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occt/src/Graphic3d/Graphic3d_ShaderObject.hxx

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