mirror of
https://git.dev.opencascade.org/repos/occt.git
synced 2025-07-25 12:55:50 +03:00
255 lines
12 KiB
C++
Executable File
255 lines
12 KiB
C++
Executable File
// 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
|