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{
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myShadingModel = theModel;
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switchLightPrograms();
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}
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// =======================================================================
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// function : SetProjectionState
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// purpose : Sets new state of OCCT projection transform
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// =======================================================================
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void OpenGl_ShaderManager::UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix)
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{
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myProjectionState.Set (theProjectionMatrix);
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myProjectionState.Update();
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}
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// =======================================================================
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// function : SetModelWorldState
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// purpose : Sets new state of OCCT model-world transform
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// =======================================================================
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void OpenGl_ShaderManager::UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix)
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{
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myModelWorldState.Set (theModelWorldMatrix);
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myModelWorldState.Update();
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}
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// =======================================================================
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// function : SetWorldViewState
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// purpose : Sets new state of OCCT world-view transform
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// =======================================================================
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void OpenGl_ShaderManager::UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix)
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{
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myWorldViewState.Set (theWorldViewMatrix);
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myWorldViewState.Update();
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}
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// =======================================================================
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// function : LightSourceState
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// purpose : Returns current state of OCCT light sources
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// =======================================================================
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const OpenGl_LightSourceState& OpenGl_ShaderManager::LightSourceState() const
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{
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return myLightSourceState;
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}
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// =======================================================================
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// function : ProjectionState
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// purpose : Returns current state of OCCT projection transform
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// =======================================================================
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const OpenGl_ProjectionState& OpenGl_ShaderManager::ProjectionState() const
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{
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return myProjectionState;
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}
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// =======================================================================
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// function : ModelWorldState
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// purpose : Returns current state of OCCT model-world transform
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// =======================================================================
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const OpenGl_ModelWorldState& OpenGl_ShaderManager::ModelWorldState() const
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{
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return myModelWorldState;
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}
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// =======================================================================
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// function : WorldViewState
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// purpose : Returns current state of OCCT world-view transform
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// =======================================================================
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const OpenGl_WorldViewState& OpenGl_ShaderManager::WorldViewState() const
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{
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return myWorldViewState;
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}
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//! Packed properties of light source
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class OpenGl_ShaderLightParameters
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{
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public:
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OpenGl_Vec4 Color;
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OpenGl_Vec4 Position;
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OpenGl_Vec4 Direction;
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OpenGl_Vec4 Parameters;
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//! Returns packed (serialized) representation of light source properties
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const OpenGl_Vec4* Packed() const { return reinterpret_cast<const OpenGl_Vec4*> (this); }
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static Standard_Integer NbOfVec4() { return 4; }
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};
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//! Packed light source type information
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class OpenGl_ShaderLightType
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{
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public:
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Standard_Integer Type;
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Standard_Integer IsHeadlight;
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//! Returns packed (serialized) representation of light source type
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const OpenGl_Vec2i* Packed() const { return reinterpret_cast<const OpenGl_Vec2i*> (this); }
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static Standard_Integer NbOfVec2i() { return 1; }
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};
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// =======================================================================
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// function : PushLightSourceState
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// purpose : Pushes state of OCCT light sources to the program
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// =======================================================================
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void OpenGl_ShaderManager::PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
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{
|
|
if (myLightSourceState.Index() == theProgram->ActiveState (OpenGl_LIGHT_SOURCES_STATE)
|
|
|| !theProgram->IsValid())
|
|
{
|
|
return;
|
|
}
|
|
|
|
OpenGl_ShaderLightType* aLightTypeArray = new OpenGl_ShaderLightType[OpenGLMaxLights];
|
|
for (Standard_Integer aLightIt = 0; aLightIt < OpenGLMaxLights; ++aLightIt)
|
|
{
|
|
aLightTypeArray[aLightIt].Type = -1;
|
|
}
|
|
|
|
const Standard_Integer aLightsDefNb = Min (myLightSourceState.LightSources()->Size(), OpenGLMaxLights);
|
|
if (aLightsDefNb < 1)
|
|
{
|
|
theProgram->SetUniform (myContext,
|
|
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
|
|
0);
|
|
theProgram->SetUniform (myContext,
|
|
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT),
|
|
OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
|
|
theProgram->SetUniform (myContext,
|
|
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
|
|
OpenGLMaxLights * OpenGl_ShaderLightType::NbOfVec2i(),
|
|
aLightTypeArray[0].Packed());
|
|
theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
|
|
delete[] aLightTypeArray;
|
|
return;
|
|
}
|
|
|
|
OpenGl_ShaderLightParameters* aLightParamsArray = new OpenGl_ShaderLightParameters[aLightsDefNb];
|
|
|
|
OpenGl_Vec4 anAmbient (0.0f, 0.0f, 0.0f, 0.0f);
|
|
Standard_Integer aLightsNb = 0;
|
|
for (OpenGl_ListOfLight::Iterator anIter (*myLightSourceState.LightSources()); anIter.More(); anIter.Next())
|
|
{
|
|
const OpenGl_Light& aLight = anIter.Value();
|
|
if (aLight.Type == Visual3d_TOLS_AMBIENT)
|
|
{
|
|
anAmbient += aLight.Color;
|
|
continue;
|
|
}
|
|
else if (aLightsNb >= OpenGLMaxLights)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
OpenGl_ShaderLightType& aLightType = aLightTypeArray[aLightsNb];
|
|
aLightType.Type = aLight.Type;
|
|
aLightType.IsHeadlight = aLight.IsHeadlight;
|
|
|
|
OpenGl_ShaderLightParameters& aLightParams = aLightParamsArray[aLightsNb];
|
|
aLightParams.Color = aLight.Color;
|
|
aLightParams.Position = aLight.Type == Visual3d_TOLS_DIRECTIONAL
|
|
? -aLight.Direction
|
|
: aLight.Position;
|
|
if (aLight.Type == Visual3d_TOLS_SPOT)
|
|
{
|
|
aLightParams.Direction = aLight.Direction;
|
|
}
|
|
aLightParams.Parameters = aLight.Params;
|
|
++aLightsNb;
|
|
}
|
|
|
|
theProgram->SetUniform (myContext,
|
|
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
|
|
aLightsNb);
|
|
theProgram->SetUniform (myContext,
|
|
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT),
|
|
anAmbient);
|
|
theProgram->SetUniform (myContext,
|
|
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
|
|
OpenGLMaxLights * OpenGl_ShaderLightType::NbOfVec2i(),
|
|
aLightTypeArray[0].Packed());
|
|
if (aLightsNb > 0)
|
|
{
|
|
theProgram->SetUniform (myContext,
|
|
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_PARAMS),
|
|
aLightsNb * OpenGl_ShaderLightParameters::NbOfVec4(),
|
|
aLightParamsArray[0].Packed());
|
|
}
|
|
delete[] aLightParamsArray;
|
|
delete[] aLightTypeArray;
|
|
|
|
theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : PushProjectionState
|
|
// purpose : Pushes state of OCCT projection transform to the program
|
|
// =======================================================================
|
|
void OpenGl_ShaderManager::PushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const
|
|
{
|
|
if (myProjectionState.Index() == theProgram->ActiveState (OpenGl_PROJECTION_STATE))
|
|
{
|
|
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);
|
|
}
|
|
|
|
theProgram->UpdateState (OpenGl_PROJECTION_STATE, myProjectionState.Index());
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : PushModelWorldState
|
|
// purpose : Pushes state of OCCT model-world transform to the program
|
|
// =======================================================================
|
|
void OpenGl_ShaderManager::PushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const
|
|
{
|
|
if (myModelWorldState.Index() == theProgram->ActiveState (OpenGl_MODEL_WORLD_STATE))
|
|
{
|
|
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);
|
|
}
|
|
|
|
theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : PushWorldViewState
|
|
// purpose : Pushes state of OCCT world-view transform to the program
|
|
// =======================================================================
|
|
void OpenGl_ShaderManager::PushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const
|
|
{
|
|
if (myWorldViewState.Index() == theProgram->ActiveState (OpenGl_WORLD_VIEW_STATE))
|
|
{
|
|
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);
|
|
}
|
|
|
|
theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
|
|
}
|
|
|
|
// =======================================================================
|
|
// 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 : Pushes state of OCCT clipping planes to the program
|
|
// =======================================================================
|
|
void OpenGl_ShaderManager::PushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const
|
|
{
|
|
if (myClippingState.Index() == theProgram->ActiveState (OpenGl_CLIP_PLANES_STATE))
|
|
{
|
|
return;
|
|
}
|
|
|
|
theProgram->UpdateState (OpenGl_CLIP_PLANES_STATE, myClippingState.Index());
|
|
const GLint aLocEquations = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_EQUATIONS);
|
|
const GLint aLocSpaces = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_SPACES);
|
|
if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION
|
|
&& aLocSpaces == OpenGl_ShaderProgram::INVALID_LOCATION)
|
|
{
|
|
return;
|
|
}
|
|
|
|
GLint aPlanesNb = 0;
|
|
for (Graphic3d_SequenceOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
|
|
anIter.More(); anIter.Next())
|
|
{
|
|
const Handle(Graphic3d_ClipPlane)& aPlane = anIter.Value();
|
|
if (!myContext->Clipping().IsEnabled (aPlane))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
++aPlanesNb;
|
|
}
|
|
if (aPlanesNb < 1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const Standard_Size MAX_CLIP_PLANES = 8;
|
|
OpenGl_Vec4* anEquations = new OpenGl_Vec4[MAX_CLIP_PLANES];
|
|
GLint* aSpaces = new GLint [MAX_CLIP_PLANES];
|
|
GLuint aPlaneId = 0;
|
|
for (Graphic3d_SequenceOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
|
|
anIter.More(); anIter.Next())
|
|
{
|
|
const Handle(Graphic3d_ClipPlane)& aPlane = anIter.Value();
|
|
if (!myContext->Clipping().IsEnabled (aPlane))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
|
|
anEquations[aPlaneId] = OpenGl_Vec4 ((float) anEquation.x(),
|
|
(float) anEquation.y(),
|
|
(float) anEquation.z(),
|
|
(float) anEquation.w());
|
|
aSpaces[aPlaneId] = myContext->Clipping().GetEquationSpace (aPlane);
|
|
++aPlaneId;
|
|
}
|
|
|
|
theProgram->SetUniform (myContext,
|
|
theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT),
|
|
aPlanesNb);
|
|
theProgram->SetUniform (myContext, aLocEquations, MAX_CLIP_PLANES, anEquations);
|
|
theProgram->SetUniform (myContext, aLocSpaces, MAX_CLIP_PLANES, aSpaces);
|
|
|
|
delete[] anEquations;
|
|
delete[] aSpaces;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : UpdateMaterialStateTo
|
|
// purpose : Updates state of OCCT material for specified program
|
|
// =======================================================================
|
|
void OpenGl_ShaderManager::UpdateMaterialStateTo (const Handle(OpenGl_ShaderProgram)& theProgram,
|
|
const OpenGl_Element* theAspect)
|
|
{
|
|
if (myMaterialStates.IsBound (theProgram))
|
|
{
|
|
OpenGl_MaterialState& aState = myMaterialStates.ChangeFind (theProgram);
|
|
aState.Set (theAspect);
|
|
aState.Update();
|
|
}
|
|
else
|
|
{
|
|
myMaterialStates.Bind (theProgram, OpenGl_MaterialState (theAspect));
|
|
myMaterialStates.ChangeFind (theProgram).Update();
|
|
}
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : ResetMaterialStates
|
|
// purpose : Resets state of OCCT material for all programs
|
|
// =======================================================================
|
|
void OpenGl_ShaderManager::ResetMaterialStates()
|
|
{
|
|
for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
|
|
{
|
|
anIt.Value()->UpdateState (OpenGl_MATERIALS_STATE, 0);
|
|
}
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : MaterialState
|
|
// purpose : Returns state of OCCT material for specified program
|
|
// =======================================================================
|
|
const OpenGl_MaterialState* OpenGl_ShaderManager::MaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
|
|
{
|
|
if (!myMaterialStates.IsBound (theProgram))
|
|
return NULL;
|
|
|
|
return &myMaterialStates.Find (theProgram);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : SurfaceDetailState
|
|
// purpose : Returns current state of OCCT surface detail
|
|
// =======================================================================
|
|
const OpenGl_SurfaceDetailState& OpenGl_ShaderManager::SurfaceDetailState() const
|
|
{
|
|
return mySurfaceDetailState;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : UpdateSurfaceDetailStateTo
|
|
// purpose : Updates state of OCCT surface detail
|
|
// =======================================================================
|
|
void OpenGl_ShaderManager::UpdateSurfaceDetailStateTo (const Visual3d_TypeOfSurfaceDetail theDetail)
|
|
{
|
|
mySurfaceDetailState.Set (theDetail);
|
|
mySurfaceDetailState.Update();
|
|
}
|
|
|
|
namespace
|
|
{
|
|
|
|
static const OpenGl_Vec4 THE_COLOR_BLACK_VEC4 (0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
// =======================================================================
|
|
// function : PushAspectFace
|
|
// purpose :
|
|
// =======================================================================
|
|
static void PushAspectFace (const Handle(OpenGl_Context)& theCtx,
|
|
const Handle(OpenGl_ShaderProgram)& theProgram,
|
|
const OpenGl_AspectFace* theAspect)
|
|
{
|
|
theProgram->SetUniform (theCtx,
|
|
theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE),
|
|
theAspect->DoTextureMap());
|
|
theProgram->SetUniform (theCtx,
|
|
theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER),
|
|
0 /* GL_TEXTURE0 */);
|
|
theProgram->SetUniform (theCtx,
|
|
theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE),
|
|
theAspect->DistinguishingMode());
|
|
|
|
OpenGl_Material aParams;
|
|
for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
|
|
{
|
|
const GLint aLoc = theProgram->GetStateLocation (anIndex == 0
|
|
? OpenGl_OCCT_FRONT_MATERIAL
|
|
: OpenGl_OCCT_BACK_MATERIAL);
|
|
if (aLoc == OpenGl_ShaderProgram::INVALID_LOCATION)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
aParams.Init (anIndex == 0 || theAspect->DistinguishingMode() != TOn
|
|
? theAspect->IntFront()
|
|
: theAspect->IntBack());
|
|
theProgram->SetUniform (theCtx, aLoc, OpenGl_Material::NbOfVec4(),
|
|
aParams.Packed());
|
|
}
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : PushAspectLine
|
|
// purpose :
|
|
// =======================================================================
|
|
static void PushAspectLine (const Handle(OpenGl_Context)& theCtx,
|
|
const Handle(OpenGl_ShaderProgram)& theProgram,
|
|
const OpenGl_AspectLine* theAspect)
|
|
{
|
|
theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOff);
|
|
theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
|
|
|
|
const OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
|
|
theAspect->Color().rgb[1],
|
|
theAspect->Color().rgb[2],
|
|
theAspect->Color().rgb[3]);
|
|
OpenGl_Vec4 aParams[5];
|
|
aParams[0] = THE_COLOR_BLACK_VEC4;
|
|
aParams[1] = THE_COLOR_BLACK_VEC4;
|
|
aParams[2] = aDiffuse;
|
|
aParams[3] = THE_COLOR_BLACK_VEC4;
|
|
aParams[4].x() = 0.0f; // shininess
|
|
aParams[4].y() = 0.0f; // transparency
|
|
theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
|
|
5, aParams);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : PushAspectText
|
|
// purpose :
|
|
// =======================================================================
|
|
static void PushAspectText (const Handle(OpenGl_Context)& theCtx,
|
|
const Handle(OpenGl_ShaderProgram)& theProgram,
|
|
const OpenGl_AspectText* theAspect)
|
|
{
|
|
theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOn);
|
|
theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
|
|
theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER), 0 /* GL_TEXTURE0 */);
|
|
|
|
OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
|
|
theAspect->Color().rgb[1],
|
|
theAspect->Color().rgb[2],
|
|
theAspect->Color().rgb[3]);
|
|
if (theAspect->DisplayType() == Aspect_TODT_DEKALE
|
|
|| theAspect->DisplayType() == Aspect_TODT_SUBTITLE)
|
|
{
|
|
aDiffuse = OpenGl_Vec4 (theAspect->SubtitleColor().rgb[0],
|
|
theAspect->SubtitleColor().rgb[1],
|
|
theAspect->SubtitleColor().rgb[2],
|
|
theAspect->SubtitleColor().rgb[3]);
|
|
}
|
|
|
|
OpenGl_Vec4 aParams[5];
|
|
aParams[0] = THE_COLOR_BLACK_VEC4;
|
|
aParams[1] = THE_COLOR_BLACK_VEC4;
|
|
aParams[2] = aDiffuse;
|
|
aParams[3] = THE_COLOR_BLACK_VEC4;
|
|
aParams[4].x() = 0.0f; // shininess
|
|
aParams[4].y() = 0.0f; // transparency
|
|
theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
|
|
5, aParams);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : PushAspectMarker
|
|
// purpose :
|
|
// =======================================================================
|
|
static void PushAspectMarker (const Handle(OpenGl_Context)& theCtx,
|
|
const Handle(OpenGl_ShaderProgram)& theProgram,
|
|
const OpenGl_AspectMarker* theAspect)
|
|
{
|
|
theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOn);
|
|
theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
|
|
theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER), 0 /* GL_TEXTURE0 */);
|
|
|
|
const OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
|
|
theAspect->Color().rgb[1],
|
|
theAspect->Color().rgb[2],
|
|
theAspect->Color().rgb[3]);
|
|
OpenGl_Vec4 aParams[5];
|
|
aParams[0] = THE_COLOR_BLACK_VEC4;
|
|
aParams[1] = THE_COLOR_BLACK_VEC4;
|
|
aParams[2] = aDiffuse;
|
|
aParams[3] = THE_COLOR_BLACK_VEC4;
|
|
aParams[4].x() = 0.0f; // shininess
|
|
aParams[4].y() = 0.0f; // transparency
|
|
theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
|
|
5, aParams);
|
|
}
|
|
|
|
}; // nameless namespace
|
|
|
|
// =======================================================================
|
|
// function : PushMaterialState
|
|
// purpose : Pushes current state of OCCT material to the program
|
|
// =======================================================================
|
|
void OpenGl_ShaderManager::PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
|
|
{
|
|
if (!myMaterialStates.IsBound (theProgram))
|
|
{
|
|
return;
|
|
}
|
|
|
|
const OpenGl_MaterialState& aState = myMaterialStates.Find (theProgram);
|
|
if (aState.Index() == theProgram->ActiveState (OpenGl_MATERIALS_STATE))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectFace))
|
|
{
|
|
PushAspectFace (myContext, theProgram, dynamic_cast<const OpenGl_AspectFace*> (aState.Aspect()));
|
|
}
|
|
else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectLine))
|
|
{
|
|
PushAspectLine (myContext, theProgram, dynamic_cast<const OpenGl_AspectLine*> (aState.Aspect()));
|
|
}
|
|
else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectText))
|
|
{
|
|
PushAspectText (myContext, theProgram, dynamic_cast<const OpenGl_AspectText*> (aState.Aspect()));
|
|
}
|
|
else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectMarker))
|
|
{
|
|
PushAspectMarker (myContext, theProgram, dynamic_cast<const OpenGl_AspectMarker*> (aState.Aspect()));
|
|
}
|
|
|
|
theProgram->UpdateState (OpenGl_MATERIALS_STATE, aState.Index());
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : PushState
|
|
// purpose : Pushes state of OCCT graphics parameters to the program
|
|
// =======================================================================
|
|
void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const
|
|
{
|
|
PushClippingState (theProgram);
|
|
PushMaterialState (theProgram);
|
|
PushWorldViewState (theProgram);
|
|
PushModelWorldState (theProgram);
|
|
PushProjectionState (theProgram);
|
|
PushLightSourceState (theProgram);
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : prepareStdProgramFont
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFont()
|
|
{
|
|
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
|
|
TCollection_AsciiString aSrcVert = TCollection_AsciiString()
|
|
+ THE_VARY_TexCoord_OUT
|
|
+ EOL"void main()"
|
|
EOL"{"
|
|
EOL" TexCoord = occTexCoord.st;"
|
|
EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
|
|
EOL"}";
|
|
|
|
TCollection_AsciiString
|
|
aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, TexCoord.st).a; }";
|
|
#if !defined(GL_ES_VERSION_2_0)
|
|
if (myContext->core11 == NULL)
|
|
{
|
|
aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, TexCoord.st).r; }";
|
|
}
|
|
#endif
|
|
|
|
TCollection_AsciiString aSrcFrag = TCollection_AsciiString() +
|
|
+ THE_VARY_TexCoord_IN
|
|
+ aSrcGetAlpha
|
|
+ EOL"void main()"
|
|
EOL"{"
|
|
EOL" vec4 aColor = occColor;"
|
|
EOL" aColor.a *= getAlpha();"
|
|
EOL" if (aColor.a <= 0.285) discard;"
|
|
EOL" occFragColor = aColor;"
|
|
EOL"}";
|
|
|
|
#if !defined(GL_ES_VERSION_2_0)
|
|
if (myContext->core32 != NULL)
|
|
{
|
|
aProgramSrc->SetHeader ("#version 150");
|
|
}
|
|
#endif
|
|
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
|
|
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
|
|
TCollection_AsciiString aKey;
|
|
if (!Create (aProgramSrc, aKey, myFontProgram))
|
|
{
|
|
myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
|
|
return Standard_False;
|
|
}
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : prepareStdProgramFboBlit
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFboBlit()
|
|
{
|
|
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
|
|
TCollection_AsciiString aSrcVert =
|
|
EOL"THE_SHADER_OUT vec2 TexCoord;"
|
|
EOL"void main()"
|
|
EOL"{"
|
|
EOL" TexCoord = occVertex.zw;"
|
|
EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
|
|
EOL"}";
|
|
|
|
TCollection_AsciiString aSrcFrag =
|
|
EOL"uniform sampler2D uColorSampler;"
|
|
EOL"uniform sampler2D uDepthSampler;"
|
|
EOL
|
|
EOL"THE_SHADER_IN vec2 TexCoord;"
|
|
EOL
|
|
EOL"void main()"
|
|
EOL"{"
|
|
EOL" gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;"
|
|
EOL" occFragColor = occTexture2D (uColorSampler, TexCoord);"
|
|
EOL"}";
|
|
|
|
#if defined(GL_ES_VERSION_2_0)
|
|
if (myContext->IsGlGreaterEqual (3, 0))
|
|
{
|
|
aProgramSrc->SetHeader ("#version 300 es");
|
|
}
|
|
else
|
|
{
|
|
// there is no way to draw into depth buffer
|
|
aSrcFrag =
|
|
EOL"uniform sampler2D uColorSampler;"
|
|
EOL
|
|
EOL"THE_SHADER_IN vec2 TexCoord;"
|
|
EOL
|
|
EOL"void main()"
|
|
EOL"{"
|
|
EOL" occFragColor = occTexture2D (uColorSampler, TexCoord);"
|
|
EOL"}";
|
|
}
|
|
#else
|
|
if (myContext->core32 != NULL)
|
|
{
|
|
aProgramSrc->SetHeader ("#version 150");
|
|
}
|
|
#endif
|
|
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
|
|
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
|
|
TCollection_AsciiString aKey;
|
|
if (!Create (aProgramSrc, aKey, myBlitProgram))
|
|
{
|
|
myBlitProgram = new OpenGl_ShaderProgram(); // just mark as invalid
|
|
return Standard_False;
|
|
}
|
|
|
|
myContext->BindProgram (myBlitProgram);
|
|
myBlitProgram->SetSampler (myContext, "uColorSampler", 0);
|
|
myBlitProgram->SetSampler (myContext, "uDepthSampler", 1);
|
|
myContext->BindProgram (NULL);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : prepareStdProgramFlat
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFlat (Handle(OpenGl_ShaderProgram)& theProgram,
|
|
const Standard_Integer theBits)
|
|
{
|
|
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
|
|
TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain;
|
|
TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
|
|
TCollection_AsciiString aSrcFragMainGetColor = EOL" occFragColor = getColor();";
|
|
if ((theBits & OpenGl_PO_Point) != 0)
|
|
{
|
|
#if defined(GL_ES_VERSION_2_0)
|
|
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
|
|
#endif
|
|
if ((theBits & OpenGl_PO_TextureA) != 0)
|
|
{
|
|
TCollection_AsciiString
|
|
aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, gl_PointCoord).a; }";
|
|
#if !defined(GL_ES_VERSION_2_0)
|
|
if (myContext->core11 == NULL)
|
|
{
|
|
aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, gl_PointCoord).r; }";
|
|
}
|
|
#endif
|
|
|
|
aSrcFragGetColor = aSrcGetAlpha
|
|
+ EOL"vec4 getColor(void)"
|
|
EOL"{"
|
|
EOL" vec4 aColor = occColor;"
|
|
EOL" aColor.a *= getAlpha();"
|
|
EOL" return aColor;"
|
|
EOL"}";
|
|
|
|
aSrcFragMainGetColor =
|
|
EOL" vec4 aColor = getColor();"
|
|
EOL" if (aColor.a <= 0.1) discard;"
|
|
EOL" occFragColor = aColor;";
|
|
}
|
|
else if ((theBits & OpenGl_PO_TextureRGB) != 0)
|
|
{
|
|
aSrcFragGetColor =
|
|
EOL"vec4 getColor(void) { return occTexture2D(occActiveSampler, gl_PointCoord); }";
|
|
aSrcFragMainGetColor =
|
|
EOL" vec4 aColor = getColor();"
|
|
EOL" if (aColor.a <= 0.1) discard;"
|
|
EOL" occFragColor = aColor;";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((theBits & OpenGl_PO_TextureRGB) != 0)
|
|
{
|
|
aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
|
|
aSrcFragExtraOut += THE_VARY_TexCoord_IN;
|
|
aSrcVertExtraMain +=
|
|
EOL" TexCoord = occTexCoord.st;";
|
|
|
|
aSrcFragGetColor =
|
|
EOL"vec4 getColor(void) { return occTexture2D(occActiveSampler, TexCoord.st); }";
|
|
}
|
|
else if ((theBits & OpenGl_PO_TextureEnv) != 0)
|
|
{
|
|
aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
|
|
aSrcFragExtraOut += THE_VARY_TexCoord_IN;
|
|
|
|
aSrcVertExtraFunc = THE_FUNC_transformNormal;
|
|
|
|
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 = aReflect.xy * inversesqrt (dot (aReflect, aReflect)) * 0.5 + vec2 (0.5);";
|
|
|
|
aSrcFragGetColor =
|
|
EOL"vec4 getColor(void) { return occTexture2D (occActiveSampler, TexCoord.st); }";
|
|
}
|
|
}
|
|
if ((theBits & OpenGl_PO_VertColor) != 0)
|
|
{
|
|
aSrcVertExtraOut += EOL"THE_SHADER_OUT vec4 VertColor;";
|
|
aSrcVertExtraMain += EOL" VertColor = occVertColor;";
|
|
aSrcFragExtraOut += EOL"THE_SHADER_IN vec4 VertColor;";
|
|
aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }";
|
|
}
|
|
if ((theBits & OpenGl_PO_ClipPlanes) != 0)
|
|
{
|
|
aSrcVertExtraOut +=
|
|
EOL"THE_SHADER_OUT vec4 PositionWorld;"
|
|
EOL"THE_SHADER_OUT vec4 Position;";
|
|
aSrcFragExtraOut +=
|
|
EOL"THE_SHADER_IN vec4 PositionWorld;"
|
|
EOL"THE_SHADER_IN vec4 Position;";
|
|
aSrcVertExtraMain +=
|
|
EOL" PositionWorld = occModelWorldMatrix * occVertex;"
|
|
EOL" Position = occWorldViewMatrix * PositionWorld;";
|
|
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES;
|
|
}
|
|
|
|
TCollection_AsciiString aSrcVertEndMain;
|
|
if ((theBits & OpenGl_PO_StippleLine) != 0)
|
|
{
|
|
bool hasCaps = false;
|
|
#if defined(GL_ES_VERSION_2_0)
|
|
if (myContext->IsGlGreaterEqual (3, 0))
|
|
{
|
|
aProgramSrc->SetHeader ("#version 300 es");
|
|
hasCaps = true;
|
|
}
|
|
#else
|
|
if (myContext->core32 != NULL)
|
|
{
|
|
aProgramSrc->SetHeader ("#version 150");
|
|
hasCaps = true;
|
|
}
|
|
#endif
|
|
|
|
if (hasCaps)
|
|
{
|
|
aSrcVertExtraOut +=
|
|
EOL"THE_SHADER_OUT vec2 ScreenSpaceCoord;";
|
|
aSrcFragExtraOut +=
|
|
EOL"THE_SHADER_IN vec2 ScreenSpaceCoord;"
|
|
EOL"uniform int uPattern;"
|
|
EOL"uniform float uFactor;";
|
|
aSrcVertEndMain =
|
|
EOL" ScreenSpaceCoord = gl_Position.xy / gl_Position.w;";
|
|
aSrcFragMainGetColor =
|
|
EOL" float anAngle = atan (dFdx (ScreenSpaceCoord.x), dFdy (ScreenSpaceCoord.y));"
|
|
EOL" float aRotatePoint = gl_FragCoord.x * sin (anAngle) + gl_FragCoord.y * cos (anAngle);"
|
|
EOL" uint aBit = uint (floor (aRotatePoint / uFactor + 0.5)) & 15U;"
|
|
EOL" if ((uint (uPattern) & (1U << aBit)) == 0U) discard;"
|
|
EOL" vec4 aColor = getColor();"
|
|
EOL" if (aColor.a <= 0.1) discard;"
|
|
EOL" occFragColor = aColor;";
|
|
}
|
|
else
|
|
{
|
|
const TCollection_ExtendedString aWarnMessage =
|
|
"Warning: stipple lines in GLSL will be ignored.";
|
|
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
|
|
GL_DEBUG_TYPE_PORTABILITY_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aWarnMessage);
|
|
}
|
|
}
|
|
|
|
aSrcVert =
|
|
aSrcVertExtraFunc
|
|
+ aSrcVertExtraOut
|
|
+ EOL"void main()"
|
|
EOL"{"
|
|
+ aSrcVertExtraMain
|
|
+ EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
|
|
+ aSrcVertEndMain
|
|
+ EOL"}";
|
|
|
|
aSrcFrag =
|
|
aSrcFragExtraOut
|
|
+ aSrcFragGetColor
|
|
+ EOL"void main()"
|
|
EOL"{"
|
|
+ aSrcFragExtraMain
|
|
+ aSrcFragMainGetColor
|
|
+ EOL"}";
|
|
|
|
#if !defined(GL_ES_VERSION_2_0)
|
|
if (myContext->core32 != NULL)
|
|
{
|
|
aProgramSrc->SetHeader ("#version 150");
|
|
}
|
|
#endif
|
|
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
|
|
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
|
|
|
|
TCollection_AsciiString aKey;
|
|
if (!Create (aProgramSrc, aKey, theProgram))
|
|
{
|
|
theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
|
|
return Standard_False;
|
|
}
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : stdComputeLighting
|
|
// purpose :
|
|
// =======================================================================
|
|
TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting (const Standard_Boolean theHasVertColor)
|
|
{
|
|
bool aLightsMap[Visual3d_TOLS_SPOT + 1] = { false, false, false, false };
|
|
TCollection_AsciiString aLightsFunc, aLightsLoop;
|
|
const OpenGl_ListOfLight* aLights = myLightSourceState.LightSources();
|
|
if (aLights != NULL)
|
|
{
|
|
Standard_Integer anIndex = 0;
|
|
for (OpenGl_ListOfLight::Iterator aLightIter (*aLights); aLightIter.More(); aLightIter.Next(), ++anIndex)
|
|
{
|
|
switch (aLightIter.Value().Type)
|
|
{
|
|
case Visual3d_TOLS_AMBIENT:
|
|
--anIndex;
|
|
break; // skip ambient
|
|
case Visual3d_TOLS_DIRECTIONAL:
|
|
aLightsLoop = aLightsLoop + EOL" directionalLight (" + anIndex + ", theNormal, theView, theIsFront);";
|
|
break;
|
|
case Visual3d_TOLS_POSITIONAL:
|
|
aLightsLoop = aLightsLoop + EOL" pointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
|
|
break;
|
|
case Visual3d_TOLS_SPOT:
|
|
aLightsLoop = aLightsLoop + EOL" spotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
|
|
break;
|
|
}
|
|
|
|
bool& aTypeBit = aLightsMap[aLightIter.Value().Type];
|
|
if (aTypeBit)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
aTypeBit = true;
|
|
switch (aLightIter.Value().Type)
|
|
{
|
|
case Visual3d_TOLS_AMBIENT: break;
|
|
case Visual3d_TOLS_DIRECTIONAL: aLightsFunc += THE_FUNC_directionalLight; break;
|
|
case Visual3d_TOLS_POSITIONAL: aLightsFunc += THE_FUNC_pointLight; break;
|
|
case Visual3d_TOLS_SPOT: aLightsFunc += THE_FUNC_spotLight; break;
|
|
}
|
|
}
|
|
}
|
|
|
|
TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();";
|
|
TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();";
|
|
if (theHasVertColor)
|
|
{
|
|
aGetMatAmbient = "getVertColor();";
|
|
aGetMatDiffuse = "getVertColor();";
|
|
}
|
|
|
|
return TCollection_AsciiString()
|
|
+ THE_FUNC_lightDef
|
|
+ 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 aMaterialAmbient = " + aGetMatAmbient
|
|
+ EOL" vec4 aMaterialDiffuse = " + aGetMatDiffuse
|
|
+ EOL" vec4 aMaterialSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();"
|
|
EOL" vec4 aMaterialEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
|
|
EOL" return vec4 (Ambient, 1.0) * aMaterialAmbient"
|
|
EOL" + vec4 (Diffuse, 1.0) * aMaterialDiffuse"
|
|
EOL" + vec4 (Specular, 1.0) * aMaterialSpecular"
|
|
EOL" + aMaterialEmission;"
|
|
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, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain;
|
|
TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
|
|
if ((theBits & OpenGl_PO_Point) != 0)
|
|
{
|
|
#if defined(GL_ES_VERSION_2_0)
|
|
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
|
|
#endif
|
|
}
|
|
if ((theBits & OpenGl_PO_VertColor) != 0)
|
|
{
|
|
aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
|
|
}
|
|
if ((theBits & OpenGl_PO_Point) != 0)
|
|
{
|
|
if ((theBits & OpenGl_PO_TextureRGB) != 0)
|
|
{
|
|
aSrcFragGetColor =
|
|
EOL"vec4 getColor(void)"
|
|
EOL"{"
|
|
EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
|
|
EOL" return occTexture2D(occActiveSampler, gl_PointCoord) * aColor;"
|
|
EOL"}";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((theBits & OpenGl_PO_TextureRGB) != 0)
|
|
{
|
|
aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
|
|
aSrcFragExtraOut += THE_VARY_TexCoord_IN;
|
|
aSrcVertExtraMain +=
|
|
EOL" TexCoord = occTexCoord.st;";
|
|
|
|
aSrcFragGetColor =
|
|
EOL"vec4 getColor(void)"
|
|
EOL"{"
|
|
EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
|
|
EOL" return occTexture2D(occActiveSampler, TexCoord.st) * aColor;"
|
|
EOL"}";
|
|
}
|
|
}
|
|
if ((theBits & OpenGl_PO_ClipPlanes) != 0)
|
|
{
|
|
aSrcVertExtraOut +=
|
|
EOL"THE_SHADER_OUT vec4 PositionWorld;"
|
|
EOL"THE_SHADER_OUT vec4 Position;";
|
|
aSrcFragExtraOut +=
|
|
EOL"THE_SHADER_IN vec4 PositionWorld;"
|
|
EOL"THE_SHADER_IN vec4 Position;";
|
|
aSrcVertExtraMain +=
|
|
EOL" PositionWorld = aPositionWorld;"
|
|
EOL" Position = aPosition;";
|
|
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES;
|
|
}
|
|
|
|
const TCollection_AsciiString aLights = stdComputeLighting ((theBits & OpenGl_PO_VertColor) != 0);
|
|
aSrcVert = TCollection_AsciiString()
|
|
+ THE_FUNC_transformNormal
|
|
+ EOL
|
|
+ aSrcVertColor
|
|
+ aLights
|
|
+ EOL
|
|
EOL"THE_SHADER_OUT vec4 FrontColor;"
|
|
EOL"THE_SHADER_OUT vec4 BackColor;"
|
|
EOL
|
|
+ aSrcVertExtraOut
|
|
+ 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 (normalize (aNormal), normalize (aView), aPosition, true);"
|
|
EOL" BackColor = computeLighting (normalize (aNormal), normalize (aView), aPosition, false);"
|
|
+ aSrcVertExtraMain
|
|
+ EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
|
|
EOL"}";
|
|
|
|
aSrcFrag = TCollection_AsciiString()
|
|
+ EOL"THE_SHADER_IN vec4 FrontColor;"
|
|
EOL"THE_SHADER_IN vec4 BackColor;"
|
|
+ aSrcFragExtraOut
|
|
+ aSrcFragGetColor
|
|
+ EOL"void main()"
|
|
EOL"{"
|
|
+ aSrcFragExtraMain
|
|
+ EOL" occFragColor = getColor();"
|
|
EOL"}";
|
|
|
|
#if !defined(GL_ES_VERSION_2_0)
|
|
if (myContext->core32 != NULL)
|
|
{
|
|
aProgramSrc->SetHeader ("#version 150");
|
|
}
|
|
#endif
|
|
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
|
|
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
|
|
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)
|
|
{
|
|
#define thePhongCompLight "computeLighting (normalize (Normal), normalize (View), Position, gl_FrontFacing)"
|
|
|
|
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
|
|
TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraOut, aSrcFragGetVertColor, aSrcFragExtraMain;
|
|
TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return " thePhongCompLight "; }";
|
|
if ((theBits & OpenGl_PO_Point) != 0)
|
|
{
|
|
#if defined(GL_ES_VERSION_2_0)
|
|
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
|
|
#endif
|
|
}
|
|
if ((theBits & OpenGl_PO_VertColor) != 0)
|
|
{
|
|
aSrcVertExtraOut += EOL"THE_SHADER_OUT vec4 VertColor;";
|
|
aSrcVertExtraMain += EOL" VertColor = occVertColor;";
|
|
aSrcFragGetVertColor = EOL"THE_SHADER_IN vec4 VertColor;"
|
|
EOL"vec4 getVertColor(void) { return VertColor; }";
|
|
}
|
|
|
|
if ((theBits & OpenGl_PO_Point) != 0)
|
|
{
|
|
if ((theBits & OpenGl_PO_TextureRGB) != 0)
|
|
{
|
|
aSrcFragGetColor =
|
|
EOL"vec4 getColor(void)"
|
|
EOL"{"
|
|
EOL" vec4 aColor = " thePhongCompLight ";"
|
|
EOL" return occTexture2D(occActiveSampler, gl_PointCoord) * aColor;"
|
|
EOL"}";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((theBits & OpenGl_PO_TextureRGB) != 0)
|
|
{
|
|
aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
|
|
aSrcFragExtraOut += THE_VARY_TexCoord_IN;
|
|
aSrcVertExtraMain +=
|
|
EOL" TexCoord = occTexCoord.st;";
|
|
|
|
aSrcFragGetColor =
|
|
EOL"vec4 getColor(void)"
|
|
EOL"{"
|
|
EOL" vec4 aColor = " thePhongCompLight ";"
|
|
EOL" return occTexture2D(occActiveSampler, TexCoord.st) * aColor;"
|
|
EOL"}";
|
|
}
|
|
}
|
|
|
|
if ((theBits & OpenGl_PO_ClipPlanes) != 0)
|
|
{
|
|
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES;
|
|
}
|
|
|
|
aSrcVert = TCollection_AsciiString()
|
|
+ THE_FUNC_transformNormal
|
|
+ EOL
|
|
EOL"THE_SHADER_OUT vec4 PositionWorld;"
|
|
EOL"THE_SHADER_OUT vec4 Position;"
|
|
EOL"THE_SHADER_OUT vec3 Normal;"
|
|
EOL"THE_SHADER_OUT vec3 View;"
|
|
EOL
|
|
+ aSrcVertExtraOut
|
|
+ EOL"void main()"
|
|
EOL"{"
|
|
EOL" PositionWorld = occModelWorldMatrix * occVertex;"
|
|
EOL" Position = occWorldViewMatrix * PositionWorld;"
|
|
EOL" Normal = transformNormal (occNormal);"
|
|
EOL" View = vec3 (0.0, 0.0, 1.0);"
|
|
+ aSrcVertExtraMain
|
|
+ EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
|
|
EOL"}";
|
|
|
|
const TCollection_AsciiString aLights = stdComputeLighting ((theBits & OpenGl_PO_VertColor) != 0);
|
|
aSrcFrag = TCollection_AsciiString()
|
|
+ EOL"THE_SHADER_IN vec4 PositionWorld;"
|
|
EOL"THE_SHADER_IN vec4 Position;"
|
|
EOL"THE_SHADER_IN vec3 Normal;"
|
|
EOL"THE_SHADER_IN vec3 View;"
|
|
+ EOL
|
|
+ aSrcFragExtraOut
|
|
+ aSrcFragGetVertColor
|
|
+ aLights
|
|
+ aSrcFragGetColor
|
|
+ EOL
|
|
EOL"void main()"
|
|
EOL"{"
|
|
+ aSrcFragExtraMain
|
|
+ EOL" occFragColor = getColor();"
|
|
EOL"}";
|
|
|
|
#if !defined(GL_ES_VERSION_2_0)
|
|
if (myContext->core32 != NULL)
|
|
{
|
|
aProgramSrc->SetHeader ("#version 150");
|
|
}
|
|
#endif
|
|
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
|
|
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
|
|
TCollection_AsciiString aKey;
|
|
if (!Create (aProgramSrc, aKey, theProgram))
|
|
{
|
|
theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
|
|
return Standard_False;
|
|
}
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : prepareStdProgramAnaglyph
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramAnaglyph()
|
|
{
|
|
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
|
|
TCollection_AsciiString aSrcVert =
|
|
EOL"THE_SHADER_OUT vec2 TexCoord;"
|
|
EOL"void main()"
|
|
EOL"{"
|
|
EOL" TexCoord = occVertex.zw;"
|
|
EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
|
|
EOL"}";
|
|
|
|
TCollection_AsciiString aSrcFrag =
|
|
EOL"uniform sampler2D uLeftSampler;"
|
|
EOL"uniform sampler2D uRightSampler;"
|
|
EOL
|
|
EOL"THE_SHADER_IN vec2 TexCoord;"
|
|
EOL
|
|
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" occFragColor = aColorL + aColorR;"
|
|
EOL"}";
|
|
|
|
#if !defined(GL_ES_VERSION_2_0)
|
|
if (myContext->core32 != NULL)
|
|
{
|
|
aProgramSrc->SetHeader ("#version 150");
|
|
}
|
|
#endif
|
|
|
|
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
|
|
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
|
|
TCollection_AsciiString aKey;
|
|
if (!Create (aProgramSrc, aKey, myAnaglyphProgram))
|
|
{
|
|
myAnaglyphProgram = new OpenGl_ShaderProgram(); // just mark as invalid
|
|
return Standard_False;
|
|
}
|
|
|
|
myContext->BindProgram (myAnaglyphProgram);
|
|
myAnaglyphProgram->SetSampler (myContext, "uLeftSampler", 0);
|
|
myAnaglyphProgram->SetSampler (myContext, "uRightSampler", 1);
|
|
myContext->BindProgram (NULL);
|
|
return Standard_True;
|
|
}
|
|
|
|
// =======================================================================
|
|
// function : bindProgramWithState
|
|
// purpose :
|
|
// =======================================================================
|
|
Standard_Boolean OpenGl_ShaderManager::bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram,
|
|
const OpenGl_Element* theAspect)
|
|
{
|
|
if (!myContext->BindProgram (theProgram))
|
|
{
|
|
return Standard_False;
|
|
}
|
|
theProgram->ApplyVariables (myContext);
|
|
|
|
const OpenGl_MaterialState* aMaterialState = MaterialState (theProgram);
|
|
if (aMaterialState == NULL || aMaterialState->Aspect() != theAspect)
|
|
{
|
|
UpdateMaterialStateTo (theProgram, theAspect);
|
|
}
|
|
|
|
PushState (theProgram);
|
|
return Standard_True;
|
|
}
|