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121 lines
5.4 KiB
C++
Executable File
121 lines
5.4 KiB
C++
Executable File
// Created on: 2013-09-20
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// Created by: Denis BOGOLEPOV
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// Copyright (c) 2013-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _Graphic3d_ShaderObject_HeaderFile
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#define _Graphic3d_ShaderObject_HeaderFile
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#include <Graphic3d_TypeOfShaderObject.hxx>
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#include <NCollection_Sequence.hxx>
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#include <OSD_Path.hxx>
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//! Forward declaration
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//! This class is responsible for managing shader objects.
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class Graphic3d_ShaderObject : public Standard_Transient
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{
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public:
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//! Structure defining shader uniform or in/out variable.
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struct ShaderVariable
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{
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TCollection_AsciiString Name; //!< variable name
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Standard_Integer Stages; //!< active stages as Graphic3d_TypeOfShaderObject bits;
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//! for in/out variables, intermediate stages will be automatically filled
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//! Create new shader variable.
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ShaderVariable (const TCollection_AsciiString& theVarName, Standard_Integer theShaderStageBits) : Name (theVarName), Stages (theShaderStageBits) {}
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//! Empty constructor.
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ShaderVariable() : Stages (0) {}
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};
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//! List of variable of shader program.
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typedef NCollection_Sequence<ShaderVariable> ShaderVariableList;
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public:
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//! Creates new shader object from specified file.
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Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromFile (const Graphic3d_TypeOfShaderObject theType,
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const TCollection_AsciiString& thePath);
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//! Creates new shader object from specified source.
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Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (const Graphic3d_TypeOfShaderObject theType,
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const TCollection_AsciiString& theSource);
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//! This is a preprocessor for Graphic3d_ShaderObject::CreateFromSource() function.
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//! Creates a new shader object from specified source according to list of uniforms and in/out variables.
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//! @param theSource shader object source code to modify
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//! @param theType shader object type to create
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//! @param theUniforms list of uniform variables
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//! @param theStageInOuts list of stage in/out variables
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//! @param theInName name of input variables block;
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//! can be empty for accessing each variable without block prefix
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//! (mandatory for stages accessing both inputs and outputs)
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//! @param theOutName name of output variables block;
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//! can be empty for accessing each variable without block prefix
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//! (mandatory for stages accessing both inputs and outputs)
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//! @param theNbGeomInputVerts number of geometry shader input vertexes
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Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (TCollection_AsciiString& theSource,
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Graphic3d_TypeOfShaderObject theType,
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const ShaderVariableList& theUniforms,
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const ShaderVariableList& theStageInOuts,
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const TCollection_AsciiString& theInName = TCollection_AsciiString(),
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const TCollection_AsciiString& theOutName = TCollection_AsciiString(),
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Standard_Integer theNbGeomInputVerts = 0);
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private:
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//! Creates new shader object of specified type.
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Standard_EXPORT Graphic3d_ShaderObject (const Graphic3d_TypeOfShaderObject theType);
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public:
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//! Releases resources of shader object.
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Standard_EXPORT virtual ~Graphic3d_ShaderObject();
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//! Checks if the shader object is valid or not.
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Standard_EXPORT virtual Standard_Boolean IsDone() const;
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//! Returns the full path to the shader source.
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const OSD_Path& Path() const { return myPath; }
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//! Returns the source code of the shader object.
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const TCollection_AsciiString& Source() const { return mySource; }
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//! Returns type of the shader object.
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Graphic3d_TypeOfShaderObject Type() const { return myType; }
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//! Returns unique ID used to manage resource in graphic driver.
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const TCollection_AsciiString& GetId() const { return myID; }
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public:
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DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderObject,Standard_Transient)
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protected:
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TCollection_AsciiString myID; //!< the ID of shader object
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TCollection_AsciiString mySource; //!< the source code of shader object
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OSD_Path myPath; //!< the path to shader source (may be empty)
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private:
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//! The type of shader object.
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Graphic3d_TypeOfShaderObject myType;
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};
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DEFINE_STANDARD_HANDLE (Graphic3d_ShaderObject, Standard_Transient)
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#endif
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