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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-05 18:16:23 +03:00
occt/src/OpenGl/OpenGl_ShaderManager.cxx
kgv daf73ab7c9 0029283: Visualization - allow defining more than 8 light sources
OpenGl_ShaderManager now overrides THE_MAX_LIGHTS within built-in shading programs
so that maximum number of lights is now limited only by OpenGL hardware
(e.g. length of GLSL program, number of defined uniforms, result performance, etc.).
THE_MAX_CLIP_PLANES is now also defined by OpenGl_ShaderManager,
so that unused lights and clipping planes do not reserve extra uniforms in GLSL programs.

V3d_View::SetLightOn() does not throw exception anymore, when the number of lights exceeds 8.
Instead, OpenGl_ShaderManager::PushLightSourceState() emits warning
in case of usage of FFP providing consistent behavior with Clipping Planes number limit.
2017-11-09 18:08:34 +03:00

2314 lines
82 KiB
C++

// Created on: 2013-09-26
// 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 <typeinfo>
#include <Graphic3d_TextureParams.hxx>
#include <OpenGl_AspectFace.hxx>
#include <OpenGl_AspectLine.hxx>
#include <OpenGl_AspectMarker.hxx>
#include <OpenGl_AspectText.hxx>
#include <OpenGl_Clipping.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_Workspace.hxx>
#include <TCollection_ExtendedString.hxx>
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager,Standard_Transient)
namespace
{
#define EOL "\n"
//! Definition of TexCoord varying.
const char THE_VARY_TexCoord_OUT[] =
EOL"THE_SHADER_OUT vec4 TexCoord;";
const char THE_VARY_TexCoord_IN[] =
EOL"THE_SHADER_IN vec4 TexCoord;";
//! Compute TexCoord value in Vertex Shader
const char THE_VARY_TexCoord_Trsf[] =
EOL" float aRotSin = occTextureTrsf_RotationSin();"
EOL" float aRotCos = occTextureTrsf_RotationCos();"
EOL" vec2 aTex2 = (occTexCoord.xy + occTextureTrsf_Translation()) * occTextureTrsf_Scale();"
EOL" vec2 aCopy = aTex2;"
EOL" aTex2.x = aCopy.x * aRotCos - aCopy.y * aRotSin;"
EOL" aTex2.y = aCopy.x * aRotSin + aCopy.y * aRotCos;"
EOL" TexCoord = vec4(aTex2, occTexCoord.zw);";
//! Auxiliary function to flip gl_PointCoord vertically
#define THE_VEC2_glPointCoord "vec2 (gl_PointCoord.x, 1.0 - gl_PointCoord.y)"
//! Auxiliary function to transform normal
const char THE_FUNC_transformNormal[] =
EOL"vec3 transformNormal (in vec3 theNormal)"
EOL"{"
EOL" vec4 aResult = occWorldViewMatrixInverseTranspose"
EOL" * occModelWorldMatrixInverseTranspose"
EOL" * vec4 (theNormal, 0.0);"
EOL" return normalize (aResult.xyz);"
EOL"}";
//! Global shader variable for color definition with lighting enabled.
const char THE_FUNC_lightDef[] =
EOL"vec3 Ambient;" //!< Ambient contribution of light sources
EOL"vec3 Diffuse;" //!< Diffuse contribution of light sources
EOL"vec3 Specular;"; //!< Specular contribution of light sources
//! Function computes contribution of isotropic point light source
const char THE_FUNC_pointLight[] =
EOL"void pointLight (in int theId,"
EOL" in vec3 theNormal,"
EOL" in vec3 theView,"
EOL" in vec3 thePoint,"
EOL" in bool theIsFront)"
EOL"{"
EOL" vec3 aLight = occLight_Position (theId).xyz;"
EOL" if (occLight_IsHeadlight (theId) == 0)"
EOL" {"
EOL" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 1.0));"
EOL" }"
EOL" aLight -= thePoint;"
EOL
EOL" float aDist = length (aLight);"
EOL" aLight = aLight * (1.0 / aDist);"
EOL
EOL" float anAtten = 1.0 / (occLight_ConstAttenuation (theId)"
EOL" + occLight_LinearAttenuation (theId) * aDist);"
EOL
EOL" vec3 aHalf = normalize (aLight + theView);"
EOL
EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
EOL
EOL" float aSpecl = 0.0;"
EOL" if (aNdotL > 0.0)"
EOL" {"
EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
EOL" }"
EOL
EOL"Diffuse += occLight_Diffuse (theId).rgb * aNdotL * anAtten;"
EOL"Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;"
EOL"}";
//! Function computes contribution of spotlight source
const char THE_FUNC_spotLight[] =
EOL"void spotLight (in int theId,"
EOL" in vec3 theNormal,"
EOL" in vec3 theView,"
EOL" in vec3 thePoint,"
EOL" in bool theIsFront)"
EOL"{"
EOL" vec3 aLight = occLight_Position (theId).xyz;"
EOL" vec3 aSpotDir = occLight_SpotDirection (theId).xyz;"
EOL" if (occLight_IsHeadlight (theId) == 0)"
EOL" {"
EOL" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 1.0));"
EOL" aSpotDir = vec3 (occWorldViewMatrix * vec4 (aSpotDir, 0.0));"
EOL" }"
EOL" aLight -= thePoint;"
EOL
EOL" float aDist = length (aLight);"
EOL" aLight = aLight * (1.0 / aDist);"
EOL
EOL" aSpotDir = normalize (aSpotDir);"
// light cone
EOL" float aCosA = dot (aSpotDir, -aLight);"
EOL" if (aCosA >= 1.0 || aCosA < cos (occLight_SpotCutOff (theId)))"
EOL" {"
EOL" return;"
EOL" }"
EOL
EOL" float anExponent = occLight_SpotExponent (theId);"
EOL" float anAtten = 1.0 / (occLight_ConstAttenuation (theId)"
EOL" + occLight_LinearAttenuation (theId) * aDist);"
EOL" if (anExponent > 0.0)"
EOL" {"
EOL" anAtten *= pow (aCosA, anExponent * 128.0);"
EOL" }"
EOL
EOL" vec3 aHalf = normalize (aLight + theView);"
EOL
EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
EOL
EOL" float aSpecl = 0.0;"
EOL" if (aNdotL > 0.0)"
EOL" {"
EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
EOL" }"
EOL
EOL" Diffuse += occLight_Diffuse (theId).rgb * aNdotL * anAtten;"
EOL" Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;"
EOL"}";
//! Function computes contribution of directional light source
const char THE_FUNC_directionalLight[] =
EOL"void directionalLight (in int theId,"
EOL" in vec3 theNormal,"
EOL" in vec3 theView,"
EOL" in bool theIsFront)"
EOL"{"
EOL" vec3 aLight = normalize (occLight_Position (theId).xyz);"
EOL" if (occLight_IsHeadlight (theId) == 0)"
EOL" {"
EOL" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 0.0));"
EOL" }"
EOL
EOL" vec3 aHalf = normalize (aLight + theView);"
EOL
EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
EOL
EOL" float aSpecl = 0.0;"
EOL" if (aNdotL > 0.0)"
EOL" {"
EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
EOL" }"
EOL
EOL" Diffuse += occLight_Diffuse (theId).rgb * aNdotL;"
EOL" Specular += occLight_Specular (theId).rgb * aSpecl;"
EOL"}";
//! The same as THE_FUNC_directionalLight but for the light with zero index
//! (avoids limitations on some mobile devices).
const char THE_FUNC_directionalLightFirst[] =
EOL"void directionalLightFirst (in vec3 theNormal,"
EOL" in vec3 theView,"
EOL" in bool theIsFront)"
EOL"{"
EOL" vec3 aLight = normalize (occLightSources[1].xyz);"
EOL" if (occLight_IsHeadlight (0) == 0)"
EOL" {"
EOL" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 0.0));"
EOL" }"
EOL
EOL" vec3 aHalf = normalize (aLight + theView);"
EOL
EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
EOL
EOL" float aSpecl = 0.0;"
EOL" if (aNdotL > 0.0)"
EOL" {"
EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
EOL" }"
EOL
EOL" Diffuse += occLightSources[0].rgb * aNdotL;"
EOL" Specular += occLightSources[0].rgb * aSpecl;"
EOL"}";
//! Process clipping planes in Fragment Shader.
//! Should be added at the beginning of the main() function.
const char THE_FRAG_CLIP_PLANES_N[] =
EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount; ++aPlaneIter)"
EOL" {"
EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
EOL" {"
EOL" discard;"
EOL" }"
EOL" }";
//! Process 1 clipping plane in Fragment Shader.
const char THE_FRAG_CLIP_PLANES_1[] =
EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0)"
EOL" {"
EOL" discard;"
EOL" }";
//! Process 2 clipping planes in Fragment Shader.
const char THE_FRAG_CLIP_PLANES_2[] =
EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];"
EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
EOL" || dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
EOL" {"
EOL" discard;"
EOL" }";
//! Output color and coverage for accumulation by OIT algorithm.
const char THE_FRAG_write_oit_buffers[] =
EOL" float aWeight = occFragColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2);"
EOL" occFragCoverage.r = occFragColor.a * aWeight;"
EOL" occFragColor = vec4 (occFragColor.rgb * occFragColor.a * aWeight, occFragColor.a);";
#if !defined(GL_ES_VERSION_2_0)
static const GLfloat THE_DEFAULT_AMBIENT[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
static const GLfloat THE_DEFAULT_SPOT_DIR[3] = { 0.0f, 0.0f, -1.0f };
static const GLfloat THE_DEFAULT_SPOT_EXPONENT = 0.0f;
static const GLfloat THE_DEFAULT_SPOT_CUTOFF = 180.0f;
//! Bind FFP light source.
static void bindLight (const OpenGl_Light& theLight,
const GLenum theLightGlId,
const OpenGl_Mat4& theModelView,
OpenGl_Context* theCtx)
{
// the light is a headlight?
if (theLight.IsHeadlight)
{
theCtx->core11->glMatrixMode (GL_MODELVIEW);
theCtx->core11->glLoadIdentity();
}
// setup light type
switch (theLight.Type)
{
case Graphic3d_TOLS_AMBIENT : break; // handled by separate if-clause at beginning of method
case Graphic3d_TOLS_DIRECTIONAL:
{
// if the last parameter of GL_POSITION, is zero, the corresponding light source is a Directional one
const OpenGl_Vec4 anInfDir = -theLight.Direction;
// to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE.
theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_POSITION, anInfDir.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
break;
}
case Graphic3d_TOLS_POSITIONAL:
{
// to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE
const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position.x()), static_cast<float>(theLight.Position.y()), static_cast<float>(theLight.Position.z()), 1.0f);
theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
theCtx->core11->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
theCtx->core11->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
theCtx->core11->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0);
break;
}
case Graphic3d_TOLS_SPOT:
{
const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position.x()), static_cast<float>(theLight.Position.y()), static_cast<float>(theLight.Position.z()), 1.0f);
theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, theLight.Direction.GetData());
theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, theLight.Concentration() * 128.0f);
theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, (theLight.Angle() * 180.0f) / GLfloat(M_PI));
theCtx->core11->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
theCtx->core11->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
theCtx->core11->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
break;
}
}
// restore matrix in case of headlight
if (theLight.IsHeadlight)
{
theCtx->core11->glLoadMatrixf (theModelView.GetData());
}
glEnable (theLightGlId);
}
#endif
}
// =======================================================================
// function : OpenGl_ShaderManager
// purpose : Creates new empty shader manager
// =======================================================================
OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
: myFfpProgram (new OpenGl_ShaderProgramFFP()),
myShadingModel (Graphic3d_TOSM_VERTEX),
myContext (theContext),
myHasLocalOrigin (Standard_False),
myLastView (NULL)
{
//
}
// =======================================================================
// function : ~OpenGl_ShaderManager
// purpose : Releases resources of shader manager
// =======================================================================
OpenGl_ShaderManager::~OpenGl_ShaderManager()
{
myProgramList.Clear();
}
// =======================================================================
// function : clear
// purpose :
// =======================================================================
void OpenGl_ShaderManager::clear()
{
myProgramList.Clear();
myLightPrograms.Nullify();
myFlatPrograms = OpenGl_SetOfShaderPrograms();
myMapOfLightPrograms.Clear();
myFontProgram.Nullify();
myBlitProgram.Nullify();
for (Standard_Integer aModeIter = 0; aModeIter < Graphic3d_StereoMode_NB; ++aModeIter)
{
myStereoPrograms[aModeIter].Nullify();
}
switchLightPrograms();
}
// =======================================================================
// function : Create
// purpose : Creates new shader program
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
TCollection_AsciiString& theShareKey,
Handle(OpenGl_ShaderProgram)& theProgram)
{
theProgram.Nullify();
if (theProxy.IsNull())
{
return Standard_False;
}
theShareKey = theProxy->GetId();
if (myContext->GetResource<Handle(OpenGl_ShaderProgram)> (theShareKey, theProgram))
{
if (theProgram->Share())
{
myProgramList.Append (theProgram);
}
return Standard_True;
}
theProgram = new OpenGl_ShaderProgram (theProxy);
if (!theProgram->Initialize (myContext, theProxy->ShaderObjects()))
{
theProgram->Release (myContext);
theShareKey.Clear();
theProgram.Nullify();
return Standard_False;
}
myProgramList.Append (theProgram);
myContext->ShareResource (theShareKey, theProgram);
return Standard_True;
}
// =======================================================================
// function : Unregister
// purpose : Removes specified shader program from the manager
// =======================================================================
void OpenGl_ShaderManager::Unregister (TCollection_AsciiString& theShareKey,
Handle(OpenGl_ShaderProgram)& theProgram)
{
for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
{
if (anIt.Value() == theProgram)
{
if (!theProgram->UnShare())
{
theShareKey.Clear();
theProgram.Nullify();
return;
}
myProgramList.Remove (anIt);
break;
}
}
const TCollection_AsciiString anID = theProgram->myProxy->GetId();
if (anID.IsEmpty())
{
myContext->DelayedRelease (theProgram);
theProgram.Nullify();
}
else
{
theProgram.Nullify();
myContext->ReleaseResource (anID, Standard_True);
}
}
// =======================================================================
// function : ShaderPrograms
// purpose : Returns list of registered shader programs
// =======================================================================
const OpenGl_ShaderProgramList& OpenGl_ShaderManager::ShaderPrograms() const
{
return myProgramList;
}
// =======================================================================
// function : Empty
// purpose : Returns true if no program objects are attached
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::IsEmpty() const
{
return myProgramList.IsEmpty();
}
// =======================================================================
// function : switchLightPrograms
// purpose :
// =======================================================================
void OpenGl_ShaderManager::switchLightPrograms()
{
TCollection_AsciiString aKey;
switch (myShadingModel)
{
case Graphic3d_TOSM_NONE: aKey = "c_"; break;
case Graphic3d_TOSM_FACET: aKey = "f_"; break;
case Graphic3d_TOSM_VERTEX: aKey = "g_"; break;
case Graphic3d_TOSM_FRAGMENT: aKey = "p_"; break;
}
const OpenGl_ListOfLight* aLights = myLightSourceState.LightSources();
if (aLights != NULL)
{
for (OpenGl_ListOfLight::Iterator aLightIter (*aLights); aLightIter.More(); aLightIter.Next())
{
switch (aLightIter.Value().Type)
{
case Graphic3d_TOLS_AMBIENT:
break; // skip ambient
case Graphic3d_TOLS_DIRECTIONAL:
aKey += "d";
break;
case Graphic3d_TOLS_POSITIONAL:
aKey += "p";
break;
case Graphic3d_TOLS_SPOT:
aKey += "s";
break;
}
}
}
if (!myMapOfLightPrograms.Find (aKey, myLightPrograms))
{
myLightPrograms = new OpenGl_SetOfShaderPrograms();
myMapOfLightPrograms.Bind (aKey, myLightPrograms);
}
}
// =======================================================================
// function : UpdateLightSourceStateTo
// purpose : Updates state of OCCT light sources
// =======================================================================
void OpenGl_ShaderManager::UpdateLightSourceStateTo (const OpenGl_ListOfLight* theLights)
{
myLightSourceState.Set (theLights);
myLightSourceState.Update();
switchLightPrograms();
}
// =======================================================================
// function : UpdateLightSourceState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::UpdateLightSourceState()
{
myLightSourceState.Update();
}
// =======================================================================
// function : SetShadingModel
// purpose :
// =======================================================================
void OpenGl_ShaderManager::SetShadingModel (const Graphic3d_TypeOfShadingModel theModel)
{
myShadingModel = theModel;
switchLightPrograms();
}
// =======================================================================
// function : SetProjectionState
// purpose : Sets new state of OCCT projection transform
// =======================================================================
void OpenGl_ShaderManager::UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix)
{
myProjectionState.Set (theProjectionMatrix);
myProjectionState.Update();
}
// =======================================================================
// function : SetModelWorldState
// purpose : Sets new state of OCCT model-world transform
// =======================================================================
void OpenGl_ShaderManager::UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix)
{
myModelWorldState.Set (theModelWorldMatrix);
myModelWorldState.Update();
}
// =======================================================================
// function : SetWorldViewState
// purpose : Sets new state of OCCT world-view transform
// =======================================================================
void OpenGl_ShaderManager::UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix)
{
myWorldViewState.Set (theWorldViewMatrix);
myWorldViewState.Update();
}
// =======================================================================
// function : PushLightSourceState
// purpose : Pushes state of OCCT light sources to the program
// =======================================================================
void OpenGl_ShaderManager::PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
if (myLightSourceState.Index() == theProgram->ActiveState (OpenGl_LIGHT_SOURCES_STATE))
{
return;
}
theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
if (theProgram == myFfpProgram)
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 == NULL)
{
return;
}
GLenum aLightGlId = GL_LIGHT0;
OpenGl_Vec4 anAmbient (0.0f, 0.0f, 0.0f, 0.0f);
const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
if (myLightSourceState.LightSources() != NULL)
{
for (Graphic3d_ListOfCLight::Iterator aLightIt (*myLightSourceState.LightSources()); aLightIt.More(); aLightIt.Next())
{
const Graphic3d_CLight& aLight = aLightIt.Value();
if (aLight.Type == Graphic3d_TOLS_AMBIENT)
{
anAmbient += aLight.Color;
continue;
}
else if (aLightGlId > GL_LIGHT7) // only 8 lights in FFP...
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
"Warning: light sources limit (8) has been exceeded within Fixed-function pipeline.");
continue;
}
bindLight (aLight, aLightGlId, aModelView, myContext);
++aLightGlId;
}
}
// apply accumulated ambient color
anAmbient.a() = 1.0f;
myContext->core11->glLightModelfv (GL_LIGHT_MODEL_AMBIENT, anAmbient.GetData());
// GL_LIGHTING is managed by drawers to switch between shaded / no lighting output,
// therefore managing the state here does not have any effect - do it just for consistency.
if (aLightGlId != GL_LIGHT0)
{
::glEnable (GL_LIGHTING);
}
else
{
::glDisable (GL_LIGHTING);
}
// switch off unused lights
for (; aLightGlId <= GL_LIGHT7; ++aLightGlId)
{
::glDisable (aLightGlId);
}
#endif
return;
}
const Standard_Integer aNbLightsMax = theProgram->NbLightsMax();
const GLint anAmbientLoc = theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT);
if (aNbLightsMax == 0
&& anAmbientLoc == OpenGl_ShaderProgram::INVALID_LOCATION)
{
return;
}
if (myLightTypeArray.Size() < aNbLightsMax)
{
myLightTypeArray .Resize (0, aNbLightsMax - 1, false);
myLightParamsArray.Resize (0, aNbLightsMax - 1, false);
}
for (Standard_Integer aLightIt = 0; aLightIt < aNbLightsMax; ++aLightIt)
{
myLightTypeArray.ChangeValue (aLightIt).Type = -1;
}
if (myLightSourceState.LightSources() == NULL
|| myLightSourceState.LightSources()->IsEmpty())
{
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
0);
theProgram->SetUniform (myContext,
anAmbientLoc,
OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
aNbLightsMax * OpenGl_ShaderLightType::NbOfVec2i(),
myLightTypeArray.First().Packed());
return;
}
OpenGl_Vec4 anAmbient (0.0f, 0.0f, 0.0f, 0.0f);
Standard_Integer aLightsNb = 0;
for (OpenGl_ListOfLight::Iterator anIter (*myLightSourceState.LightSources()); anIter.More(); anIter.Next())
{
const OpenGl_Light& aLight = anIter.Value();
if (aLight.Type == Graphic3d_TOLS_AMBIENT)
{
anAmbient += aLight.Color;
continue;
}
else if (aLightsNb >= aNbLightsMax)
{
if (aNbLightsMax != 0)
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
TCollection_AsciiString("Warning: light sources limit (") + aNbLightsMax + ") has been exceeded.");
}
continue;
}
OpenGl_ShaderLightType& aLightType = myLightTypeArray.ChangeValue (aLightsNb);
OpenGl_ShaderLightParameters& aLightParams = myLightParamsArray.ChangeValue (aLightsNb);
aLightType.Type = aLight.Type;
aLightType.IsHeadlight = aLight.IsHeadlight;
aLightParams.Color = aLight.Color;
if (aLight.Type == Graphic3d_TOLS_DIRECTIONAL)
{
aLightParams.Position = -aLight.Direction;
}
else if (!aLight.IsHeadlight)
{
aLightParams.Position.x() = static_cast<float>(aLight.Position.x() - myLocalOrigin.X());
aLightParams.Position.y() = static_cast<float>(aLight.Position.y() - myLocalOrigin.Y());
aLightParams.Position.z() = static_cast<float>(aLight.Position.z() - myLocalOrigin.Z());
aLightParams.Position.w() = 1.0f;
}
else
{
aLightParams.Position.x() = static_cast<float>(aLight.Position.x());
aLightParams.Position.y() = static_cast<float>(aLight.Position.y());
aLightParams.Position.z() = static_cast<float>(aLight.Position.z());
aLightParams.Position.w() = 1.0f;
}
if (aLight.Type == Graphic3d_TOLS_SPOT)
{
aLightParams.Direction = aLight.Direction;
}
aLightParams.Parameters = aLight.Params;
++aLightsNb;
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
aLightsNb);
theProgram->SetUniform (myContext,
anAmbientLoc,
anAmbient);
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
aNbLightsMax * OpenGl_ShaderLightType::NbOfVec2i(),
myLightTypeArray.First().Packed());
if (aLightsNb > 0)
{
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_PARAMS),
aLightsNb * OpenGl_ShaderLightParameters::NbOfVec4(),
myLightParamsArray.First().Packed());
}
}
// =======================================================================
// function : PushProjectionState
// purpose : Pushes state of OCCT projection transform to the program
// =======================================================================
void OpenGl_ShaderManager::PushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
if (myProjectionState.Index() == theProgram->ActiveState (OpenGl_PROJECTION_STATE))
{
return;
}
theProgram->UpdateState (OpenGl_PROJECTION_STATE, myProjectionState.Index());
if (theProgram == myFfpProgram)
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 != NULL)
{
myContext->core11->glMatrixMode (GL_PROJECTION);
myContext->core11->glLoadMatrixf (myProjectionState.ProjectionMatrix());
}
#endif
return;
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX),
myProjectionState.ProjectionMatrix());
GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE);
if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse());
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE),
myProjectionState.ProjectionMatrix(), true);
aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE);
if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse(), true);
}
}
// =======================================================================
// function : PushModelWorldState
// purpose : Pushes state of OCCT model-world transform to the program
// =======================================================================
void OpenGl_ShaderManager::PushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
if (myModelWorldState.Index() == theProgram->ActiveState (OpenGl_MODEL_WORLD_STATE))
{
return;
}
theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
if (theProgram == myFfpProgram)
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 != NULL)
{
const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
myContext->core11->glMatrixMode (GL_MODELVIEW);
myContext->core11->glLoadMatrixf (aModelView.GetData());
theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
}
#endif
return;
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX),
myModelWorldState.ModelWorldMatrix());
GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE);
if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse());
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE),
myModelWorldState.ModelWorldMatrix(), true);
aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE);
if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse(), true);
}
}
// =======================================================================
// function : PushWorldViewState
// purpose : Pushes state of OCCT world-view transform to the program
// =======================================================================
void OpenGl_ShaderManager::PushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
if (myWorldViewState.Index() == theProgram->ActiveState (OpenGl_WORLD_VIEW_STATE))
{
return;
}
theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
if (theProgram == myFfpProgram)
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 != NULL)
{
const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
myContext->core11->glMatrixMode (GL_MODELVIEW);
myContext->core11->glLoadMatrixf (aModelView.GetData());
theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
}
#endif
return;
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX),
myWorldViewState.WorldViewMatrix());
GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE);
if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse());
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE),
myWorldViewState.WorldViewMatrix(), true);
aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE);
if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse(), true);
}
}
// =======================================================================
// function : UpdateClippingState
// purpose : Updates state of OCCT clipping planes
// =======================================================================
void OpenGl_ShaderManager::UpdateClippingState()
{
myClippingState.Update();
}
// =======================================================================
// function : RevertClippingState
// purpose : Reverts state of OCCT clipping planes
// =======================================================================
void OpenGl_ShaderManager::RevertClippingState()
{
myClippingState.Revert();
}
// =======================================================================
// function : PushClippingState
// purpose : Pushes state of OCCT clipping planes to the program
// =======================================================================
void OpenGl_ShaderManager::PushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
if (myClippingState.Index() == theProgram->ActiveState (OpenGl_CLIP_PLANES_STATE))
{
return;
}
theProgram->UpdateState (OpenGl_CLIP_PLANES_STATE, myClippingState.Index());
if (theProgram == myFfpProgram)
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 == NULL)
{
return;
}
const Standard_Integer aNbMaxPlanes = myContext->MaxClipPlanes();
if (myClipPlaneArrayFfp.Size() < aNbMaxPlanes)
{
myClipPlaneArrayFfp.Resize (0, aNbMaxPlanes - 1, false);
}
Standard_Integer aPlaneId = 0;
Standard_Boolean toRestoreModelView = Standard_False;
for (OpenGl_ClippingIterator aPlaneIter (myContext->Clipping()); aPlaneIter.More(); aPlaneIter.Next())
{
const Handle(Graphic3d_ClipPlane)& aPlane = aPlaneIter.Value();
if (aPlaneIter.IsDisabled())
{
continue;
}
else if (aPlaneId >= aNbMaxPlanes)
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
TCollection_ExtendedString("Warning: clipping planes limit (") + aNbMaxPlanes + ") has been exceeded.");
break;
}
const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
OpenGl_Vec4d& aPlaneEq = myClipPlaneArrayFfp.ChangeValue (aPlaneId);
aPlaneEq.x() = anEquation.x();
aPlaneEq.y() = anEquation.y();
aPlaneEq.z() = anEquation.z();
aPlaneEq.w() = anEquation.w();
if (myHasLocalOrigin)
{
const gp_XYZ aPos = aPlane->ToPlane().Position().Location().XYZ() - myLocalOrigin;
const Standard_Real aD = -(anEquation.x() * aPos.X() + anEquation.y() * aPos.Y() + anEquation.z() * aPos.Z());
aPlaneEq.w() = aD;
}
const GLenum anFfpPlaneID = GL_CLIP_PLANE0 + aPlaneId;
if (anFfpPlaneID == GL_CLIP_PLANE0)
{
// set either identity or pure view matrix
toRestoreModelView = Standard_True;
myContext->core11->glMatrixMode (GL_MODELVIEW);
myContext->core11->glLoadMatrixf (myWorldViewState.WorldViewMatrix().GetData());
}
::glEnable (anFfpPlaneID);
myContext->core11->glClipPlane (anFfpPlaneID, aPlaneEq);
++aPlaneId;
}
// switch off unused lights
for (; aPlaneId < aNbMaxPlanes; ++aPlaneId)
{
::glDisable (GL_CLIP_PLANE0 + aPlaneId);
}
// restore combined model-view matrix
if (toRestoreModelView)
{
const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
myContext->core11->glLoadMatrixf (aModelView.GetData());
}
#endif
return;
}
const GLint aLocEquations = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_EQUATIONS);
if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION)
{
return;
}
const Standard_Integer aNbClipPlanesMax = theProgram->NbClipPlanesMax();
const GLint aNbPlanes = Min (myContext->Clipping().NbClippingOrCappingOn(), aNbClipPlanesMax);
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT),
aNbPlanes);
if (aNbPlanes < 1)
{
return;
}
if (myClipPlaneArray.Size() < aNbClipPlanesMax)
{
myClipPlaneArray.Resize (0, aNbClipPlanesMax - 1, false);
}
Standard_Integer aPlaneId = 0;
for (OpenGl_ClippingIterator aPlaneIter (myContext->Clipping()); aPlaneIter.More(); aPlaneIter.Next())
{
const Handle(Graphic3d_ClipPlane)& aPlane = aPlaneIter.Value();
if (aPlaneIter.IsDisabled())
{
continue;
}
else if (aPlaneId >= aNbClipPlanesMax)
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
TCollection_AsciiString("Warning: clipping planes limit (") + aNbClipPlanesMax + ") has been exceeded.");
break;
}
const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
OpenGl_Vec4& aPlaneEq = myClipPlaneArray.ChangeValue (aPlaneId);
aPlaneEq.x() = float(anEquation.x());
aPlaneEq.y() = float(anEquation.y());
aPlaneEq.z() = float(anEquation.z());
aPlaneEq.w() = float(anEquation.w());
if (myHasLocalOrigin)
{
const gp_XYZ aPos = aPlane->ToPlane().Position().Location().XYZ() - myLocalOrigin;
const Standard_Real aD = -(anEquation.x() * aPos.X() + anEquation.y() * aPos.Y() + anEquation.z() * aPos.Z());
aPlaneEq.w() = float(aD);
}
++aPlaneId;
}
theProgram->SetUniform (myContext, aLocEquations, aNbClipPlanesMax, &myClipPlaneArray.First());
}
// =======================================================================
// function : PushMaterialState
// purpose :
// =======================================================================
void OpenGl_ShaderManager::PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
if (myMaterialState.Index() == theProgram->ActiveState (OpenGl_MATERIAL_STATE))
{
return;
}
const OpenGl_Material& aFrontMat = myMaterialState.FrontMaterial();
const OpenGl_Material& aBackMat = myMaterialState.BackMaterial();
theProgram->UpdateState (OpenGl_MATERIAL_STATE, myMaterialState.Index());
if (theProgram == myFfpProgram)
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 == NULL)
{
return;
}
const GLenum aFrontFace = myMaterialState.ToDistinguish() ? GL_FRONT : GL_FRONT_AND_BACK;
myContext->core11->glMaterialfv(aFrontFace, GL_AMBIENT, aFrontMat.Ambient.GetData());
myContext->core11->glMaterialfv(aFrontFace, GL_DIFFUSE, aFrontMat.Diffuse.GetData());
myContext->core11->glMaterialfv(aFrontFace, GL_SPECULAR, aFrontMat.Specular.GetData());
myContext->core11->glMaterialfv(aFrontFace, GL_EMISSION, aFrontMat.Emission.GetData());
myContext->core11->glMaterialf (aFrontFace, GL_SHININESS, aFrontMat.Shine());
if (myMaterialState.ToDistinguish())
{
myContext->core11->glMaterialfv(GL_BACK, GL_AMBIENT, aBackMat.Ambient.GetData());
myContext->core11->glMaterialfv(GL_BACK, GL_DIFFUSE, aBackMat.Diffuse.GetData());
myContext->core11->glMaterialfv(GL_BACK, GL_SPECULAR, aBackMat.Specular.GetData());
myContext->core11->glMaterialfv(GL_BACK, GL_EMISSION, aBackMat.Emission.GetData());
myContext->core11->glMaterialf (GL_BACK, GL_SHININESS, aBackMat.Shine());
}
#endif
return;
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE),
myMaterialState.ToMapTexture() ? 1 : 0);
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE),
myMaterialState.ToDistinguish() ? 1 : 0);
const GLint aLocFront = theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL);
if (aLocFront != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocFront, OpenGl_Material::NbOfVec4(),
aFrontMat.Packed());
}
const GLint aLocBack = theProgram->GetStateLocation (OpenGl_OCCT_BACK_MATERIAL);
if (aLocBack != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocBack, OpenGl_Material::NbOfVec4(),
aBackMat.Packed());
}
}
// =======================================================================
// function : PushOitState
// purpose : Pushes state of OIT uniforms to the specified program
// =======================================================================
void OpenGl_ShaderManager::PushOitState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
if (!theProgram->IsValid())
{
return;
}
if (myOitState.Index() == theProgram->ActiveState (OpenGL_OIT_STATE))
{
return;
}
const GLint aLocOutput = theProgram->GetStateLocation (OpenGl_OCCT_OIT_OUTPUT);
if (aLocOutput != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocOutput, myOitState.ToEnableWrite());
}
const GLint aLocDepthFactor = theProgram->GetStateLocation (OpenGl_OCCT_OIT_DEPTH_FACTOR);
if (aLocDepthFactor != OpenGl_ShaderProgram::INVALID_LOCATION)
{
theProgram->SetUniform (myContext, aLocDepthFactor, myOitState.DepthFactor());
}
}
// =======================================================================
// function : PushState
// purpose : Pushes state of OCCT graphics parameters to the program
// =======================================================================
void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
const Handle(OpenGl_ShaderProgram)& aProgram = !theProgram.IsNull() ? theProgram : myFfpProgram;
PushClippingState (aProgram);
PushWorldViewState (aProgram);
PushModelWorldState (aProgram);
PushProjectionState (aProgram);
PushLightSourceState (aProgram);
PushMaterialState (aProgram);
PushOitState (aProgram);
}
// =======================================================================
// function : prepareStdProgramFont
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFont()
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ EOL"THE_SHADER_OUT vec2 TexCoord;"
EOL"void main()"
EOL"{"
EOL" TexCoord = occTexCoord.st;"
EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
EOL"}";
TCollection_AsciiString
aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).a; }";
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 == NULL)
{
aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).r; }";
}
#endif
TCollection_AsciiString aSrcFrag = TCollection_AsciiString() +
+ EOL"THE_SHADER_IN vec2 TexCoord;"
+ aSrcGetAlpha
+ EOL"void main()"
EOL"{"
EOL" vec4 aColor = occColor;"
EOL" aColor.a *= getAlpha();"
EOL" if (aColor.a <= 0.285) discard;"
EOL" occFragColor = aColor;"
EOL"}";
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core32 != NULL)
{
aProgramSrc->SetHeader ("#version 150");
}
#else
if (myContext->IsGlGreaterEqual (3, 0))
{
aProgramSrc->SetHeader ("#version 300 es");
}
#endif
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, myFontProgram))
{
myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
return Standard_True;
}
// =======================================================================
// function : prepareStdProgramFboBlit
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFboBlit()
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert =
EOL"THE_SHADER_OUT vec2 TexCoord;"
EOL"void main()"
EOL"{"
EOL" TexCoord = occVertex.zw;"
EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
TCollection_AsciiString aSrcFrag =
EOL"uniform sampler2D uColorSampler;"
EOL"uniform sampler2D uDepthSampler;"
EOL
EOL"THE_SHADER_IN vec2 TexCoord;"
EOL
EOL"void main()"
EOL"{"
EOL" gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;"
EOL" occFragColor = occTexture2D (uColorSampler, TexCoord);"
EOL"}";
#if defined(GL_ES_VERSION_2_0)
if (myContext->IsGlGreaterEqual (3, 0))
{
aProgramSrc->SetHeader ("#version 300 es");
}
else if (myContext->extFragDepth)
{
aProgramSrc->SetHeader ("#extension GL_EXT_frag_depth : enable"
EOL"#define gl_FragDepth gl_FragDepthEXT");
}
else
{
// there is no way to draw into depth buffer
aSrcFrag =
EOL"uniform sampler2D uColorSampler;"
EOL
EOL"THE_SHADER_IN vec2 TexCoord;"
EOL
EOL"void main()"
EOL"{"
EOL" occFragColor = occTexture2D (uColorSampler, TexCoord);"
EOL"}";
}
#else
if (myContext->core32 != NULL)
{
aProgramSrc->SetHeader ("#version 150");
}
#endif
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, myBlitProgram))
{
myBlitProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
myContext->BindProgram (myBlitProgram);
myBlitProgram->SetSampler (myContext, "uColorSampler", Graphic3d_TextureUnit_0);
myBlitProgram->SetSampler (myContext, "uDepthSampler", Graphic3d_TextureUnit_1);
myContext->BindProgram (NULL);
return Standard_True;
}
// =======================================================================
// function : prepareStdProgramOitCompositing
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitCompositing (const Standard_Boolean theMsaa)
{
Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram[theMsaa ? 1 : 0];
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcFrag;
aSrcVert =
EOL"THE_SHADER_OUT vec2 TexCoord;"
EOL"void main()"
EOL"{"
EOL" TexCoord = occVertex.zw;"
EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
if (!theMsaa)
{
aSrcFrag =
EOL"uniform sampler2D uAccumTexture;"
EOL"uniform sampler2D uWeightTexture;"
EOL
EOL"THE_SHADER_IN vec2 TexCoord;"
EOL
EOL"void main()"
EOL"{"
EOL" vec4 aAccum = occTexture2D (uAccumTexture, TexCoord);"
EOL" float aWeight = occTexture2D (uWeightTexture, TexCoord).r;"
EOL" occFragColor = vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a);"
EOL"}";
#if !defined(GL_ES_VERSION_2_0)
if (myContext->IsGlGreaterEqual (3, 2))
{
aProgramSrc->SetHeader ("#version 150");
}
#else
if (myContext->IsGlGreaterEqual (3, 0))
{
aProgramSrc->SetHeader ("#version 300 es");
}
#endif
}
else
{
aSrcFrag =
EOL"uniform sampler2DMS uAccumTexture;"
EOL"uniform sampler2DMS uWeightTexture;"
EOL
EOL"THE_SHADER_IN vec2 TexCoord;"
EOL
EOL"void main()"
EOL"{"
EOL" ivec2 aTexel = ivec2 (textureSize (uAccumTexture) * TexCoord);"
EOL" vec4 aAccum = texelFetch (uAccumTexture, aTexel, gl_SampleID);"
EOL" float aWeight = texelFetch (uWeightTexture, aTexel, gl_SampleID).r;"
EOL" occFragColor = vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a);"
EOL"}";
#if !defined(GL_ES_VERSION_2_0)
if (myContext->IsGlGreaterEqual (4, 0))
{
aProgramSrc->SetHeader ("#version 400");
}
#else
if (myContext->IsGlGreaterEqual (3, 0))
{
aProgramSrc->SetHeader ("#version 300 es");
}
#endif
}
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, aProgram))
{
aProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
myContext->BindProgram (aProgram);
aProgram->SetSampler (myContext, "uAccumTexture", Graphic3d_TextureUnit_0);
aProgram->SetSampler (myContext, "uWeightTexture", Graphic3d_TextureUnit_1);
myContext->BindProgram (Handle(OpenGl_ShaderProgram)());
return Standard_True;
}
// =======================================================================
// function : pointSpriteAlphaSrc
// purpose :
// =======================================================================
TCollection_AsciiString OpenGl_ShaderManager::pointSpriteAlphaSrc (const Standard_Integer theBits)
{
TCollection_AsciiString aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, " THE_VEC2_glPointCoord ").a; }";
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 == NULL
&& (theBits & OpenGl_PO_TextureA) != 0)
{
aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, " THE_VEC2_glPointCoord ").r; }";
}
#else
(void )theBits;
#endif
return aSrcGetAlpha;
}
namespace
{
// =======================================================================
// function : textureUsed
// purpose :
// =======================================================================
static bool textureUsed (const Standard_Integer theBits)
{
return (theBits & OpenGl_PO_TextureA) != 0 || (theBits & OpenGl_PO_TextureRGB) != 0;
}
}
// =======================================================================
// function : prepareStdProgramFlat
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFlat (Handle(OpenGl_ShaderProgram)& theProgram,
const Standard_Integer theBits)
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha;
TCollection_AsciiString aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain, aSrcFragWriteOit;
TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
TCollection_AsciiString aSrcFragMainGetColor = EOL" occFragColor = getColor();";
if ((theBits & OpenGl_PO_Point) != 0)
{
#if defined(GL_ES_VERSION_2_0)
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
#endif
if ((theBits & OpenGl_PO_TextureRGB) != 0)
{
aSrcFragGetColor =
EOL"vec4 getColor(void) { return occTexture2D(occSamplerBaseColor, " THE_VEC2_glPointCoord "); }";
}
if (textureUsed (theBits))
{
aSrcGetAlpha = pointSpriteAlphaSrc (theBits);
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 != NULL
&& myContext->IsGlGreaterEqual (2, 1))
{
aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
}
#endif
aSrcFragMainGetColor =
EOL" vec4 aColor = getColor();"
EOL" aColor.a = getAlpha();"
EOL" if (aColor.a <= 0.1) discard;"
EOL" occFragColor = aColor;";
}
else
{
aSrcFragMainGetColor =
EOL" vec4 aColor = getColor();"
EOL" if (aColor.a <= 0.1) discard;"
EOL" occFragColor = aColor;";
}
}
else
{
if ((theBits & OpenGl_PO_TextureRGB) != 0)
{
aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
aSrcFragExtraOut += THE_VARY_TexCoord_IN;
aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
aSrcFragGetColor =
EOL"vec4 getColor(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w); }";
}
else if ((theBits & OpenGl_PO_TextureEnv) != 0)
{
aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
aSrcFragExtraOut += THE_VARY_TexCoord_IN;
aSrcVertExtraFunc = THE_FUNC_transformNormal;
aSrcVertExtraMain +=
EOL" vec4 aPosition = occWorldViewMatrix * occModelWorldMatrix * occVertex;"
EOL" vec3 aNormal = transformNormal (occNormal);"
EOL" vec3 aReflect = reflect (normalize (aPosition.xyz), aNormal);"
EOL" aReflect.z += 1.0;"
EOL" TexCoord = vec4(aReflect.xy * inversesqrt (dot (aReflect, aReflect)) * 0.5 + vec2 (0.5), 0.0, 1.0);";
aSrcFragGetColor =
EOL"vec4 getColor(void) { return occTexture2D (occSamplerBaseColor, TexCoord.st); }";
}
}
if ((theBits & OpenGl_PO_VertColor) != 0)
{
aSrcVertExtraOut += EOL"THE_SHADER_OUT vec4 VertColor;";
aSrcVertExtraMain += EOL" VertColor = occVertColor;";
aSrcFragExtraOut += EOL"THE_SHADER_IN vec4 VertColor;";
aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }";
}
int aNbClipPlanes = 0;
if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
{
aSrcVertExtraOut +=
EOL"THE_SHADER_OUT vec4 PositionWorld;"
EOL"THE_SHADER_OUT vec4 Position;";
aSrcFragExtraOut +=
EOL"THE_SHADER_IN vec4 PositionWorld;"
EOL"THE_SHADER_IN vec4 Position;";
aSrcVertExtraMain +=
EOL" PositionWorld = occModelWorldMatrix * occVertex;"
EOL" Position = occWorldViewMatrix * PositionWorld;";
if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
{
aNbClipPlanes = 1;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
}
else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
{
aNbClipPlanes = 2;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_2;
}
else
{
aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_N;
}
}
if ((theBits & OpenGl_PO_WriteOit) != 0)
{
aSrcFragWriteOit += THE_FRAG_write_oit_buffers;
}
TCollection_AsciiString aSrcVertEndMain;
if ((theBits & OpenGl_PO_StippleLine) != 0)
{
bool hasGlslBitOps = false;
#if defined(GL_ES_VERSION_2_0)
if (myContext->IsGlGreaterEqual (3, 0))
{
hasGlslBitOps = true;
}
#else
if (myContext->IsGlGreaterEqual (3, 0))
{
aProgramSrc->SetHeader ("#version 130");
hasGlslBitOps = true;
}
else if(myContext->CheckExtension("GL_EXT_gpu_shader4"))
{
aProgramSrc->SetHeader ("#extension GL_EXT_gpu_shader4 : enable");
hasGlslBitOps = true;
}
#endif
if (hasGlslBitOps)
{
aSrcVertExtraOut +=
EOL"THE_SHADER_OUT vec2 ScreenSpaceCoord;";
aSrcFragExtraOut +=
EOL"THE_SHADER_IN vec2 ScreenSpaceCoord;"
EOL"uniform int uPattern;"
EOL"uniform float uFactor;";
aSrcVertEndMain =
EOL" ScreenSpaceCoord = gl_Position.xy / gl_Position.w;";
aSrcFragMainGetColor =
EOL" float anAngle = atan (dFdx (ScreenSpaceCoord.x), dFdy (ScreenSpaceCoord.y));"
EOL" float aRotatePoint = gl_FragCoord.x * sin (anAngle) + gl_FragCoord.y * cos (anAngle);"
EOL" uint aBit = uint (floor (aRotatePoint / uFactor + 0.5)) & 15U;"
EOL" if ((uint (uPattern) & (1U << aBit)) == 0U) discard;"
EOL" vec4 aColor = getColor();"
EOL" if (aColor.a <= 0.1) discard;"
EOL" occFragColor = aColor;";
}
else
{
const TCollection_ExtendedString aWarnMessage =
"Warning: stipple lines in GLSL will be ignored.";
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, aWarnMessage);
}
}
aSrcVert =
aSrcVertExtraFunc
+ aSrcVertExtraOut
+ EOL"void main()"
EOL"{"
+ aSrcVertExtraMain
+ EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
+ aSrcVertEndMain
+ EOL"}";
aSrcFrag =
aSrcFragExtraOut
+ aSrcFragGetColor
+ aSrcGetAlpha
+ EOL"void main()"
EOL"{"
+ aSrcFragExtraMain
+ aSrcFragMainGetColor
+ aSrcFragWriteOit
+ EOL"}";
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core32 != NULL)
{
aProgramSrc->SetHeader ("#version 150");
}
#else
if (myContext->IsGlGreaterEqual (3, 0))
{
aProgramSrc->SetHeader ("#version 300 es");
}
#endif
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
return Standard_True;
}
// =======================================================================
// function : pointSpriteShadingSrc
// purpose :
// =======================================================================
TCollection_AsciiString OpenGl_ShaderManager::pointSpriteShadingSrc (const TCollection_AsciiString theBaseColorSrc,
const Standard_Integer theBits)
{
TCollection_AsciiString aSrcFragGetColor;
if ((theBits & OpenGl_PO_TextureA) != 0)
{
aSrcFragGetColor = pointSpriteAlphaSrc (theBits) +
EOL"vec4 getColor(void)"
EOL"{"
EOL" vec4 aColor = " + theBaseColorSrc + ";"
EOL" aColor.a = getAlpha();"
EOL" if (aColor.a <= 0.1) discard;"
EOL" return aColor;"
EOL"}";
}
else if ((theBits & OpenGl_PO_TextureRGB) != 0)
{
aSrcFragGetColor = TCollection_AsciiString() +
EOL"vec4 getColor(void)"
EOL"{"
EOL" vec4 aColor = " + theBaseColorSrc + ";"
EOL" aColor = occTexture2D(occSamplerBaseColor, " THE_VEC2_glPointCoord ") * aColor;"
EOL" if (aColor.a <= 0.1) discard;"
EOL" return aColor;"
EOL"}";
}
return aSrcFragGetColor;
}
// =======================================================================
// function : stdComputeLighting
// purpose :
// =======================================================================
TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting (Standard_Integer& theNbLights,
Standard_Boolean theHasVertColor)
{
Standard_Integer aLightsMap[Graphic3d_TOLS_SPOT + 1] = { 0, 0, 0, 0 };
TCollection_AsciiString aLightsFunc, aLightsLoop;
const OpenGl_ListOfLight* aLights = myLightSourceState.LightSources();
if (aLights != NULL)
theNbLights = 0;
{
Standard_Integer anIndex = 0;
for (OpenGl_ListOfLight::Iterator aLightIter (*aLights); aLightIter.More(); aLightIter.Next(), ++anIndex)
{
switch (aLightIter.Value().Type)
{
case Graphic3d_TOLS_AMBIENT:
--anIndex;
break; // skip ambient
case Graphic3d_TOLS_DIRECTIONAL:
aLightsLoop = aLightsLoop + EOL" directionalLight (" + anIndex + ", theNormal, theView, theIsFront);";
break;
case Graphic3d_TOLS_POSITIONAL:
aLightsLoop = aLightsLoop + EOL" pointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
break;
case Graphic3d_TOLS_SPOT:
aLightsLoop = aLightsLoop + EOL" spotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
break;
}
aLightsMap[aLightIter.Value().Type] += 1;
}
theNbLights = anIndex;
const Standard_Integer aNbLoopLights = aLightsMap[Graphic3d_TOLS_DIRECTIONAL]
+ aLightsMap[Graphic3d_TOLS_POSITIONAL]
+ aLightsMap[Graphic3d_TOLS_SPOT];
if (aLightsMap[Graphic3d_TOLS_DIRECTIONAL] == 1
&& aNbLoopLights == 1)
{
// use the version with hard-coded first index
aLightsLoop = EOL" directionalLightFirst(theNormal, theView, theIsFront);";
aLightsFunc += THE_FUNC_directionalLightFirst;
}
else if (aLightsMap[Graphic3d_TOLS_DIRECTIONAL] > 0)
{
aLightsFunc += THE_FUNC_directionalLight;
}
if (aLightsMap[Graphic3d_TOLS_POSITIONAL] > 0)
{
aLightsFunc += THE_FUNC_pointLight;
}
if (aLightsMap[Graphic3d_TOLS_SPOT] > 0)
{
aLightsFunc += THE_FUNC_spotLight;
}
}
TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();";
TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();";
if (theHasVertColor)
{
aGetMatAmbient = "getVertColor();";
aGetMatDiffuse = "getVertColor();";
}
return TCollection_AsciiString()
+ THE_FUNC_lightDef
+ aLightsFunc
+ EOL
EOL"vec4 computeLighting (in vec3 theNormal,"
EOL" in vec3 theView,"
EOL" in vec4 thePoint,"
EOL" in bool theIsFront)"
EOL"{"
EOL" Ambient = occLightAmbient.rgb;"
EOL" Diffuse = vec3 (0.0);"
EOL" Specular = vec3 (0.0);"
EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
+ aLightsLoop
+ EOL" vec4 aMatAmbient = " + aGetMatAmbient
+ EOL" vec4 aMatDiffuse = " + aGetMatDiffuse
+ EOL" vec4 aMatSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();"
EOL" vec4 aMatEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
EOL" vec3 aColor = Ambient * aMatAmbient.rgb"
EOL" + Diffuse * aMatDiffuse.rgb"
EOL" + Specular * aMatSpecular.rgb"
EOL" + aMatEmission.rgb;"
EOL" return vec4 (aColor, aMatDiffuse.a);"
EOL"}";
}
// =======================================================================
// function : prepareStdProgramGouraud
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram,
const Standard_Integer theBits)
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraOut, aSrcVertExtraMain;
TCollection_AsciiString aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain, aSrcFragWriteOit;
TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
if ((theBits & OpenGl_PO_Point) != 0)
{
#if defined(GL_ES_VERSION_2_0)
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
#endif
if (textureUsed (theBits))
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 != NULL
&& myContext->IsGlGreaterEqual (2, 1))
{
aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
}
#endif
aSrcFragGetColor = pointSpriteShadingSrc ("gl_FrontFacing ? FrontColor : BackColor", theBits);
}
}
else
{
if ((theBits & OpenGl_PO_TextureRGB) != 0)
{
aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
aSrcFragExtraOut += THE_VARY_TexCoord_IN;
aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
aSrcFragGetColor =
EOL"vec4 getColor(void)"
EOL"{"
EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
EOL" return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w) * aColor;"
EOL"}";
}
}
if ((theBits & OpenGl_PO_VertColor) != 0)
{
aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
}
int aNbClipPlanes = 0;
if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
{
aSrcVertExtraOut +=
EOL"THE_SHADER_OUT vec4 PositionWorld;"
EOL"THE_SHADER_OUT vec4 Position;";
aSrcFragExtraOut +=
EOL"THE_SHADER_IN vec4 PositionWorld;"
EOL"THE_SHADER_IN vec4 Position;";
aSrcVertExtraMain +=
EOL" PositionWorld = aPositionWorld;"
EOL" Position = aPosition;";
if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
{
aNbClipPlanes = 1;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
}
else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
{
aNbClipPlanes = 2;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_2;
}
else
{
aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_N;
}
}
if ((theBits & OpenGl_PO_WriteOit) != 0)
{
aSrcFragWriteOit += THE_FRAG_write_oit_buffers;
}
Standard_Integer aNbLights = 0;
const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, (theBits & OpenGl_PO_VertColor) != 0);
aSrcVert = TCollection_AsciiString()
+ THE_FUNC_transformNormal
+ EOL
+ aSrcVertColor
+ aLights
+ EOL
EOL"THE_SHADER_OUT vec4 FrontColor;"
EOL"THE_SHADER_OUT vec4 BackColor;"
EOL
+ aSrcVertExtraOut
+ EOL"void main()"
EOL"{"
EOL" vec4 aPositionWorld = occModelWorldMatrix * occVertex;"
EOL" vec4 aPosition = occWorldViewMatrix * aPositionWorld;"
EOL" vec3 aNormal = transformNormal (occNormal);"
EOL" vec3 aView = vec3 (0.0, 0.0, 1.0);"
EOL" FrontColor = computeLighting (normalize (aNormal), normalize (aView), aPosition, true);"
EOL" BackColor = computeLighting (normalize (aNormal), normalize (aView), aPosition, false);"
+ aSrcVertExtraMain
+ EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
EOL"}";
aSrcFrag = TCollection_AsciiString()
+ EOL"THE_SHADER_IN vec4 FrontColor;"
EOL"THE_SHADER_IN vec4 BackColor;"
+ aSrcFragExtraOut
+ aSrcFragGetColor
+ EOL"void main()"
EOL"{"
+ aSrcFragExtraMain
+ EOL" occFragColor = getColor();"
+ aSrcFragWriteOit
+ EOL"}";
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core32 != NULL)
{
aProgramSrc->SetHeader ("#version 150");
}
#else
if (myContext->IsGlGreaterEqual (3, 0))
{
aProgramSrc->SetHeader ("#version 300 es");
}
#endif
aProgramSrc->SetNbLightsMax (aNbLights);
aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
return Standard_True;
}
// =======================================================================
// function : prepareStdProgramPhong
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram,
const Standard_Integer theBits,
const Standard_Boolean theIsFlatNormal)
{
#define thePhongCompLight "computeLighting (normalize (Normal), normalize (View), Position, gl_FrontFacing)"
#if defined(GL_ES_VERSION_2_0)
const bool isFlatNormal = theIsFlatNormal
&& (myContext->IsGlGreaterEqual (3, 0)
|| myContext->oesStdDerivatives);
#else
const bool isFlatNormal = theIsFlatNormal;
#endif
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain;
TCollection_AsciiString aSrcFrag, aSrcFragExtraOut, aSrcFragGetVertColor, aSrcFragExtraMain, aSrcFragWriteOit;
TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return " thePhongCompLight "; }";
if ((theBits & OpenGl_PO_Point) != 0)
{
#if defined(GL_ES_VERSION_2_0)
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
#endif
if (textureUsed (theBits))
{
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core11 != NULL
&& myContext->IsGlGreaterEqual (2, 1))
{
aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
}
#endif
aSrcFragGetColor = pointSpriteShadingSrc (thePhongCompLight, theBits);
}
}
else
{
if ((theBits & OpenGl_PO_TextureRGB) != 0)
{
aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
aSrcFragExtraOut += THE_VARY_TexCoord_IN;
aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
aSrcFragGetColor =
EOL"vec4 getColor(void)"
EOL"{"
EOL" vec4 aColor = " thePhongCompLight ";"
EOL" return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w) * aColor;"
EOL"}";
}
}
if ((theBits & OpenGl_PO_VertColor) != 0)
{
aSrcVertExtraOut += EOL"THE_SHADER_OUT vec4 VertColor;";
aSrcVertExtraMain += EOL" VertColor = occVertColor;";
aSrcFragGetVertColor = EOL"THE_SHADER_IN vec4 VertColor;"
EOL"vec4 getVertColor(void) { return VertColor; }";
}
int aNbClipPlanes = 0;
if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
{
if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
{
aNbClipPlanes = 1;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
}
else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
{
aNbClipPlanes = 2;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_2;
}
else
{
aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_N;
}
}
if ((theBits & OpenGl_PO_WriteOit) != 0)
{
aSrcFragWriteOit += THE_FRAG_write_oit_buffers;
}
aSrcVert = TCollection_AsciiString()
+ (isFlatNormal ? "" : THE_FUNC_transformNormal)
+ EOL
EOL"THE_SHADER_OUT vec4 PositionWorld;"
EOL"THE_SHADER_OUT vec4 Position;"
EOL"THE_SHADER_OUT vec3 View;"
+ (isFlatNormal ? ""
: EOL"THE_SHADER_OUT vec3 Normal;")
+ EOL
+ aSrcVertExtraOut
+ EOL"void main()"
EOL"{"
EOL" PositionWorld = occModelWorldMatrix * occVertex;"
EOL" Position = occWorldViewMatrix * PositionWorld;"
+ (isFlatNormal ? ""
: EOL" Normal = transformNormal (occNormal);")
+ EOL" View = vec3 (0.0, 0.0, 1.0);"
+ aSrcVertExtraMain
+ EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
EOL"}";
Standard_Integer aNbLights = 0;
const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, (theBits & OpenGl_PO_VertColor) != 0);
aSrcFrag = TCollection_AsciiString()
+ EOL"THE_SHADER_IN vec4 PositionWorld;"
EOL"THE_SHADER_IN vec4 Position;"
EOL"THE_SHADER_IN vec3 View;"
+ (isFlatNormal
? EOL"vec3 Normal;"
: EOL"THE_SHADER_IN vec3 Normal;")
+ EOL
+ aSrcFragExtraOut
+ aSrcFragGetVertColor
+ aLights
+ aSrcFragGetColor
+ EOL
EOL"void main()"
EOL"{"
+ aSrcFragExtraMain
+ (isFlatNormal
? EOL" Normal = normalize (cross (dFdx (Position.xyz / Position.w), dFdy (Position.xyz / Position.w)));"
: "")
+ EOL" occFragColor = getColor();"
+ aSrcFragWriteOit
+ EOL"}";
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core32 != NULL)
{
aProgramSrc->SetHeader ("#version 150");
}
#else
if (myContext->IsGlGreaterEqual (3, 0))
{
aProgramSrc->SetHeader ("#version 300 es");
}
else if (isFlatNormal)
{
if (myContext->oesStdDerivatives)
{
aProgramSrc->SetHeader ("#extension GL_OES_standard_derivatives : enable");
}
else
{
myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
"Warning: flat shading requires OpenGL ES 3.0+ or GL_OES_standard_derivatives extension.");
}
}
#endif
aProgramSrc->SetNbLightsMax (aNbLights);
aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
return Standard_True;
}
// =======================================================================
// function : prepareStdProgramStereo
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
const Graphic3d_StereoMode theStereoMode)
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert =
EOL"THE_SHADER_OUT vec2 TexCoord;"
EOL"void main()"
EOL"{"
EOL" TexCoord = occVertex.zw;"
EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
TCollection_AsciiString aSrcFrag;
switch (theStereoMode)
{
case Graphic3d_StereoMode_Anaglyph:
{
aSrcFrag =
EOL"uniform sampler2D uLeftSampler;"
EOL"uniform sampler2D uRightSampler;"
EOL
EOL"uniform mat4 uMultL;"
EOL"uniform mat4 uMultR;"
EOL
EOL"const vec4 THE_POW_UP = vec4 (2.2, 2.2, 2.2, 1.0);"
EOL"const vec4 THE_POW_DOWN = 1.0 / vec4 (2.2, 2.2, 2.2, 1.0);"
EOL
EOL"THE_SHADER_IN vec2 TexCoord;"
EOL
EOL"void main()"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
EOL" aColorL = pow (aColorL, THE_POW_UP);" // normalize
EOL" aColorR = pow (aColorR, THE_POW_UP);"
EOL" vec4 aColor = uMultR * aColorR + uMultL * aColorL;"
EOL" occFragColor = pow (aColor, THE_POW_DOWN);"
EOL"}";
break;
}
case Graphic3d_StereoMode_RowInterlaced:
{
aSrcFrag =
EOL"uniform sampler2D uLeftSampler;"
EOL"uniform sampler2D uRightSampler;"
EOL
EOL"THE_SHADER_IN vec2 TexCoord;"
EOL
EOL"void main()"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
EOL" if (int (mod (gl_FragCoord.y - 1023.5, 2.0)) != 1)"
EOL" {"
EOL" occFragColor = aColorL;"
EOL" }"
EOL" else"
EOL" {"
EOL" occFragColor = aColorR;"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_ColumnInterlaced:
{
aSrcFrag =
EOL"uniform sampler2D uLeftSampler;"
EOL"uniform sampler2D uRightSampler;"
EOL
EOL"THE_SHADER_IN vec2 TexCoord;"
EOL
EOL"void main()"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
EOL" if (int (mod (gl_FragCoord.x - 1023.5, 2.0)) == 1)"
EOL" {"
EOL" occFragColor = aColorL;"
EOL" }"
EOL" else"
EOL" {"
EOL" occFragColor = aColorR;"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_ChessBoard:
{
aSrcFrag =
EOL"uniform sampler2D uLeftSampler;"
EOL"uniform sampler2D uRightSampler;"
EOL
EOL"THE_SHADER_IN vec2 TexCoord;"
EOL
EOL"void main()"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
EOL" bool isEvenX = int(mod(floor(gl_FragCoord.x - 1023.5), 2.0)) != 1;"
EOL" bool isEvenY = int(mod(floor(gl_FragCoord.y - 1023.5), 2.0)) == 1;"
EOL" if ((isEvenX && isEvenY) || (!isEvenX && !isEvenY))"
EOL" {"
EOL" occFragColor = aColorL;"
EOL" }"
EOL" else"
EOL" {"
EOL" occFragColor = aColorR;"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_SideBySide:
{
aSrcFrag =
EOL"uniform sampler2D uLeftSampler;"
EOL"uniform sampler2D uRightSampler;"
EOL
EOL"THE_SHADER_IN vec2 TexCoord;"
EOL
EOL"void main()"
EOL"{"
EOL" vec2 aTexCoord = vec2 (TexCoord.x * 2.0, TexCoord.y);"
EOL" if (TexCoord.x > 0.5)"
EOL" {"
EOL" aTexCoord.x -= 1.0;"
EOL" }"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
EOL" if (TexCoord.x <= 0.5)"
EOL" {"
EOL" occFragColor = aColorL;"
EOL" }"
EOL" else"
EOL" {"
EOL" occFragColor = aColorR;"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_OverUnder:
{
aSrcFrag =
EOL"uniform sampler2D uLeftSampler;"
EOL"uniform sampler2D uRightSampler;"
EOL
EOL"THE_SHADER_IN vec2 TexCoord;"
EOL
EOL"void main()"
EOL"{"
EOL" vec2 aTexCoord = vec2 (TexCoord.x, TexCoord.y * 2.0);"
EOL" if (TexCoord.y > 0.5)"
EOL" {"
EOL" aTexCoord.y -= 1.0;"
EOL" }"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
EOL" if (TexCoord.y <= 0.5)"
EOL" {"
EOL" occFragColor = aColorL;"
EOL" }"
EOL" else"
EOL" {"
EOL" occFragColor = aColorR;"
EOL" }"
EOL"}";
break;
}
case Graphic3d_StereoMode_QuadBuffer:
case Graphic3d_StereoMode_SoftPageFlip:
default:
{
/*const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[Graphic3d_StereoMode_QuadBuffer];
if (!aProgram.IsNull())
{
return aProgram->IsValid();
}*/
aSrcFrag =
EOL"uniform sampler2D uLeftSampler;"
EOL"uniform sampler2D uRightSampler;"
EOL
EOL"THE_SHADER_IN vec2 TexCoord;"
EOL
EOL"void main()"
EOL"{"
EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
EOL" aColorL.b = 0.0;"
EOL" aColorL.g = 0.0;"
EOL" aColorR.r = 0.0;"
EOL" occFragColor = aColorL + aColorR;"
EOL"}";
break;
}
}
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core32 != NULL)
{
aProgramSrc->SetHeader ("#version 150");
}
#else
if (myContext->IsGlGreaterEqual (3, 0))
{
aProgramSrc->SetHeader ("#version 300 es");
}
#endif
aProgramSrc->SetNbLightsMax (0);
aProgramSrc->SetNbClipPlanesMax (0);
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
myContext->BindProgram (theProgram);
theProgram->SetSampler (myContext, "uLeftSampler", Graphic3d_TextureUnit_0);
theProgram->SetSampler (myContext, "uRightSampler", Graphic3d_TextureUnit_1);
myContext->BindProgram (NULL);
return Standard_True;
}
// =======================================================================
// function : bindProgramWithState
// purpose :
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram)
{
const Standard_Boolean isBound = myContext->BindProgram (theProgram);
if (isBound
&& !theProgram.IsNull())
{
theProgram->ApplyVariables (myContext);
}
PushState (theProgram);
return isBound;
}