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occt/src/Graphic3d/Graphic3d_ShaderProgram.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_ShaderProgram_HeaderFile
#define _Graphic3d_ShaderProgram_HeaderFile
#include <Graphic3d_RenderTransparentMethod.hxx>
#include <Graphic3d_ShaderAttribute.hxx>
#include <Graphic3d_ShaderObject.hxx>
#include <Graphic3d_ShaderVariable.hxx>
#include <Graphic3d_TextureParams.hxx>
#include <NCollection_Sequence.hxx>
//! List of shader objects.
typedef NCollection_Sequence<Handle(Graphic3d_ShaderObject)> Graphic3d_ShaderObjectList;
//! List of custom uniform shader variables.
typedef NCollection_Sequence<Handle(Graphic3d_ShaderVariable)> Graphic3d_ShaderVariableList;
//! List of custom vertex shader attributes
typedef NCollection_Sequence<Handle(Graphic3d_ShaderAttribute)> Graphic3d_ShaderAttributeList;
//! This class is responsible for managing shader programs.
class Graphic3d_ShaderProgram : public Standard_Transient
{
DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderProgram, Standard_Transient)
public:
//! Default value of THE_MAX_LIGHTS macros within GLSL program (see Declarations.glsl).
static const Standard_Integer THE_MAX_LIGHTS_DEFAULT = 8;
//! Default value of THE_MAX_CLIP_PLANES macros within GLSL program (see Declarations.glsl).
static const Standard_Integer THE_MAX_CLIP_PLANES_DEFAULT = 8;
//! Default value of THE_NB_FRAG_OUTPUTS macros within GLSL program (see Declarations.glsl).
static const Standard_Integer THE_NB_FRAG_OUTPUTS = 1;
public:
//! Creates new empty program object.
Standard_EXPORT Graphic3d_ShaderProgram();
//! Releases resources of program object.
Standard_EXPORT virtual ~Graphic3d_ShaderProgram();
//! Checks if the program object is valid or not.
Standard_EXPORT virtual Standard_Boolean IsDone() const;
//! Returns unique ID used to manage resource in graphic driver.
const TCollection_AsciiString& GetId() const { return myID; }
//! Sets unique ID used to manage resource in graphic driver.
//! WARNING! Graphic3d_ShaderProgram constructor generates a unique id for proper resource management;
//! however if application overrides it, it is responsibility of application to avoid name collisions.
void SetId (const TCollection_AsciiString& theId) { myID = theId; }
//! Returns GLSL header (version code and extensions).
const TCollection_AsciiString& Header() const { return myHeader; }
//! Setup GLSL header containing language version code and used extensions.
//! Will be prepended to the very beginning of the source code.
//! Example:
//! @code
//! #version 300 es
//! #extension GL_ARB_bindless_texture : require
//! @endcode
void SetHeader (const TCollection_AsciiString& theHeader) { myHeader = theHeader; }
//! Append line to GLSL header.
void AppendToHeader (const TCollection_AsciiString& theHeaderLine)
{
if (!myHeader.IsEmpty())
{
myHeader += "\n";
}
myHeader += theHeaderLine;
}
//! Return the length of array of light sources (THE_MAX_LIGHTS),
//! to be used for initialization occLightSources.
//! Default value is THE_MAX_LIGHTS_DEFAULT.
Standard_Integer NbLightsMax() const { return myNbLightsMax; }
//! Specify the length of array of light sources (THE_MAX_LIGHTS).
void SetNbLightsMax (Standard_Integer theNbLights) { myNbLightsMax = theNbLights; }
//! Return the length of array of shadow maps (THE_NB_SHADOWMAPS); 0 by default.
Standard_Integer NbShadowMaps() const { return myNbShadowMaps; }
//! Specify the length of array of shadow maps (THE_NB_SHADOWMAPS).
void SetNbShadowMaps (Standard_Integer theNbMaps) { myNbShadowMaps = theNbMaps; }
//! Return the length of array of clipping planes (THE_MAX_CLIP_PLANES),
//! to be used for initialization occClipPlaneEquations.
//! Default value is THE_MAX_CLIP_PLANES_DEFAULT.
Standard_Integer NbClipPlanesMax() const { return myNbClipPlanesMax; }
//! Specify the length of array of clipping planes (THE_MAX_CLIP_PLANES).
void SetNbClipPlanesMax (Standard_Integer theNbPlanes) { myNbClipPlanesMax = theNbPlanes; }
//! Attaches shader object to the program object.
Standard_EXPORT Standard_Boolean AttachShader (const Handle(Graphic3d_ShaderObject)& theShader);
//! Detaches shader object from the program object.
Standard_EXPORT Standard_Boolean DetachShader (const Handle(Graphic3d_ShaderObject)& theShader);
//! Returns list of attached shader objects.
const Graphic3d_ShaderObjectList& ShaderObjects() const { return myShaderObjects; }
//! The list of currently pushed but not applied custom uniform variables.
//! This list is automatically cleared after applying to GLSL program.
const Graphic3d_ShaderVariableList& Variables() const { return myVariables; }
//! Return the list of custom vertex attributes.
const Graphic3d_ShaderAttributeList& VertexAttributes() const { return myAttributes; }
//! Assign the list of custom vertex attributes.
//! Should be done before GLSL program initialization.
Standard_EXPORT void SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes);
//! Returns the number (1+) of Fragment Shader outputs to be written to
//! (more than 1 can be in case of multiple draw buffers); 1 by default.
Standard_Integer NbFragmentOutputs() const { return myNbFragOutputs; }
//! Sets the number of Fragment Shader outputs to be written to.
//! Should be done before GLSL program initialization.
void SetNbFragmentOutputs (const Standard_Integer theNbOutputs) { myNbFragOutputs = theNbOutputs; }
//! Return true if Fragment Shader should perform alpha test; FALSE by default.
Standard_Boolean HasAlphaTest() const { return myHasAlphaTest; }
//! Set if Fragment Shader should perform alpha test.
//! Note that this flag is designed for usage with - custom shader program may discard fragment regardless this flag.
void SetAlphaTest (Standard_Boolean theAlphaTest) { myHasAlphaTest = theAlphaTest; }
//! Return TRUE if standard program header should define default texture sampler occSampler0; TRUE by default for compatibility.
Standard_Boolean HasDefaultSampler() const { return myHasDefSampler; }
//! Set if standard program header should define default texture sampler occSampler0.
void SetDefaultSampler (Standard_Boolean theHasDefSampler) { myHasDefSampler = theHasDefSampler; }
//! Return if Fragment Shader color should output to OIT buffers; OFF by default.
Graphic3d_RenderTransparentMethod OitOutput() const { return myOitOutput; }
//! Set if Fragment Shader color should output to OIT buffers.
//! Note that weighted OIT also requires at least 2 Fragment Outputs (color + coverage),
//! and Depth Peeling requires at least 3 Fragment Outputs (depth + front color + back color),
void SetOitOutput (Graphic3d_RenderTransparentMethod theOutput) { myOitOutput = theOutput; }
//! Return TRUE if standard program header should define functions and variables used in PBR pipeline.
//! FALSE by default.
Standard_Boolean IsPBR() const { return myIsPBR; }
//! Sets whether standard program header should define functions and variables used in PBR pipeline.
void SetPBR (Standard_Boolean theIsPBR) { myIsPBR = theIsPBR; }
//! Return texture units declared within the program, @sa Graphic3d_TextureSetBits.
Standard_Integer TextureSetBits() const { return myTextureSetBits; }
//! Set texture units declared within the program.
void SetTextureSetBits (Standard_Integer theBits) { myTextureSetBits = theBits; }
//! Pushes custom uniform variable to the program.
//! The list of pushed variables is automatically cleared after applying to GLSL program.
//! Thus after program recreation even unchanged uniforms should be pushed anew.
template<class T>
Standard_Boolean PushVariable (const TCollection_AsciiString& theName,
const T& theValue);
//! Removes all custom uniform variables from the program.
Standard_EXPORT void ClearVariables();
//! Pushes float uniform.
Standard_Boolean PushVariableFloat (const TCollection_AsciiString& theName, const float theValue) { return PushVariable (theName, theValue); }
//! Pushes vec2 uniform.
Standard_Boolean PushVariableVec2 (const TCollection_AsciiString& theName, const Graphic3d_Vec2& theValue) { return PushVariable (theName, theValue); }
//! Pushes vec3 uniform.
Standard_Boolean PushVariableVec3 (const TCollection_AsciiString& theName, const Graphic3d_Vec3& theValue) { return PushVariable (theName, theValue); }
//! Pushes vec4 uniform.
Standard_Boolean PushVariableVec4 (const TCollection_AsciiString& theName, const Graphic3d_Vec4& theValue) { return PushVariable (theName, theValue); }
//! Pushes int uniform.
Standard_Boolean PushVariableInt (const TCollection_AsciiString& theName, const int theValue) { return PushVariable (theName, theValue); }
//! Pushes vec2i uniform.
Standard_Boolean PushVariableVec2i (const TCollection_AsciiString& theName, const Graphic3d_Vec2i& theValue) { return PushVariable (theName, theValue); }
//! Pushes vec3i uniform.
Standard_Boolean PushVariableVec3i (const TCollection_AsciiString& theName, const Graphic3d_Vec3i& theValue) { return PushVariable (theName, theValue); }
//! Pushes vec4i uniform.
Standard_Boolean PushVariableVec4i (const TCollection_AsciiString& theName, const Graphic3d_Vec4i& theValue) { return PushVariable (theName, theValue); }
public:
//! The path to GLSL programs determined from CSF_ShadersDirectory or CASROOT environment variables.
//! @return the root folder with default GLSL programs.
Standard_EXPORT static const TCollection_AsciiString& ShadersFolder();
private:
TCollection_AsciiString myID; //!< the unique identifier of program object
Graphic3d_ShaderObjectList myShaderObjects; //!< the list of attached shader objects
Graphic3d_ShaderVariableList myVariables; //!< the list of custom uniform variables
Graphic3d_ShaderAttributeList myAttributes; //!< the list of custom vertex attributes
TCollection_AsciiString myHeader; //!< GLSL header with version code and used extensions
Standard_Integer myNbLightsMax; //!< length of array of light sources (THE_MAX_LIGHTS)
Standard_Integer myNbShadowMaps; //!< length of array of shadow maps (THE_NB_SHADOWMAPS)
Standard_Integer myNbClipPlanesMax; //!< length of array of clipping planes (THE_MAX_CLIP_PLANES)
Standard_Integer myNbFragOutputs; //!< length of array of Fragment Shader outputs (THE_NB_FRAG_OUTPUTS)
Standard_Integer myTextureSetBits;//!< texture units declared within the program, @sa Graphic3d_TextureSetBits
Graphic3d_RenderTransparentMethod myOitOutput; //!< flag indicating that Fragment Shader includes OIT outputs
Standard_Boolean myHasDefSampler; //!< flag indicating that program defines default texture sampler occSampler0
Standard_Boolean myHasAlphaTest; //!< flag indicating that Fragment Shader performs alpha test
Standard_Boolean myIsPBR; //!< flag indicating that program defines functions and variables used in PBR pipeline
};
DEFINE_STANDARD_HANDLE (Graphic3d_ShaderProgram, Standard_Transient)
// =======================================================================
// function : PushVariable
// purpose : Pushes custom uniform variable to the program
// =======================================================================
template<class T> inline
Standard_Boolean Graphic3d_ShaderProgram::PushVariable (const TCollection_AsciiString& theName,
const T& theValue)
{
Handle(Graphic3d_ShaderVariable) aVariable = Graphic3d_ShaderVariable::Create (theName, theValue);
if (aVariable.IsNull() || !aVariable->IsDone())
{
return Standard_False;
}
myVariables.Append (aVariable);
return Standard_True;
}
#endif