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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-06 18:26:22 +03:00
occt/src/OpenGl/OpenGl_ShaderProgram.cxx
kgv 737e9a8da4 0030571: Visualization, TKOpenGl - mapped texture is ignored while drawing points
OpenGl_AspectsTextureSet now appends Sprite texture to the end of texture set.
OpenGl_Context::init() - fixed usage of GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS on too old GL context.

Default sampler names occSampler0, occActiveSampler and occSamplerBaseColor
are now excluded from header with common declarations for build-in GLSL programs.

OpenGl_ShaderObject::LoadAndCompile() and OpenGl_ShaderProgram::Link()
now includes program Id within error log.

OpenGl_ShaderManager now supports mapping texture onto point primitive within built-in programs
(texture transformation is ignored).
2019-03-16 16:48:21 +03:00

1549 lines
63 KiB
C++
Executable File

// Created on: 2013-09-19
// 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.
#include <OSD_File.hxx>
#include <OSD_Environment.hxx>
#include <OSD_Protection.hxx>
#include <Graphic3d_Buffer.hxx>
#include <Standard_Assert.hxx>
#include <Standard_Atomic.hxx>
#include <TCollection_ExtendedString.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_ArbTexBindless.hxx>
#include <OpenGl_GlCore32.hxx>
#include "../Shaders/Shaders_DeclarationsImpl_glsl.pxx"
#include "../Shaders/Shaders_Declarations_glsl.pxx"
#ifdef _WIN32
#include <malloc.h> // for alloca()
#endif
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderProgram, OpenGl_NamedResource)
OpenGl_VariableSetterSelector OpenGl_ShaderProgram::mySetterSelector = OpenGl_VariableSetterSelector();
// Declare OCCT-specific OpenGL/GLSL shader variables
Standard_CString OpenGl_ShaderProgram::PredefinedKeywords[] =
{
"occModelWorldMatrix", // OpenGl_OCC_MODEL_WORLD_MATRIX
"occWorldViewMatrix", // OpenGl_OCC_WORLD_VIEW_MATRIX
"occProjectionMatrix", // OpenGl_OCC_PROJECTION_MATRIX
"occModelWorldMatrixInverse", // OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE
"occWorldViewMatrixInverse", // OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE
"occProjectionMatrixInverse", // OpenGl_OCC_PROJECTION_MATRIX_INVERSE
"occModelWorldMatrixTranspose", // OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE
"occWorldViewMatrixTranspose", // OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE
"occProjectionMatrixTranspose", // OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE
"occModelWorldMatrixInverseTranspose", // OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE
"occWorldViewMatrixInverseTranspose", // OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE
"occProjectionMatrixInverseTranspose", // OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE
"occClipPlaneEquations", // OpenGl_OCC_CLIP_PLANE_EQUATIONS
"occClipPlaneChains", // OpenGl_OCC_CLIP_PLANE_CHAINS
"occClipPlaneCount", // OpenGl_OCC_CLIP_PLANE_COUNT
"occLightSourcesCount", // OpenGl_OCC_LIGHT_SOURCE_COUNT
"occLightSourcesTypes", // OpenGl_OCC_LIGHT_SOURCE_TYPES
"occLightSources", // OpenGl_OCC_LIGHT_SOURCE_PARAMS
"occLightAmbient", // OpenGl_OCC_LIGHT_AMBIENT
"occTextureEnable", // OpenGl_OCCT_TEXTURE_ENABLE
"occDistinguishingMode", // OpenGl_OCCT_DISTINGUISH_MODE
"occFrontMaterial", // OpenGl_OCCT_FRONT_MATERIAL
"occBackMaterial", // OpenGl_OCCT_BACK_MATERIAL
"occAlphaCutoff", // OpenGl_OCCT_ALPHA_CUTOFF
"occColor", // OpenGl_OCCT_COLOR
"occOitOutput", // OpenGl_OCCT_OIT_OUTPUT
"occOitDepthFactor", // OpenGl_OCCT_OIT_DEPTH_FACTOR
"occTexTrsf2d", // OpenGl_OCCT_TEXTURE_TRSF2D
"occPointSize", // OpenGl_OCCT_POINT_SIZE
"occViewport", // OpenGl_OCCT_VIEWPORT
"occLineWidth", // OpenGl_OCCT_LINE_WIDTH
"occLineFeather", // OpenGl_OCCT_LINE_FEATHER
"occWireframeColor", // OpenGl_OCCT_WIREFRAME_COLOR
"occIsQuadMode", // OpenGl_OCCT_QUAD_MODE_STATE
"occOrthoScale", // OpenGl_OCCT_ORTHO_SCALE
"occSilhouetteThickness" // OpenGl_OCCT_SILHOUETTE_THICKNESS
};
namespace
{
//! Convert Graphic3d_TypeOfShaderObject enumeration into OpenGL enumeration.
static GLenum shaderTypeToGl (Graphic3d_TypeOfShaderObject theType)
{
switch (theType)
{
case Graphic3d_TOS_VERTEX: return GL_VERTEX_SHADER;
case Graphic3d_TOS_FRAGMENT: return GL_FRAGMENT_SHADER;
case Graphic3d_TOS_GEOMETRY: return GL_GEOMETRY_SHADER;
case Graphic3d_TOS_TESS_CONTROL: return GL_TESS_CONTROL_SHADER;
case Graphic3d_TOS_TESS_EVALUATION: return GL_TESS_EVALUATION_SHADER;
case Graphic3d_TOS_COMPUTE: return GL_COMPUTE_SHADER;
}
return 0;
}
}
// =======================================================================
// function : OpenGl_VariableSetterSelector
// purpose : Creates new variable setter selector
// =======================================================================
OpenGl_VariableSetterSelector::OpenGl_VariableSetterSelector()
{
// Note: Add new variable setters here
mySetterList = OpenGl_HashMapInitializer::CreateListOf<size_t, OpenGl_SetterInterface*>
(Graphic3d_UniformValueTypeID<int>::ID, new OpenGl_VariableSetter<int>())
(Graphic3d_UniformValueTypeID<float>::ID, new OpenGl_VariableSetter<float>())
(Graphic3d_UniformValueTypeID<OpenGl_Vec2>::ID, new OpenGl_VariableSetter<OpenGl_Vec2>())
(Graphic3d_UniformValueTypeID<OpenGl_Vec3>::ID, new OpenGl_VariableSetter<OpenGl_Vec3>())
(Graphic3d_UniformValueTypeID<OpenGl_Vec4>::ID, new OpenGl_VariableSetter<OpenGl_Vec4>())
(Graphic3d_UniformValueTypeID<OpenGl_Vec2i>::ID, new OpenGl_VariableSetter<OpenGl_Vec2i>())
(Graphic3d_UniformValueTypeID<OpenGl_Vec3i>::ID, new OpenGl_VariableSetter<OpenGl_Vec3i>())
(Graphic3d_UniformValueTypeID<OpenGl_Vec4i>::ID, new OpenGl_VariableSetter<OpenGl_Vec4i>());
}
// =======================================================================
// function : ~OpenGl_VariableSetterSelector
// purpose : Releases memory resources of variable setter selector
// =======================================================================
OpenGl_VariableSetterSelector::~OpenGl_VariableSetterSelector()
{
for (OpenGl_SetterList::Iterator anIt (mySetterList); anIt.More(); anIt.Next())
{
delete anIt.Value();
}
mySetterList.Clear();
}
// =======================================================================
// function : Set
// purpose : Sets generic variable to specified shader program
// =======================================================================
void OpenGl_VariableSetterSelector::Set (const Handle(OpenGl_Context)& theCtx,
const Handle(Graphic3d_ShaderVariable)& theVariable,
OpenGl_ShaderProgram* theProgram) const
{
Standard_ASSERT_RETURN (mySetterList.IsBound (theVariable->Value()->TypeID()),
"The type of user-defined uniform variable is not supported...", );
mySetterList.Find (theVariable->Value()->TypeID())->Set (theCtx, theVariable, theProgram);
}
// =======================================================================
// function : OpenGl_ShaderProgram
// purpose : Creates uninitialized shader program
// =======================================================================
OpenGl_ShaderProgram::OpenGl_ShaderProgram (const Handle(Graphic3d_ShaderProgram)& theProxy,
const TCollection_AsciiString& theId)
: OpenGl_NamedResource (!theProxy.IsNull() ? theProxy->GetId() : theId),
myProgramID (NO_PROGRAM),
myProxy (theProxy),
myShareCount(1),
myNbLightsMax (0),
myNbClipPlanesMax (0),
myNbFragOutputs (1),
myHasAlphaTest (false),
myHasWeightOitOutput (false),
myHasTessShader (false)
{
memset (myCurrentState, 0, sizeof (myCurrentState));
}
// =======================================================================
// function : Initialize
// purpose : Initializes program object with the list of shader objects
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::Initialize (const Handle(OpenGl_Context)& theCtx,
const Graphic3d_ShaderObjectList& theShaders)
{
myHasTessShader = false;
if (theCtx.IsNull() || !Create (theCtx))
{
return Standard_False;
}
TCollection_AsciiString aHeaderVer = !myProxy.IsNull() ? myProxy->Header() : TCollection_AsciiString();
int aShaderMask = 0;
for (Graphic3d_ShaderObjectList::Iterator anIter (theShaders); anIter.More(); anIter.Next())
{
aShaderMask |= anIter.Value()->Type();
}
myHasTessShader = (aShaderMask & (Graphic3d_TOS_TESS_CONTROL | Graphic3d_TOS_TESS_EVALUATION)) != 0;
myNbFragOutputs = !myProxy.IsNull() ? myProxy->NbFragmentOutputs() : 1;
myHasAlphaTest = !myProxy.IsNull() && myProxy->HasAlphaTest();
myHasWeightOitOutput = !myProxy.IsNull() ? myProxy->HasWeightOitOutput() && myNbFragOutputs >= 2 : 1;
// detect the minimum GLSL version required for defined Shader Objects
#if defined(GL_ES_VERSION_2_0)
if (myHasTessShader)
{
if (!theCtx->IsGlGreaterEqual (3, 2))
{
theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
"Error! Tessellation shader requires OpenGL ES 3.2+");
return false;
}
else if (aHeaderVer.IsEmpty())
{
aHeaderVer = "#version 320 es";
}
}
else if ((aShaderMask & Graphic3d_TOS_GEOMETRY) != 0)
{
switch (theCtx->hasGeometryStage)
{
case OpenGl_FeatureNotAvailable:
{
theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
"Error! Geometry shader requires OpenGL ES 3.2+ or GL_EXT_geometry_shader");
return false;
}
case OpenGl_FeatureInExtensions:
{
if (aHeaderVer.IsEmpty())
{
aHeaderVer = "#version 310 es";
}
break;
}
case OpenGl_FeatureInCore:
{
if (aHeaderVer.IsEmpty())
{
aHeaderVer = "#version 320 es";
}
break;
}
}
}
else if ((aShaderMask & Graphic3d_TOS_COMPUTE) != 0)
{
if (!theCtx->IsGlGreaterEqual (3, 1))
{
theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
"Error! Compute shaders require OpenGL ES 3.1+");
return false;
}
else if (aHeaderVer.IsEmpty())
{
aHeaderVer = "#version 310 es";
}
}
#else
if ((aShaderMask & Graphic3d_TOS_COMPUTE) != 0)
{
if (!theCtx->IsGlGreaterEqual (4, 3))
{
theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
"Error! Compute shaders require OpenGL 4.3+");
return 0;
}
else if (aHeaderVer.IsEmpty())
{
aHeaderVer = "#version 430";
}
}
else if (myHasTessShader)
{
if (!theCtx->IsGlGreaterEqual (4, 0))
{
theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
"Error! Tessellation shaders require OpenGL 4.0+");
return 0;
}
else if (aHeaderVer.IsEmpty())
{
aHeaderVer = "#version 400";
}
}
else if ((aShaderMask & Graphic3d_TOS_GEOMETRY) != 0)
{
if (!theCtx->IsGlGreaterEqual (3, 2))
{
theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
"Error! Geometry shaders require OpenGL 3.2+");
return 0;
}
else if (aHeaderVer.IsEmpty())
{
aHeaderVer = "#version 150";
}
}
#endif
for (Graphic3d_ShaderObjectList::Iterator anIter (theShaders); anIter.More(); anIter.Next())
{
if (!anIter.Value()->IsDone())
{
const TCollection_ExtendedString aMsg = "Error! Failed to get shader source";
theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, aMsg);
return Standard_False;
}
const GLenum aShaderType = shaderTypeToGl (anIter.Value()->Type());
if (aShaderType == 0)
{
return Standard_False;
}
Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (aShaderType);
if (!aShader->Create (theCtx))
{
aShader->Release (theCtx.operator->());
return Standard_False;
}
TCollection_AsciiString anExtensions = "// Enable extensions used in OCCT GLSL programs\n";
if (myNbFragOutputs > 1)
{
if (theCtx->hasDrawBuffers)
{
anExtensions += "#define OCC_ENABLE_draw_buffers\n";
if (myHasWeightOitOutput)
{
anExtensions += "#define OCC_WRITE_WEIGHT_OIT_COVERAGE\n";
}
}
else
{
theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
"Error! Multiple draw buffers required by the program, but aren't supported by OpenGL");
return Standard_False;
}
if (theCtx->hasDrawBuffers == OpenGl_FeatureInExtensions)
{
if (theCtx->arbDrawBuffers)
{
anExtensions += "#extension GL_ARB_draw_buffers : enable\n";
}
else if (theCtx->extDrawBuffers)
{
anExtensions += "#extension GL_EXT_draw_buffers : enable\n";
}
}
}
if (myHasAlphaTest)
{
anExtensions += "#define OCC_ALPHA_TEST\n";
}
if (theCtx->hasSampleVariables == OpenGl_FeatureInExtensions)
{
#if defined(GL_ES_VERSION_2_0)
if (theCtx->oesSampleVariables)
{
anExtensions += "#extension GL_OES_sample_variables : enable\n";
}
#else
if (theCtx->arbSampleShading)
{
anExtensions += "#extension GL_ARB_sample_shading : enable\n";
}
#endif
}
#if defined(GL_ES_VERSION_2_0)
if (theCtx->hasGeometryStage == OpenGl_FeatureInExtensions)
{
anExtensions += "#extension GL_EXT_geometry_shader : enable\n"
"#extension GL_EXT_shader_io_blocks : enable\n";
}
#endif
TCollection_AsciiString aPrecisionHeader;
if (anIter.Value()->Type() == Graphic3d_TOS_FRAGMENT)
{
#if defined(GL_ES_VERSION_2_0)
aPrecisionHeader = theCtx->hasHighp
? "precision highp float;\n"
"precision highp int;\n"
: "precision mediump float;\n"
"precision mediump int;\n";
#endif
}
TCollection_AsciiString aHeaderType;
switch (anIter.Value()->Type())
{
case Graphic3d_TOS_COMPUTE: { aHeaderType = "#define COMPUTE_SHADER\n"; break; }
case Graphic3d_TOS_VERTEX: { aHeaderType = "#define VERTEX_SHADER\n"; break; }
case Graphic3d_TOS_TESS_CONTROL: { aHeaderType = "#define TESS_CONTROL_SHADER\n"; break; }
case Graphic3d_TOS_TESS_EVALUATION: { aHeaderType = "#define TESS_EVALUATION_SHADER\n"; break; }
case Graphic3d_TOS_GEOMETRY: { aHeaderType = "#define GEOMETRY_SHADER\n"; break; }
case Graphic3d_TOS_FRAGMENT: { aHeaderType = "#define FRAGMENT_SHADER\n"; break; }
}
TCollection_AsciiString aHeaderConstants;
myNbLightsMax = !myProxy.IsNull() ? myProxy->NbLightsMax() : 0;
myNbClipPlanesMax = !myProxy.IsNull() ? myProxy->NbClipPlanesMax() : 0;
aHeaderConstants += TCollection_AsciiString("#define THE_MAX_LIGHTS ") + myNbLightsMax + "\n";
aHeaderConstants += TCollection_AsciiString("#define THE_MAX_CLIP_PLANES ") + myNbClipPlanesMax + "\n";
aHeaderConstants += TCollection_AsciiString("#define THE_NB_FRAG_OUTPUTS ") + myNbFragOutputs + "\n";
if (!myProxy.IsNull()
&& myProxy->HasDefaultSampler())
{
aHeaderConstants += "#define THE_HAS_DEFAULT_SAMPLER\n";
}
const TCollection_AsciiString aSource = aHeaderVer // #version - header defining GLSL version, should be first
+ (!aHeaderVer.IsEmpty() ? "\n" : "")
+ anExtensions // #extension - list of enabled extensions, should be second
+ aPrecisionHeader // precision - default precision qualifiers, should be before any code
+ aHeaderType // auxiliary macros defining a shader stage (type)
+ aHeaderConstants
+ Shaders_Declarations_glsl // common declarations (global constants and Vertex Shader inputs)
+ Shaders_DeclarationsImpl_glsl
+ anIter.Value()->Source(); // the source code itself (defining main() function)
if (!aShader->LoadAndCompile (theCtx, myResourceId, aSource))
{
aShader->Release (theCtx.operator->());
return Standard_False;
}
if (theCtx->caps->glslDumpLevel)
{
TCollection_AsciiString anOutputSource = aSource;
if (theCtx->caps->glslDumpLevel == OpenGl_ShaderProgramDumpLevel_Short)
{
anOutputSource = aHeaderVer
+ (!aHeaderVer.IsEmpty() ? "\n" : "")
+ anExtensions
+ aPrecisionHeader
+ aHeaderType
+ aHeaderConstants
+ anIter.Value()->Source();
}
aShader->DumpSourceCode (theCtx, myResourceId, anOutputSource);
}
if (!AttachShader (theCtx, aShader))
{
aShader->Release (theCtx.operator->());
return Standard_False;
}
}
// bind locations for pre-defined Vertex Attributes
SetAttributeName (theCtx, Graphic3d_TOA_POS, "occVertex");
SetAttributeName (theCtx, Graphic3d_TOA_NORM, "occNormal");
SetAttributeName (theCtx, Graphic3d_TOA_UV, "occTexCoord");
SetAttributeName (theCtx, Graphic3d_TOA_COLOR, "occVertColor");
// bind custom Vertex Attributes
if (!myProxy.IsNull())
{
for (Graphic3d_ShaderAttributeList::Iterator anAttribIter (myProxy->VertexAttributes());
anAttribIter.More(); anAttribIter.Next())
{
SetAttributeName (theCtx, anAttribIter.Value()->Location(), anAttribIter.Value()->Name().ToCString());
}
}
if (!Link (theCtx))
{
return Standard_False;
}
// set uniform defaults
const Handle(OpenGl_ShaderProgram)& anOldProgram = theCtx->ActiveProgram();
theCtx->core20fwd->glUseProgram (myProgramID);
if (const OpenGl_ShaderUniformLocation aLocTexEnable = GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE))
{
SetUniform (theCtx, aLocTexEnable, 0); // Off
}
if (const OpenGl_ShaderUniformLocation aLocSampler = GetUniformLocation (theCtx, "occActiveSampler"))
{
SetUniform (theCtx, aLocSampler, GLint(Graphic3d_TextureUnit_0));
}
if (const OpenGl_ShaderUniformLocation aLocSampler = GetUniformLocation (theCtx, "occSamplerBaseColor"))
{
SetUniform (theCtx, aLocSampler, GLint(Graphic3d_TextureUnit_BaseColor));
}
if (const OpenGl_ShaderUniformLocation aLocSampler = GetUniformLocation (theCtx, "occSamplerPointSprite"))
{
SetUniform (theCtx, aLocSampler, GLint(theCtx->SpriteTextureUnit()));
}
const TCollection_AsciiString aSamplerNamePrefix ("occSampler");
const Standard_Integer aNbUnitsMax = Max (theCtx->MaxCombinedTextureUnits(), Graphic3d_TextureUnit_NB);
for (GLint aUnitIter = 0; aUnitIter < aNbUnitsMax; ++aUnitIter)
{
const TCollection_AsciiString aName = aSamplerNamePrefix + aUnitIter;
if (const OpenGl_ShaderUniformLocation aLocSampler = GetUniformLocation (theCtx, aName.ToCString()))
{
SetUniform (theCtx, aLocSampler, aUnitIter);
}
}
theCtx->core20fwd->glUseProgram (!anOldProgram.IsNull() ? anOldProgram->ProgramId() : OpenGl_ShaderProgram::NO_PROGRAM);
return Standard_True;
}
// =======================================================================
// function : ~OpenGl_ShaderProgram
// purpose : Releases resources of shader program
// =======================================================================
OpenGl_ShaderProgram::~OpenGl_ShaderProgram()
{
Release (NULL);
}
// =======================================================================
// function : AttachShader
// purpose : Attaches shader object to the program object
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::AttachShader (const Handle(OpenGl_Context)& theCtx,
const Handle(OpenGl_ShaderObject)& theShader)
{
if (myProgramID == NO_PROGRAM || theShader.IsNull())
{
return Standard_False;
}
for (OpenGl_ShaderList::Iterator anIter (myShaderObjects); anIter.More(); anIter.Next())
{
if (theShader == anIter.Value())
{
return Standard_False;
}
}
myShaderObjects.Append (theShader);
theCtx->core20fwd->glAttachShader (myProgramID, theShader->myShaderID);
return Standard_True;
}
// =======================================================================
// function : DetachShader
// purpose : Detaches shader object to the program object
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::DetachShader (const Handle(OpenGl_Context)& theCtx,
const Handle(OpenGl_ShaderObject)& theShader)
{
if (myProgramID == NO_PROGRAM
|| theShader.IsNull())
{
return Standard_False;
}
OpenGl_ShaderList::Iterator anIter (myShaderObjects);
while (anIter.More())
{
if (theShader == anIter.Value())
{
myShaderObjects.Remove (anIter);
break;
}
anIter.Next();
}
if (!anIter.More())
{
return Standard_False;
}
theCtx->core20fwd->glDetachShader (myProgramID, theShader->myShaderID);
return Standard_True;
}
// =======================================================================
// function : Link
// purpose : Links the program object
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::link (const Handle(OpenGl_Context)& theCtx)
{
if (myProgramID == NO_PROGRAM)
{
return Standard_False;
}
GLint aStatus = GL_FALSE;
theCtx->core20fwd->glLinkProgram (myProgramID);
theCtx->core20fwd->glGetProgramiv (myProgramID, GL_LINK_STATUS, &aStatus);
if (aStatus == GL_FALSE)
{
return Standard_False;
}
memset (myCurrentState, 0, sizeof (myCurrentState));
for (GLint aVar = 0; aVar < OpenGl_OCCT_NUMBER_OF_STATE_VARIABLES; ++aVar)
{
myStateLocations[aVar] = GetUniformLocation (theCtx, PredefinedKeywords[aVar]);
}
return Standard_True;
}
// =======================================================================
// function : Link
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::Link (const Handle(OpenGl_Context)& theCtx,
bool theIsVerbose)
{
if (!theIsVerbose)
{
return link (theCtx);
}
if (!link (theCtx))
{
TCollection_AsciiString aLog;
FetchInfoLog (theCtx, aLog);
if (aLog.IsEmpty())
{
aLog = "Linker log is empty.";
}
theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH,
TCollection_AsciiString ("Failed to link program object [") + myResourceId + "]! Linker log:\n" + aLog);
return false;
}
else if (theCtx->caps->glslWarnings)
{
TCollection_AsciiString aLog;
FetchInfoLog (theCtx, aLog);
if (!aLog.IsEmpty()
&& !aLog.IsEqual ("No errors.\n"))
{
theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_LOW,
TCollection_AsciiString ("GLSL linker log [") + myResourceId +"]:\n" + aLog);
}
}
return true;
}
// =======================================================================
// function : FetchInfoLog
// purpose : Fetches information log of the last link operation
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::FetchInfoLog (const Handle(OpenGl_Context)& theCtx,
TCollection_AsciiString& theOutput)
{
if (myProgramID == NO_PROGRAM)
{
return Standard_False;
}
GLint aLength = 0;
theCtx->core20fwd->glGetProgramiv (myProgramID, GL_INFO_LOG_LENGTH, &aLength);
if (aLength > 0)
{
GLchar* aLog = (GLchar*) alloca (aLength);
memset (aLog, 0, aLength);
theCtx->core20fwd->glGetProgramInfoLog (myProgramID, aLength, NULL, aLog);
theOutput = aLog;
}
return Standard_True;
}
// =======================================================================
// function : ApplyVariables
// purpose : Fetches uniform variables from proxy shader program
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::ApplyVariables(const Handle(OpenGl_Context)& theCtx)
{
if (myProxy.IsNull() || myProxy->Variables().IsEmpty())
{
return Standard_False;
}
for (Graphic3d_ShaderVariableList::Iterator anIter (myProxy->Variables()); anIter.More(); anIter.Next())
{
mySetterSelector.Set (theCtx, anIter.Value(), this);
}
myProxy->ClearVariables();
return Standard_True;
}
// =======================================================================
// function : GetUniformLocation
// purpose : Returns location (index) of the specific uniform variable
// =======================================================================
OpenGl_ShaderUniformLocation OpenGl_ShaderProgram::GetUniformLocation (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName) const
{
return OpenGl_ShaderUniformLocation (myProgramID != NO_PROGRAM
? theCtx->core20fwd->glGetUniformLocation (myProgramID, theName)
: INVALID_LOCATION);
}
// =======================================================================
// function : GetAttributeLocation
// purpose : Returns location (index) of the generic vertex attribute
// =======================================================================
GLint OpenGl_ShaderProgram::GetAttributeLocation (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName) const
{
return myProgramID != NO_PROGRAM
? theCtx->core20fwd->glGetAttribLocation (myProgramID, theName)
: INVALID_LOCATION;
}
// =======================================================================
// function : GetUniform
// purpose : Returns the value of the integer uniform variable
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::GetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
OpenGl_Vec4i& theValue) const
{
return GetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : GetUniform
// purpose : Returns the value of the integer uniform variable
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::GetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
OpenGl_Vec4i& theValue) const
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glGetUniformiv (myProgramID, theLocation, theValue);
return Standard_True;
}
// =======================================================================
// function : GetUniform
// purpose : Returns the value of the floating-point uniform variable
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::GetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
OpenGl_Vec4& theValue) const
{
return GetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : GetUniform
// purpose : Returns the value of the floating-point uniform variable
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::GetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
OpenGl_Vec4& theValue) const
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glGetUniformfv (myProgramID, theLocation, theValue);
return Standard_True;
}
// =======================================================================
// function : GetAttribute
// purpose : Returns the integer vertex attribute
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::GetAttribute (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
OpenGl_Vec4i& theValue) const
{
return GetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : GetAttribute
// purpose : Returns the integer vertex attribute
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::GetAttribute (const Handle(OpenGl_Context)& theCtx,
GLint theIndex,
OpenGl_Vec4i& theValue) const
{
if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glGetVertexAttribiv (theIndex, GL_CURRENT_VERTEX_ATTRIB, theValue);
return Standard_True;
}
// =======================================================================
// function : GetAttribute
// purpose : Returns the floating-point vertex attribute
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::GetAttribute (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
OpenGl_Vec4& theValue) const
{
return GetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : GetAttribute
// purpose : Returns the floating-point vertex attribute
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::GetAttribute (const Handle(OpenGl_Context)& theCtx,
GLint theIndex,
OpenGl_Vec4& theValue) const
{
if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glGetVertexAttribfv (theIndex, GL_CURRENT_VERTEX_ATTRIB, theValue);
return Standard_True;
}
// =======================================================================
// function : SetAttributeName
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetAttributeName (const Handle(OpenGl_Context)& theCtx,
GLint theIndex,
const GLchar* theName)
{
theCtx->core20fwd->glBindAttribLocation (myProgramID, theIndex, theName);
return Standard_True;
}
// =======================================================================
// function : SetAttribute
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
GLfloat theValue)
{
return SetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : SetAttribute
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
GLint theIndex,
GLfloat theValue)
{
if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glVertexAttrib1f (theIndex, theValue);
return Standard_True;
}
// =======================================================================
// function : SetAttribute
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const OpenGl_Vec2& theValue)
{
return SetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : SetAttribute
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
GLint theIndex,
const OpenGl_Vec2& theValue)
{
if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glVertexAttrib2fv (theIndex, theValue);
return Standard_True;
}
// =======================================================================
// function : SetAttribute
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const OpenGl_Vec3& theValue)
{
return SetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : SetAttribute
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
GLint theIndex,
const OpenGl_Vec3& theValue)
{
if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glVertexAttrib3fv (theIndex, theValue);
return Standard_True;
}
// =======================================================================
// function : SetAttribute
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const OpenGl_Vec4& theValue)
{
return SetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : SetAttribute
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
GLint theIndex,
const OpenGl_Vec4& theValue)
{
if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glVertexAttrib4fv (theIndex, theValue);
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the integer uniform variable
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
GLint theValue)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the integer uniform variable
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
GLint theValue)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform1i (theLocation, theValue);
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const OpenGl_Vec2u& theValue)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : SetUniform
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
const OpenGl_Vec2u& theValue)
{
if (theCtx->core32 == NULL || myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
#if !defined(GL_ES_VERSION_2_0)
theCtx->core32->glUniform2uiv (theLocation, 1, theValue.GetData());
return Standard_True;
#else
(void )theValue;
return Standard_False;
#endif
}
// =======================================================================
// function : SetUniform
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const GLsizei theCount,
const OpenGl_Vec2u* theValue)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theCount, theValue);
}
// =======================================================================
// function : SetUniform
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
const GLsizei theCount,
const OpenGl_Vec2u* theValue)
{
if (theCtx->core32 == NULL || myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
#if !defined(GL_ES_VERSION_2_0)
theCtx->core32->glUniform2uiv (theLocation, theCount, theValue->GetData());
return Standard_True;
#else
(void )theCount;
(void )theValue;
return Standard_False;
#endif
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the floating-point uniform variable
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
GLfloat theValue)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the floating-point uniform variable
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
GLfloat theValue)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform1f (theLocation, theValue);
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the integer uniform 2D vector
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const OpenGl_Vec2i& theValue)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the integer uniform 2D vector
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
const OpenGl_Vec2i& theValue)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform2iv (theLocation, 1, theValue);
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the integer uniform 3D vector
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const OpenGl_Vec3i& theValue)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the integer uniform 3D vector
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
const OpenGl_Vec3i& theValue)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform3iv (theLocation, 1, theValue);
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the integer uniform 4D vector
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const OpenGl_Vec4i& theValue)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the integer uniform 4D vector
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
const OpenGl_Vec4i& theValue)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform4iv (theLocation, 1, theValue);
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the floating-point uniform 2D vector
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const OpenGl_Vec2& theValue)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the floating-point uniform 2D vector
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
const OpenGl_Vec2& theValue)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform2fv (theLocation, 1, theValue);
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the floating-point uniform 3D vector
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const OpenGl_Vec3& theValue)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the floating-point uniform 3D vector
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
const OpenGl_Vec3& theValue)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform3fv (theLocation, 1, theValue);
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the floating-point uniform 4D vector
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const OpenGl_Vec4& theValue)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the floating-point uniform 4D vector
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
const OpenGl_Vec4& theValue)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform4fv (theLocation, 1, theValue);
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the floating-point uniform 4x4 matrix
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const OpenGl_Mat4& theValue,
GLboolean theTranspose)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue, theTranspose);
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the floating-point uniform 4x4 matrix
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
const OpenGl_Mat4& theValue,
GLboolean theTranspose)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniformMatrix4fv (theLocation, 1, GL_FALSE, theTranspose ? theValue.Transposed() : theValue);
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the floating-point uniform 4x4 matrix
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const OpenGl_Matrix& theValue,
GLboolean theTranspose)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue, theTranspose);
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the floating-point uniform 4x4 matrix
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
const OpenGl_Matrix& theValue,
GLboolean theTranspose)
{
return SetUniform (theCtx, theLocation, OpenGl_Mat4::Map (*theValue.mat), theTranspose);
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the float uniform array
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
GLuint theCount,
const Standard_ShortReal* theData)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform1fv (theLocation, theCount, theData);
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the float2 uniform array
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
GLuint theCount,
const OpenGl_Vec2* theData)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform2fv (theLocation, theCount, theData[0].GetData());
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the float3 uniform array
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
GLuint theCount,
const OpenGl_Vec3* theData)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform3fv (theLocation, theCount, theData[0].GetData());
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the float4 uniform array
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
GLuint theCount,
const OpenGl_Vec4* theData)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform4fv (theLocation, theCount, theData[0].GetData());
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the integer uniform array
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
GLuint theCount,
const Standard_Integer* theData)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform1iv (theLocation, theCount, theData);
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the int2 uniform array
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
GLuint theCount,
const OpenGl_Vec2i* theData)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform2iv (theLocation, theCount, theData[0].GetData());
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the int3 uniform array
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
GLuint theCount,
const OpenGl_Vec3i* theData)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform3iv (theLocation, theCount, theData[0].GetData());
return Standard_True;
}
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the int4 uniform array
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
GLuint theCount,
const OpenGl_Vec4i* theData)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform4iv (theLocation, theCount, theData[0].GetData());
return Standard_True;
}
// =======================================================================
// function : SetSampler
// purpose : Specifies the value of the sampler uniform variable
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetSampler (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
const Graphic3d_TextureUnit theTextureUnit)
{
return SetSampler (theCtx, GetUniformLocation (theCtx, theName), theTextureUnit);
}
// =======================================================================
// function : SetSampler
// purpose : Specifies the value of the sampler uniform variable
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetSampler (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
const Graphic3d_TextureUnit theTextureUnit)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
{
return Standard_False;
}
theCtx->core20fwd->glUniform1i (theLocation, theTextureUnit);
return Standard_True;
}
// =======================================================================
// function : Create
// purpose : Creates new empty shader program of specified type
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::Create (const Handle(OpenGl_Context)& theCtx)
{
if (myProgramID == NO_PROGRAM
&& theCtx->core20fwd != NULL)
{
myProgramID = theCtx->core20fwd->glCreateProgram();
}
return myProgramID != NO_PROGRAM;
}
// =======================================================================
// function : Release
// purpose : Destroys shader program
// =======================================================================
void OpenGl_ShaderProgram::Release (OpenGl_Context* theCtx)
{
if (myProgramID == NO_PROGRAM)
{
return;
}
Standard_ASSERT_RETURN (theCtx != NULL,
"OpenGl_ShaderProgram destroyed without GL context! Possible GPU memory leakage...",);
for (OpenGl_ShaderList::Iterator anIter (myShaderObjects); anIter.More(); anIter.Next())
{
if (!anIter.Value().IsNull())
{
anIter.ChangeValue()->Release (theCtx);
anIter.ChangeValue().Nullify();
}
}
if (theCtx->core20fwd != NULL
&& theCtx->IsValid())
{
theCtx->core20fwd->glDeleteProgram (myProgramID);
}
myProgramID = NO_PROGRAM;
}
// =======================================================================
// function : UpdateDebugDump
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::UpdateDebugDump (const Handle(OpenGl_Context)& theCtx,
const TCollection_AsciiString& theFolder,
Standard_Boolean theToBeautify,
Standard_Boolean theToReset)
{
if (myProgramID == NO_PROGRAM)
{
return Standard_False;
}
TCollection_AsciiString aFolder = theFolder;
if (aFolder.IsEmpty())
{
OSD_Environment aShaderVar ("CSF_ShadersDirectoryDump");
aFolder = aShaderVar.Value();
if (aFolder.IsEmpty())
{
aFolder = ".";
}
}
bool hasUpdates = false;
for (OpenGl_ShaderList::Iterator anIter (myShaderObjects); anIter.More(); anIter.Next())
{
if (!anIter.Value().IsNull())
{
// desktop OpenGL (but not OpenGL ES) allows multiple shaders of the same stage to be attached,
// but here we expect only single source per stage
hasUpdates = anIter.ChangeValue()->updateDebugDump (theCtx, myResourceId, aFolder, theToBeautify, theToReset) || hasUpdates;
}
}
if (hasUpdates)
{
return Link (theCtx);
}
return Standard_False;
}