Graphic3d_SequenceOfStructure.hxx
Graphic3d_ShaderAttribute.cxx
Graphic3d_ShaderAttribute.hxx
+Graphic3d_ShaderFlags.hxx
+Graphic3d_ShaderManager.cxx
+Graphic3d_ShaderManager.hxx
Graphic3d_ShaderObject.cxx
Graphic3d_ShaderObject.hxx
Graphic3d_ShaderProgram.cxx
--- /dev/null
+// Created on: 2014-10-08
+// Created by: Kirill Gavrilov
+// Copyright (c) 2014 OPEN CASCADE SAS
+//
+// This file is part of Open CASCADE Technology software library.
+//
+// This library is free software; you can redistribute it and/or modify it under
+// the terms of the GNU Lesser General Public License version 2.1 as published
+// by the Free Software Foundation, with special exception defined in the file
+// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
+// distribution for complete text of the license and disclaimer of any warranty.
+//
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
+
+#ifndef _Graphic3d_ShaderFlags_HeaderFile
+#define _Graphic3d_ShaderFlags_HeaderFile
+
+//! Standard GLSL program combination bits.
+enum Graphic3d_ShaderFlags
+{
+ Graphic3d_ShaderFlags_VertColor = 0x0001, //!< per-vertex color
+ Graphic3d_ShaderFlags_TextureRGB = 0x0002, //!< handle RGB texturing
+ Graphic3d_ShaderFlags_TextureEnv = 0x0004, //!< handle environment map (obsolete, to be removed)
+ Graphic3d_ShaderFlags_TextureNormal = Graphic3d_ShaderFlags_TextureRGB|Graphic3d_ShaderFlags_TextureEnv, //!< extended texture set (with normal map)
+ Graphic3d_ShaderFlags_PointSimple = 0x0008, //!< point marker without sprite
+ Graphic3d_ShaderFlags_PointSprite = 0x0010, //!< point sprite with RGB image
+ Graphic3d_ShaderFlags_PointSpriteA = Graphic3d_ShaderFlags_PointSimple|Graphic3d_ShaderFlags_PointSprite, //!< point sprite with Alpha image
+ Graphic3d_ShaderFlags_StippleLine = 0x0020, //!< stipple line
+ Graphic3d_ShaderFlags_ClipPlanes1 = 0x0040, //!< handle 1 clipping plane
+ Graphic3d_ShaderFlags_ClipPlanes2 = 0x0080, //!< handle 2 clipping planes
+ Graphic3d_ShaderFlags_ClipPlanesN = Graphic3d_ShaderFlags_ClipPlanes1|Graphic3d_ShaderFlags_ClipPlanes2, //!< handle N clipping planes
+ Graphic3d_ShaderFlags_ClipChains = 0x0100, //!< handle chains of clipping planes
+ Graphic3d_ShaderFlags_MeshEdges = 0x0200, //!< draw mesh edges (wireframe)
+ Graphic3d_ShaderFlags_AlphaTest = 0x0400, //!< discard fragment by alpha test (defined by cutoff value)
+ Graphic3d_ShaderFlags_WriteOit = 0x0800, //!< write coverage buffer for Blended Order-Independent Transparency
+ Graphic3d_ShaderFlags_OitDepthPeeling = 0x1000, //!< handle Depth Peeling OIT
+ //
+ Graphic3d_ShaderFlags_NB = 0x2000, //!< overall number of combinations
+ Graphic3d_ShaderFlags_IsPoint = Graphic3d_ShaderFlags_PointSimple|Graphic3d_ShaderFlags_PointSprite|Graphic3d_ShaderFlags_PointSpriteA,
+ Graphic3d_ShaderFlags_HasTextures = Graphic3d_ShaderFlags_TextureRGB|Graphic3d_ShaderFlags_TextureEnv,
+ Graphic3d_ShaderFlags_NeedsGeomShader = Graphic3d_ShaderFlags_MeshEdges,
+};
+
+#endif // _Graphic3d_ShaderFlags_HeaderFile
--- /dev/null
+// Copyright (c) 2013-2021 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 <Graphic3d_ShaderManager.hxx>
+
+#include <Graphic3d_LightSet.hxx>
+#include <Graphic3d_ShaderProgram.hxx>
+#include <Message.hxx>
+
+#include "../Shaders/Shaders_DirectionalLightShadow_glsl.pxx"
+#include "../Shaders/Shaders_PBRDistribution_glsl.pxx"
+#include "../Shaders/Shaders_PBRDirectionalLight_glsl.pxx"
+#include "../Shaders/Shaders_PBRGeometry_glsl.pxx"
+#include "../Shaders/Shaders_PBRFresnel_glsl.pxx"
+#include "../Shaders/Shaders_PBRCookTorrance_glsl.pxx"
+#include "../Shaders/Shaders_PBRIllumination_glsl.pxx"
+#include "../Shaders/Shaders_PBRPointLight_glsl.pxx"
+#include "../Shaders/Shaders_PBRSpotLight_glsl.pxx"
+#include "../Shaders/Shaders_PBREnvBaking_fs.pxx"
+#include "../Shaders/Shaders_PBREnvBaking_vs.pxx"
+#include "../Shaders/Shaders_PhongDirectionalLight_glsl.pxx"
+#include "../Shaders/Shaders_PhongPointLight_glsl.pxx"
+#include "../Shaders/Shaders_PhongSpotLight_glsl.pxx"
+#include "../Shaders/Shaders_PointLightAttenuation_glsl.pxx"
+#include "../Shaders/Shaders_TangentSpaceNormal_glsl.pxx"
+
+IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderManager, Standard_Transient)
+
+namespace
+{
+ //! Number specifying maximum number of light sources to prepare a GLSL program with unrolled loop.
+ const Standard_Integer THE_NB_UNROLLED_LIGHTS_MAX = 32;
+
+ //! Compute the size of array storing holding light sources definition.
+ static Standard_Integer roundUpMaxLightSources (Standard_Integer theNbLights)
+ {
+ Standard_Integer aMaxLimit = THE_NB_UNROLLED_LIGHTS_MAX;
+ for (; aMaxLimit < theNbLights; aMaxLimit *= 2) {}
+ return aMaxLimit;
+ }
+
+#define EOL "\n"
+
+//! 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 = vec2 (occTexCoord.x * aRotCos - occTexCoord.y * aRotSin,"
+ EOL" occTexCoord.x * aRotSin + occTexCoord.y * aRotCos);"
+ EOL" aTex2 = (aTex2 + occTextureTrsf_Translation()) * occTextureTrsf_Scale();"
+ 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 from model to view coordinate system.
+const char THE_FUNC_transformNormal_view[] =
+ EOL"vec3 transformNormal (in vec3 theNormal)"
+ EOL"{"
+ EOL" vec4 aResult = occWorldViewMatrixInverseTranspose"
+ EOL" * occModelWorldMatrixInverseTranspose"
+ EOL" * vec4 (theNormal, 0.0);"
+ EOL" return normalize (aResult.xyz);"
+ EOL"}";
+
+//! The same function as THE_FUNC_transformNormal but is used in PBR pipeline.
+//! The normals are expected to be in world coordinate system in PBR pipeline.
+const char THE_FUNC_transformNormal_world[] =
+ EOL"vec3 transformNormal (in vec3 theNormal)"
+ EOL"{"
+ EOL" vec4 aResult = 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
+
+//! Global shader variable for color definition with lighting enabled.
+const char THE_FUNC_PBR_lightDef[] =
+ EOL"vec3 DirectLighting;" //!< Accumulator of direct lighting from light sources
+ EOL"vec4 BaseColor;" //!< Base color (albedo) of material for PBR
+ EOL"float Metallic;" //!< Metallic coefficient of material
+ EOL"float NormalizedRoughness;" //!< Normalized roughness coefficient of material
+ EOL"float Roughness;" //!< Roughness coefficient of material
+ EOL"vec3 Emission;" //!< Light intensity emitted by material
+ EOL"float IOR;"; //!< Material's index of refraction
+
+//! The same as Shaders_PhongDirectionalLight_glsl 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" in float theShadow)"
+ EOL"{"
+ EOL" vec3 aLight = vec3 (occWorldViewMatrix * vec4 (occLight_Position (0), 0.0));"
+ 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(0) * aNdotL * theShadow;"
+ EOL" Specular += occLight_Specular(0) * aSpecl * theShadow;"
+ EOL"}";
+
+//! Returns the real cubemap fetching direction considering sides orientation, memory layout and vertical flip.
+const char THE_FUNC_cubemap_vector_transform[] =
+ EOL"vec3 cubemapVectorTransform (in vec3 theVector,"
+ EOL" in int theYCoeff,"
+ EOL" in int theZCoeff)"
+ EOL"{"
+ EOL" theVector = theVector.yzx;"
+ EOL" theVector.y *= float(theYCoeff);"
+ EOL" theVector.z *= float(theZCoeff);"
+ EOL" return theVector;"
+ 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 chains of clipping planes in Fragment Shader.
+const char THE_FRAG_CLIP_CHAINS_N[] =
+EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount;)"
+EOL" {"
+EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
+EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
+EOL" {"
+EOL" if (occClipPlaneChains[aPlaneIter] == 1)"
+EOL" {"
+EOL" discard;"
+EOL" }"
+EOL" aPlaneIter += 1;"
+EOL" }"
+EOL" else"
+EOL" {"
+EOL" aPlaneIter += occClipPlaneChains[aPlaneIter];"
+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" }";
+
+//! Process a chain of 2 clipping planes in Fragment Shader (3/4 section).
+const char THE_FRAG_CLIP_CHAINS_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" }";
+
+//! Modify color for Wireframe presentation.
+const char THE_FRAG_WIREFRAME_COLOR[] =
+EOL"vec4 getFinalColor(void)"
+EOL"{"
+EOL" float aDistance = min (min (EdgeDistance[0], EdgeDistance[1]), EdgeDistance[2]);"
+EOL" bool isHollow = occWireframeColor.a < 0.0;"
+EOL" float aMixVal = smoothstep (occLineWidth - occLineFeather * 0.5, occLineWidth + occLineFeather * 0.5, aDistance);"
+EOL" vec4 aMixColor = isHollow"
+EOL" ? vec4 (getColor().rgb, 1.0 - aMixVal)" // edges only (of interior color)
+EOL" : mix (occWireframeColor, getColor(), aMixVal);" // interior + edges
+EOL" return aMixColor;"
+EOL"}";
+
+//! Compute gl_Position vertex shader output.
+const char THE_VERT_gl_Position[] =
+EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;";
+
+//! Displace gl_Position alongside vertex normal for outline rendering.
+//! This code adds silhouette only for smooth surfaces of closed primitive, and produces visual artifacts on sharp edges.
+const char THE_VERT_gl_Position_OUTLINE[] =
+EOL" float anOutlineDisp = occOrthoScale > 0.0 ? occOrthoScale : gl_Position.w;"
+EOL" vec4 anOutlinePos = occVertex + vec4 (occNormal * (occSilhouetteThickness * anOutlineDisp), 0.0);"
+EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * anOutlinePos;";
+
+}
+
+// =======================================================================
+// function : genLightKey
+// purpose :
+// =======================================================================
+TCollection_AsciiString Graphic3d_ShaderManager::genLightKey (const Handle(Graphic3d_LightSet)& theLights,
+ const bool theHasShadowMap) const
+{
+ if (theLights->NbEnabled() <= THE_NB_UNROLLED_LIGHTS_MAX)
+ {
+ return theHasShadowMap
+ ? TCollection_AsciiString ("ls_") + theLights->KeyEnabledLong()
+ : TCollection_AsciiString ("l_") + theLights->KeyEnabledLong();
+ }
+
+ const Standard_Integer aMaxLimit = roundUpMaxLightSources (theLights->NbEnabled());
+ return TCollection_AsciiString ("l_") + theLights->KeyEnabledShort() + aMaxLimit;
+}
+
+// =======================================================================
+// function : Graphic3d_ShaderManager
+// purpose :
+// =======================================================================
+Graphic3d_ShaderManager::Graphic3d_ShaderManager (Aspect_GraphicsLibrary theGapi)
+: myGapi (theGapi),
+ // desktop defines a dedicated API for point size, with gl_PointSize added later to GLSL
+ myHasFlatShading (true),
+ myToReverseDFdxSign (false),
+ mySetPointSize (myGapi == Aspect_GraphicsLibrary_OpenGLES),
+ myUseRedAlpha (false),
+ myToEmulateDepthClamp (true),
+ mySRgbState (true)
+{
+ memset (myGlslExtensions, 0, sizeof(myGlslExtensions));
+}
+
+// =======================================================================
+// function : ~Graphic3d_ShaderManager
+// purpose :
+// =======================================================================
+Graphic3d_ShaderManager::~Graphic3d_ShaderManager()
+{
+ //
+}
+
+// =======================================================================
+// function : hasGlslBitwiseOps
+// purpose :
+// =======================================================================
+bool Graphic3d_ShaderManager::hasGlslBitwiseOps() const
+{
+ switch (myGapi)
+ {
+ case Aspect_GraphicsLibrary_OpenGL:
+ {
+ return IsGapiGreaterEqual (3, 0)
+ || myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_gpu_shader4];
+ }
+ case Aspect_GraphicsLibrary_OpenGLES:
+ {
+ return IsGapiGreaterEqual (3, 0);
+ }
+ }
+ return false;
+}
+
+// =======================================================================
+// function : defaultGlslVersion
+// purpose :
+// =======================================================================
+int Graphic3d_ShaderManager::defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
+ const TCollection_AsciiString& theName,
+ int theBits,
+ bool theUsesDerivates) const
+{
+ int aBits = theBits;
+ const bool toUseDerivates = theUsesDerivates
+ || (theBits & Graphic3d_ShaderFlags_StippleLine) != 0
+ || (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal;
+ switch (myGapi)
+ {
+ case Aspect_GraphicsLibrary_OpenGL:
+ {
+ if (IsGapiGreaterEqual (3, 2))
+ {
+ theProgram->SetHeader ("#version 150");
+ }
+ else
+ {
+ // TangentSpaceNormal() function uses mat2x3 type
+ const bool toUseMat2x3 = (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal;
+ // gl_PointCoord has been added since GLSL 1.2
+ const bool toUsePointCoord = (theBits & Graphic3d_ShaderFlags_PointSprite) != 0;
+ if (toUseMat2x3 || toUsePointCoord)
+ {
+ if (IsGapiGreaterEqual (2, 1))
+ {
+ theProgram->SetHeader ("#version 120");
+ }
+ }
+ if ((theBits & Graphic3d_ShaderFlags_StippleLine) != 0
+ || theProgram->IsPBR())
+ {
+ if (IsGapiGreaterEqual (3, 0))
+ {
+ theProgram->SetHeader ("#version 130");
+ }
+ else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_gpu_shader4])
+ {
+ // GL_EXT_gpu_shader4 defines GLSL type "unsigned int", while core GLSL specs define type "uint"
+ theProgram->SetHeader ("#extension GL_EXT_gpu_shader4 : enable\n"
+ "#define uint unsigned int");
+ }
+ }
+ }
+ (void )toUseDerivates;
+ break;
+ }
+ case Aspect_GraphicsLibrary_OpenGLES:
+ {
+ #if defined(__EMSCRIPTEN__)
+ if (IsGapiGreaterEqual (3, 0))
+ {
+ // consider this is browser responsibility to provide working WebGL 2.0 implementation
+ // and black-list broken drivers (there is no OpenGL ES greater than 3.0)
+ theProgram->SetHeader ("#version 300 es");
+ }
+ #endif
+ // prefer "100 es" on OpenGL ES 3.0- devices (save the features unavailable before "300 es")
+ // and "300 es" on OpenGL ES 3.1+ devices
+ if (IsGapiGreaterEqual (3, 1))
+ {
+ if ((theBits & Graphic3d_ShaderFlags_NeedsGeomShader) != 0)
+ {
+ theProgram->SetHeader (IsGapiGreaterEqual (3, 2) ? "#version 320 es" : "#version 310 es");
+ }
+ else
+ {
+ theProgram->SetHeader ("#version 300 es");
+ }
+ }
+ else
+ {
+ TCollection_AsciiString aGles2Extensions;
+ if (theProgram->IsPBR())
+ {
+ if (IsGapiGreaterEqual (3, 0))
+ {
+ theProgram->SetHeader ("#version 300 es");
+ }
+ else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_shader_texture_lod])
+ {
+ aGles2Extensions += "#extension GL_EXT_shader_texture_lod : enable\n"
+ "#define textureCubeLod textureCubeLodEXT\n";
+ }
+ }
+ if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0
+ || (theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0
+ || (theBits & Graphic3d_ShaderFlags_StippleLine) != 0)
+ {
+ if (IsGapiGreaterEqual (3, 0))
+ {
+ theProgram->SetHeader ("#version 300 es");
+ }
+ else
+ {
+ aBits = aBits & ~Graphic3d_ShaderFlags_WriteOit;
+ aBits = aBits & ~Graphic3d_ShaderFlags_OitDepthPeeling;
+ if (!myGlslExtensions[Graphic3d_GlslExtension_GL_OES_standard_derivatives])
+ {
+ aBits = aBits & ~Graphic3d_ShaderFlags_StippleLine;
+ }
+ }
+ }
+ if (toUseDerivates)
+ {
+ if (IsGapiGreaterEqual (3, 0))
+ {
+ theProgram->SetHeader ("#version 300 es");
+ }
+ else if (myGlslExtensions[Graphic3d_GlslExtension_GL_OES_standard_derivatives])
+ {
+ aGles2Extensions += "#extension GL_OES_standard_derivatives : enable\n";
+ }
+ }
+
+ if (!aGles2Extensions.IsEmpty())
+ {
+ theProgram->SetHeader (aGles2Extensions);
+ }
+ }
+ break;
+ }
+ }
+
+ // should fit Graphic3d_ShaderFlags_NB
+ char aBitsStr[64];
+ Sprintf (aBitsStr, "%04x", aBits);
+ theProgram->SetId (TCollection_AsciiString ("occt_") + theName + aBitsStr);
+ return aBits;
+}
+
+// =======================================================================
+// function : defaultOitGlslVersion
+// purpose :
+// =======================================================================
+void Graphic3d_ShaderManager::defaultOitGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
+ const TCollection_AsciiString& theName,
+ bool theMsaa) const
+{
+ switch (myGapi)
+ {
+ case Aspect_GraphicsLibrary_OpenGL:
+ {
+ if (theMsaa)
+ {
+ if (IsGapiGreaterEqual (4, 0))
+ {
+ theProgram->SetHeader ("#version 400");
+ }
+ }
+ else
+ {
+ if (IsGapiGreaterEqual (3, 2))
+ {
+ theProgram->SetHeader ("#version 150");
+ }
+ }
+ break;
+ }
+ case Aspect_GraphicsLibrary_OpenGLES:
+ {
+ if (theMsaa)
+ {
+ if (IsGapiGreaterEqual (3, 2))
+ {
+ theProgram->SetHeader ("#version 320 es");
+ }
+ else if (IsGapiGreaterEqual (3, 0))
+ {
+ theProgram->SetHeader ("#version 300 es"); // with GL_OES_sample_variables extension
+ }
+ }
+ else
+ {
+ if (IsGapiGreaterEqual (3, 0))
+ {
+ theProgram->SetHeader ("#version 300 es");
+ }
+ }
+ break;
+ }
+ }
+ theProgram->SetId (TCollection_AsciiString ("occt_") + theName + (theMsaa ? "_msaa" : ""));
+}
+
+// =======================================================================
+// function : getStdProgramFont
+// purpose :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramFont() const
+{
+ Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+ aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+
+ TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ + EOL"void main()"
+ EOL"{"
+ EOL" TexCoord = occTexCoord.st;"
+ + THE_VERT_gl_Position
+ + EOL"}";
+
+ TCollection_AsciiString
+ aSrcGetAlpha = myUseRedAlpha
+ ? EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).r; }"
+ : EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).a; }";
+
+ TCollection_AsciiString aSrcFrag =
+ aSrcGetAlpha
+ + EOL"void main()"
+ EOL"{"
+ EOL" vec4 aColor = occColor;"
+ EOL" aColor.a *= getAlpha();"
+ EOL" if (aColor.a <= 0.285) discard;"
+ EOL" occSetFragColor (aColor);"
+ EOL"}";
+
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ defaultGlslVersion (aProgramSrc, "font", 0);
+ aProgramSrc->SetDefaultSampler (false);
+ aProgramSrc->SetNbLightsMax (0);
+ aProgramSrc->SetNbShadowMaps (0);
+ aProgramSrc->SetNbClipPlanesMax (0);
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramFboBlit
+// purpose :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramFboBlit (Standard_Integer theNbSamples,
+ Standard_Boolean theIsFallback_sRGB) const
+{
+ Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+
+ TCollection_AsciiString aSrcVert =
+ EOL"void main()"
+ EOL"{"
+ EOL" TexCoord = occVertex.zw;"
+ EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
+ EOL"}";
+
+ TCollection_AsciiString aSrcFrag;
+ if (theNbSamples > 1)
+ {
+ if (myGapi == Aspect_GraphicsLibrary_OpenGLES)
+ {
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("highp sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("highp sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
+ }
+ else
+ {
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
+ }
+
+ aSrcFrag = TCollection_AsciiString()
+ + EOL"#define THE_NUM_SAMPLES " + theNbSamples
+ + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
+ + EOL"void main()"
+ EOL"{"
+ EOL" ivec2 aSize = textureSize (uColorSampler);"
+ EOL" ivec2 anUV = ivec2 (vec2 (aSize) * TexCoord);"
+ EOL" gl_FragDepth = texelFetch (uDepthSampler, anUV, THE_NUM_SAMPLES / 2 - 1).r;"
+ EOL
+ EOL" vec4 aColor = vec4 (0.0);"
+ EOL" for (int aSample = 0; aSample < THE_NUM_SAMPLES; ++aSample)"
+ EOL" {"
+ EOL" vec4 aVal = texelFetch (uColorSampler, anUV, aSample);"
+ EOL" aColor += aVal;"
+ EOL" }"
+ EOL" aColor /= float(THE_NUM_SAMPLES);"
+ EOL"#ifdef THE_SHIFT_sRGB"
+ EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
+ EOL"#endif"
+ EOL" occSetFragColor (aColor);"
+ EOL"}";
+ }
+ else
+ {
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uColorSampler", Graphic3d_TOS_FRAGMENT));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uDepthSampler", Graphic3d_TOS_FRAGMENT));
+ aSrcFrag = TCollection_AsciiString()
+ + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
+ + EOL"void main()"
+ EOL"{"
+ EOL" gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;"
+ EOL" vec4 aColor = occTexture2D (uColorSampler, TexCoord);"
+ EOL"#ifdef THE_SHIFT_sRGB"
+ EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
+ EOL"#endif"
+ EOL" occSetFragColor (aColor);"
+ EOL"}";
+ }
+
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ switch (myGapi)
+ {
+ case Aspect_GraphicsLibrary_OpenGL:
+ {
+ if (IsGapiGreaterEqual (3, 2))
+ {
+ aProgramSrc->SetHeader ("#version 150");
+ }
+ break;
+ }
+ case Aspect_GraphicsLibrary_OpenGLES:
+ {
+ if (IsGapiGreaterEqual (3, 1))
+ {
+ // required for MSAA sampler
+ aProgramSrc->SetHeader ("#version 310 es");
+ }
+ else if (IsGapiGreaterEqual (3, 0))
+ {
+ aProgramSrc->SetHeader ("#version 300 es");
+ }
+ else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_frag_depth])
+ {
+ 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"void main()"
+ EOL"{"
+ EOL" occSetFragColor (occTexture2D (uColorSampler, TexCoord));"
+ EOL"}";
+ }
+ break;
+ }
+ }
+
+ TCollection_AsciiString anId = "occt_blit";
+ if (theNbSamples > 1)
+ {
+ anId += TCollection_AsciiString ("_msaa") + theNbSamples;
+ }
+ if (theIsFallback_sRGB)
+ {
+ anId += "_gamma";
+ }
+ aProgramSrc->SetId (anId);
+ aProgramSrc->SetDefaultSampler (false);
+ aProgramSrc->SetNbLightsMax (0);
+ aProgramSrc->SetNbShadowMaps (0);
+ aProgramSrc->SetNbClipPlanesMax (0);
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramOitCompositing
+// purpose :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramOitCompositing (const Standard_Boolean theMsaa) const
+{
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ TCollection_AsciiString aSrcVert, aSrcFrag;
+
+ Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+
+ aSrcVert =
+ EOL"void main()"
+ EOL"{"
+ EOL" TexCoord = occVertex.zw;"
+ EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
+ EOL"}";
+
+ if (!theMsaa)
+ {
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uAccumTexture", Graphic3d_TOS_FRAGMENT));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uWeightTexture", Graphic3d_TOS_FRAGMENT));
+ aSrcFrag =
+ EOL"void main()"
+ EOL"{"
+ EOL" vec4 aAccum = occTexture2D (uAccumTexture, TexCoord);"
+ EOL" float aWeight = occTexture2D (uWeightTexture, TexCoord).r;"
+ EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
+ EOL"}";
+ }
+ else
+ {
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uAccumTexture", Graphic3d_TOS_FRAGMENT));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uWeightTexture", Graphic3d_TOS_FRAGMENT));
+ aSrcFrag =
+ EOL"void main()"
+ EOL"{"
+ EOL" ivec2 aTexel = ivec2 (vec2 (textureSize (uAccumTexture)) * TexCoord);"
+ EOL" vec4 aAccum = texelFetch (uAccumTexture, aTexel, gl_SampleID);"
+ EOL" float aWeight = texelFetch (uWeightTexture, aTexel, gl_SampleID).r;"
+ EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
+ EOL"}";
+ }
+ defaultOitGlslVersion (aProgramSrc, "weight_oit", theMsaa);
+
+ aProgramSrc->SetDefaultSampler (false);
+ aProgramSrc->SetNbLightsMax (0);
+ aProgramSrc->SetNbShadowMaps (0);
+ aProgramSrc->SetNbClipPlanesMax (0);
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramOitDepthPeelingBlend
+// purpose :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramOitDepthPeelingBlend (Standard_Boolean theMsaa) const
+{
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ TCollection_AsciiString aSrcVert, aSrcFrag;
+
+ Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+ aSrcVert =
+ EOL"void main()"
+ EOL"{"
+ EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
+ EOL"}";
+
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable (theMsaa
+ ? "sampler2DMS uDepthPeelingBackColor"
+ : "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
+ aSrcFrag = TCollection_AsciiString()
+ + EOL"void main()"
+ EOL"{"
+ EOL" #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
+ + EOL" occFragColor = texelFetch (uDepthPeelingBackColor, ivec2 (gl_FragCoord.xy), THE_SAMPLE_ID);"
+ EOL" if (occFragColor.a == 0.0) { discard; }"
+ EOL"}";
+
+ defaultOitGlslVersion (aProgramSrc, "oit_peeling_blend", theMsaa);
+ aProgramSrc->SetDefaultSampler (false);
+ aProgramSrc->SetNbLightsMax (0);
+ aProgramSrc->SetNbClipPlanesMax (0);
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramOitDepthPeelingFlush
+// purpose :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramOitDepthPeelingFlush (Standard_Boolean theMsaa) const
+{
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ TCollection_AsciiString aSrcVert, aSrcFrag;
+
+ Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+ aSrcVert =
+ EOL"void main()"
+ EOL"{"
+ EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
+ EOL"}";
+
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable (theMsaa
+ ? "sampler2DMS uDepthPeelingFrontColor"
+ : "sampler2D uDepthPeelingFrontColor", Graphic3d_TOS_FRAGMENT));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable (theMsaa
+ ? "sampler2DMS uDepthPeelingBackColor"
+ : "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
+ aSrcFrag = TCollection_AsciiString()
+ + EOL"void main()"
+ EOL"{"
+ EOL" #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
+ + EOL" ivec2 aFragCoord = ivec2 (gl_FragCoord.xy);"
+ EOL" vec4 aFrontColor = texelFetch (uDepthPeelingFrontColor, aFragCoord, THE_SAMPLE_ID);"
+ EOL" vec4 aBackColor = texelFetch (uDepthPeelingBackColor, aFragCoord, THE_SAMPLE_ID);"
+ EOL" float anAlphaMult = 1.0 - aFrontColor.a;"
+ EOL" occFragColor = vec4 (aFrontColor.rgb + anAlphaMult * aBackColor.rgb, aFrontColor.a + aBackColor.a);"
+ EOL"}";
+
+ defaultOitGlslVersion (aProgramSrc, "oit_peeling_flush", theMsaa);
+ aProgramSrc->SetDefaultSampler (false);
+ aProgramSrc->SetNbLightsMax (0);
+ aProgramSrc->SetNbClipPlanesMax (0);
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ return aProgramSrc;
+}
+
+// =======================================================================
+// function : pointSpriteAlphaSrc
+// purpose :
+// =======================================================================
+TCollection_AsciiString Graphic3d_ShaderManager::pointSpriteAlphaSrc (Standard_Integer theBits) const
+{
+ const bool isAlpha = (theBits & Graphic3d_ShaderFlags_PointSpriteA) == Graphic3d_ShaderFlags_PointSpriteA;
+ return isAlpha && myUseRedAlpha
+ ? EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").r; }"
+ : EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").a; }";
+}
+
+// =======================================================================
+// function : pointSpriteShadingSrc
+// purpose :
+// =======================================================================
+TCollection_AsciiString Graphic3d_ShaderManager::pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc,
+ Standard_Integer theBits) const
+{
+ TCollection_AsciiString aSrcFragGetColor;
+ if ((theBits & Graphic3d_ShaderFlags_PointSpriteA) == Graphic3d_ShaderFlags_PointSpriteA)
+ {
+ 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 & Graphic3d_ShaderFlags_PointSprite) == Graphic3d_ShaderFlags_PointSprite)
+ {
+ aSrcFragGetColor = TCollection_AsciiString() +
+ EOL"vec4 getColor(void)"
+ EOL"{"
+ EOL" vec4 aColor = " + theBaseColorSrc + ";"
+ EOL" aColor = occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ") * aColor;"
+ EOL" if (aColor.a <= 0.1) discard;"
+ EOL" return aColor;"
+ EOL"}";
+ }
+
+ return aSrcFragGetColor;
+}
+
+//! Prepare GLSL source for geometry shader according to parameters.
+static TCollection_AsciiString prepareGeomMainSrc (Graphic3d_ShaderObject::ShaderVariableList& theUnifoms,
+ Graphic3d_ShaderObject::ShaderVariableList& theStageInOuts,
+ Standard_Integer theBits)
+{
+ if ((theBits & Graphic3d_ShaderFlags_NeedsGeomShader) == 0)
+ {
+ return TCollection_AsciiString();
+ }
+
+ TCollection_AsciiString aSrcMainGeom =
+ EOL"void main()"
+ EOL"{";
+
+ if ((theBits & Graphic3d_ShaderFlags_MeshEdges) != 0)
+ {
+ theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_GEOMETRY));
+ theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("bool occIsQuadMode", Graphic3d_TOS_GEOMETRY));
+ theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_GEOMETRY));
+ theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_FRAGMENT));
+ theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occLineFeather", Graphic3d_TOS_FRAGMENT));
+ theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 occWireframeColor", Graphic3d_TOS_FRAGMENT));
+ theStageInOuts.Append(Graphic3d_ShaderObject::ShaderVariable ("vec3 EdgeDistance", Graphic3d_TOS_GEOMETRY | Graphic3d_TOS_FRAGMENT));
+
+ aSrcMainGeom = TCollection_AsciiString()
+ + EOL"vec3 ViewPortTransform (vec4 theVec)"
+ EOL"{"
+ EOL" vec3 aWinCoord = theVec.xyz / theVec.w;"
+ EOL" aWinCoord = aWinCoord * 0.5 + 0.5;"
+ EOL" aWinCoord.xy = aWinCoord.xy * occViewport.zw + occViewport.xy;"
+ EOL" return aWinCoord;"
+ EOL"}"
+ + aSrcMainGeom
+ + EOL" vec3 aSideA = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[1].gl_Position);"
+ EOL" vec3 aSideB = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
+ EOL" vec3 aSideC = ViewPortTransform (gl_in[1].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
+ EOL" float aQuadArea = abs (aSideB.x * aSideC.y - aSideB.y * aSideC.x);"
+ EOL" vec3 aLenABC = vec3 (length (aSideA), length (aSideB), length (aSideC));"
+ EOL" vec3 aHeightABC = vec3 (aQuadArea) / aLenABC;"
+ EOL" aHeightABC = max (aHeightABC, vec3 (10.0 * occLineWidth));" // avoid shrunk presentation disappearing at distance
+ EOL" float aQuadModeHeightC = occIsQuadMode ? occLineWidth + 1.0 : 0.0;";
+ }
+
+ for (Standard_Integer aVertIter = 0; aVertIter < 3; ++aVertIter)
+ {
+ const TCollection_AsciiString aVertIndex (aVertIter);
+ // pass variables from Vertex shader to Fragment shader through Geometry shader
+ for (Graphic3d_ShaderObject::ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next())
+ {
+ if (aVarListIter.Value().Stages == (Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT))
+ {
+ const TCollection_AsciiString aVarName = aVarListIter.Value().Name.Token (" ", 2);
+ if (aVarName.Value (aVarName.Length()) == ']')
+ {
+ // copy the whole array
+ const TCollection_AsciiString aVarName2 = aVarName.Token ("[", 1);
+ aSrcMainGeom += TCollection_AsciiString()
+ + EOL" geomOut." + aVarName2 + " = geomIn[" + aVertIndex + "]." + aVarName2 + ";";
+ }
+ else
+ {
+ aSrcMainGeom += TCollection_AsciiString()
+ + EOL" geomOut." + aVarName + " = geomIn[" + aVertIndex + "]." + aVarName + ";";
+ }
+ }
+ }
+
+ if ((theBits & Graphic3d_ShaderFlags_MeshEdges) != 0)
+ {
+ switch (aVertIter)
+ {
+ case 0: aSrcMainGeom += EOL" EdgeDistance = vec3 (aHeightABC[0], 0.0, aQuadModeHeightC);"; break;
+ case 1: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, aHeightABC[1], aQuadModeHeightC);"; break;
+ case 2: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, 0.0, aHeightABC[2]);"; break;
+ }
+ }
+ aSrcMainGeom += TCollection_AsciiString()
+ + EOL" gl_Position = gl_in[" + aVertIndex + "].gl_Position;"
+ EOL" EmitVertex();";
+ }
+ aSrcMainGeom +=
+ EOL" EndPrimitive();"
+ EOL"}";
+
+ return aSrcMainGeom;
+}
+
+// =======================================================================
+// function : getStdProgramUnlit
+// purpose :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramUnlit (Standard_Integer theBits,
+ Standard_Boolean theIsOutline) const
+{
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ TCollection_AsciiString aSrcVert, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcVertEndMain;
+ TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
+ TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
+ TCollection_AsciiString aSrcFragMainGetColor = EOL" occSetFragColor (getFinalColor());";
+ Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+
+ if ((theBits & Graphic3d_ShaderFlags_IsPoint) != 0)
+ {
+ if (mySetPointSize)
+ {
+ aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
+ }
+
+ if ((theBits & Graphic3d_ShaderFlags_PointSprite) != 0)
+ {
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
+ if ((theBits & Graphic3d_ShaderFlags_PointSpriteA) != Graphic3d_ShaderFlags_PointSpriteA)
+ {
+ aSrcFragGetColor =
+ EOL"vec4 getColor(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord "); }";
+ }
+ else if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
+ && (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
+ {
+ aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
+ aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aSrcVertExtraMain +=
+ EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
+ aSrcFragGetColor =
+ EOL"vec4 getColor(void) { return VertColor; }";
+ }
+
+ aSrcGetAlpha = pointSpriteAlphaSrc (theBits);
+ aSrcFragMainGetColor =
+ EOL" vec4 aColor = getColor();"
+ EOL" aColor.a = getAlpha();"
+ EOL" if (aColor.a <= 0.1) discard;"
+ EOL" occSetFragColor (aColor);";
+ }
+ else
+ {
+ if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
+ && (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
+ {
+ aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
+ aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aSrcVertExtraMain +=
+ EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
+ aSrcFragGetColor =
+ EOL"vec4 getColor(void) { return VertColor; }";
+ }
+
+ aSrcFragMainGetColor =
+ EOL" vec4 aColor = getColor();"
+ EOL" if (aColor.a <= 0.1) discard;"
+ EOL" occSetFragColor (aColor);";
+ }
+ }
+ else
+ {
+ if ((theBits & Graphic3d_ShaderFlags_HasTextures) != 0)
+ {
+ aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+
+ if ((theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureEnv)
+ {
+ aSrcVertExtraFunc = THE_FUNC_transformNormal_view;
+
+ 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); }";
+ }
+ else
+ {
+ aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
+ aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
+
+ aSrcFragGetColor =
+ EOL"vec4 getColor(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w); }";
+ }
+ }
+ }
+ if ((theBits & Graphic3d_ShaderFlags_VertColor) != 0)
+ {
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aSrcVertExtraMain += EOL" VertColor = occVertColor;";
+ aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }";
+ }
+
+ int aNbClipPlanes = 0;
+ if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) != 0)
+ {
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aSrcVertExtraMain +=
+ EOL" PositionWorld = occModelWorldMatrix * occVertex;"
+ EOL" Position = occWorldViewMatrix * PositionWorld;";
+
+ if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) == Graphic3d_ShaderFlags_ClipPlanesN)
+ {
+ aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
+ aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
+ ? THE_FRAG_CLIP_CHAINS_N
+ : THE_FRAG_CLIP_PLANES_N;
+ }
+ else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes1) != 0)
+ {
+ aNbClipPlanes = 1;
+ aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
+ }
+ else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes2) != 0)
+ {
+ aNbClipPlanes = 2;
+ aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
+ ? THE_FRAG_CLIP_CHAINS_2
+ : THE_FRAG_CLIP_PLANES_2;
+ }
+ }
+ if ((theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0)
+ {
+ aProgramSrc->SetNbFragmentOutputs (3);
+ aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
+ }
+ else if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0)
+ {
+ aProgramSrc->SetNbFragmentOutputs (2);
+ aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
+ }
+
+ if (theIsOutline)
+ {
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occOrthoScale", Graphic3d_TOS_VERTEX));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occSilhouetteThickness", Graphic3d_TOS_VERTEX));
+ aSrcVertEndMain = THE_VERT_gl_Position_OUTLINE;
+ }
+ else if ((theBits & Graphic3d_ShaderFlags_StippleLine) != 0)
+ {
+ const Standard_Integer aBits = defaultGlslVersion (aProgramSrc, "unlit", theBits);
+ if ((aBits & Graphic3d_ShaderFlags_StippleLine) != 0)
+ {
+ if (hasGlslBitwiseOps())
+ {
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("int occStipplePattern", Graphic3d_TOS_FRAGMENT));
+ }
+ else
+ {
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("bool occStipplePattern[16]", Graphic3d_TOS_FRAGMENT));
+ }
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occStippleFactor", Graphic3d_TOS_FRAGMENT));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_VERTEX));
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 ScreenSpaceCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aSrcVertEndMain =
+ EOL" vec2 aPosition = gl_Position.xy / gl_Position.w;"
+ EOL" aPosition = aPosition * 0.5 + 0.5;"
+ EOL" ScreenSpaceCoord = aPosition.xy * occViewport.zw + occViewport.xy;";
+ aSrcFragMainGetColor = TCollection_AsciiString()
+ + EOL" vec2 anAxis = vec2 (0.0, 1.0);"
+ EOL" if (abs (dFdx (ScreenSpaceCoord.x)) - abs (dFdy (ScreenSpaceCoord.y)) > 0.001)"
+ EOL" {"
+ EOL" anAxis = vec2 (1.0, 0.0);"
+ EOL" }"
+ EOL" float aRotatePoint = dot (gl_FragCoord.xy, anAxis);"
+ + (hasGlslBitwiseOps()
+ ? EOL" uint aBit = uint (floor (aRotatePoint / occStippleFactor + 0.5)) & 15U;"
+ EOL" if ((uint (occStipplePattern) & (1U << aBit)) == 0U) discard;"
+ : EOL" int aBit = int (mod (floor (aRotatePoint / occStippleFactor + 0.5), 16.0));"
+ EOL" if (!occStipplePattern[aBit]) discard;")
+ + EOL" vec4 aColor = getFinalColor();"
+ EOL" if (aColor.a <= 0.1) discard;"
+ EOL" occSetFragColor (aColor);";
+ }
+ else
+ {
+ Message::SendWarning ("Warning: stipple lines in GLSL will be ignored");
+ }
+ }
+
+ aSrcVert =
+ aSrcVertExtraFunc
+ + EOL"void main()"
+ EOL"{"
+ + aSrcVertExtraMain
+ + THE_VERT_gl_Position
+ + aSrcVertEndMain
+ + EOL"}";
+
+ TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
+ aSrcFragGetColor += (theBits & Graphic3d_ShaderFlags_MeshEdges) != 0
+ ? THE_FRAG_WIREFRAME_COLOR
+ : EOL"#define getFinalColor getColor";
+
+ aSrcFrag =
+ aSrcFragGetColor
+ + aSrcGetAlpha
+ + EOL"void main()"
+ EOL"{"
+ EOL" if (occFragEarlyReturn()) { return; }"
+ + aSrcFragExtraMain
+ + aSrcFragMainGetColor
+ + EOL"}";
+
+ defaultGlslVersion (aProgramSrc, theIsOutline ? "outline" : "unlit", theBits);
+ aProgramSrc->SetDefaultSampler (false);
+ aProgramSrc->SetNbLightsMax (0);
+ aProgramSrc->SetNbShadowMaps (0);
+ aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
+ aProgramSrc->SetAlphaTest ((theBits & Graphic3d_ShaderFlags_AlphaTest) != 0);
+ const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+ return aProgramSrc;
+}
+
+// =======================================================================
+// function : stdComputeLighting
+// purpose :
+// =======================================================================
+TCollection_AsciiString Graphic3d_ShaderManager::stdComputeLighting (Standard_Integer& theNbLights,
+ const Handle(Graphic3d_LightSet)& theLights,
+ Standard_Boolean theHasVertColor,
+ Standard_Boolean theIsPBR,
+ Standard_Boolean theHasEmissive,
+ Standard_Integer theNbShadowMaps) const
+{
+ TCollection_AsciiString aLightsFunc, aLightsLoop;
+ theNbLights = 0;
+ if (!theLights.IsNull())
+ {
+ theNbLights = theLights->NbEnabled();
+ if (theNbLights <= THE_NB_UNROLLED_LIGHTS_MAX)
+ {
+ Standard_Integer anIndex = 0;
+ if (theNbShadowMaps > 0)
+ {
+ for (Graphic3d_LightSet::Iterator aLightIter (theLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
+ aLightIter.More(); aLightIter.Next())
+ {
+ if (aLightIter.Value()->Type() == Graphic3d_TOLS_DIRECTIONAL
+ && aLightIter.Value()->ToCastShadows())
+ {
+ aLightsLoop = aLightsLoop + EOL" occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront,"
+ EOL" occDirectionalLightShadow (occShadowMapSamplers[" + anIndex + "], " + anIndex + ", theNormal));";
+ ++anIndex;
+ }
+ }
+ }
+ for (Graphic3d_LightSet::Iterator aLightIter (theLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
+ aLightIter.More(); aLightIter.Next())
+ {
+ switch (aLightIter.Value()->Type())
+ {
+ case Graphic3d_TOLS_AMBIENT:
+ {
+ break; // skip ambient
+ }
+ case Graphic3d_TOLS_DIRECTIONAL:
+ {
+ if (theNbShadowMaps > 0
+ && aLightIter.Value()->ToCastShadows())
+ {
+ break;
+ }
+ aLightsLoop = aLightsLoop + EOL" occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront, 1.0);";
+ ++anIndex;
+ break;
+ }
+ case Graphic3d_TOLS_POSITIONAL:
+ {
+ aLightsLoop = aLightsLoop + EOL" occPointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
+ ++anIndex;
+ break;
+ }
+ case Graphic3d_TOLS_SPOT:
+ {
+ aLightsLoop = aLightsLoop + EOL" occSpotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
+ ++anIndex;
+ break;
+ }
+ }
+ }
+ }
+ else
+ {
+ theNbLights = roundUpMaxLightSources (theNbLights);
+ bool isFirstInLoop = true;
+ aLightsLoop = aLightsLoop +
+ EOL" for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)"
+ EOL" {"
+ EOL" int aType = occLight_Type (anIndex);";
+ if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
+ {
+ isFirstInLoop = false;
+ aLightsLoop +=
+ EOL" if (aType == OccLightType_Direct)"
+ EOL" {"
+ EOL" occDirectionalLight (anIndex, theNormal, theView, theIsFront, 1.0);"
+ EOL" }";
+ }
+ if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
+ {
+ if (!isFirstInLoop)
+ {
+ aLightsLoop += EOL" else ";
+ }
+ isFirstInLoop = false;
+ aLightsLoop +=
+ EOL" if (aType == OccLightType_Point)"
+ EOL" {"
+ EOL" occPointLight (anIndex, theNormal, theView, aPoint, theIsFront);"
+ EOL" }";
+ }
+ if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
+ {
+ if (!isFirstInLoop)
+ {
+ aLightsLoop += EOL" else ";
+ }
+ isFirstInLoop = false;
+ aLightsLoop +=
+ EOL" if (aType == OccLightType_Spot)"
+ EOL" {"
+ EOL" occSpotLight (anIndex, theNormal, theView, aPoint, theIsFront);"
+ EOL" }";
+ }
+ aLightsLoop += EOL" }";
+ }
+
+ if (theIsPBR)
+ {
+ aLightsFunc += Shaders_PBRDistribution_glsl;
+ aLightsFunc += Shaders_PBRGeometry_glsl;
+ aLightsFunc += Shaders_PBRFresnel_glsl;
+ aLightsFunc += Shaders_PBRCookTorrance_glsl;
+ aLightsFunc += Shaders_PBRIllumination_glsl;
+ }
+
+ if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) == 1
+ && theNbLights == 1
+ && !theIsPBR
+ && theNbShadowMaps == 0)
+ {
+ // use the version with hard-coded first index
+ aLightsLoop = EOL" directionalLightFirst(theNormal, theView, theIsFront, 1.0);";
+ aLightsFunc += THE_FUNC_directionalLightFirst;
+ }
+ else if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
+ {
+ if (theNbShadowMaps > 0)
+ {
+ aLightsFunc += Shaders_DirectionalLightShadow_glsl;
+ }
+ aLightsFunc += theIsPBR ? Shaders_PBRDirectionalLight_glsl : Shaders_PhongDirectionalLight_glsl;
+ }
+ if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
+ {
+ aLightsFunc += theIsPBR ? Shaders_PBRPointLight_glsl : Shaders_PhongPointLight_glsl;
+ }
+ if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
+ {
+ aLightsFunc += theIsPBR ? Shaders_PBRSpotLight_glsl : Shaders_PhongSpotLight_glsl;
+ }
+ }
+
+ TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();";
+ TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();";
+ if (theHasVertColor)
+ {
+ aGetMatAmbient = "getVertColor();";
+ aGetMatDiffuse = "getVertColor();";
+ }
+
+ if (!theIsPBR)
+ {
+ return TCollection_AsciiString()
+ + THE_FUNC_lightDef
+ + Shaders_PointLightAttenuation_glsl
+ + 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" vec3 aColor = Ambient * aMatAmbient.rgb + Diffuse * aMatDiffuse.rgb + Specular * aMatSpecular.rgb;"
+ EOL" occTextureOcclusion(aColor, TexCoord.st);"
+ + (theHasEmissive
+ ? EOL" vec4 aMatEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
+ EOL" aColor += aMatEmission.rgb;" : "")
+ + EOL" return vec4 (aColor, aMatDiffuse.a);"
+ EOL"}";
+ }
+ else
+ {
+ return TCollection_AsciiString()
+ + THE_FUNC_PBR_lightDef
+ + Shaders_PointLightAttenuation_glsl
+ + aLightsFunc
+ + EOL
+ EOL"vec4 computeLighting (in vec3 theNormal,"
+ EOL" in vec3 theView,"
+ EOL" in vec4 thePoint,"
+ EOL" in bool theIsFront)"
+ EOL"{"
+ EOL" DirectLighting = vec3(0.0);"
+ EOL" BaseColor = " + (theHasVertColor ? "getVertColor();" : "occTextureColor(occPBRMaterial_Color (theIsFront), TexCoord.st / TexCoord.w);")
+ + EOL" Emission = occTextureEmissive(occPBRMaterial_Emission (theIsFront), TexCoord.st / TexCoord.w);"
+ EOL" Metallic = occTextureMetallic(occPBRMaterial_Metallic (theIsFront), TexCoord.st / TexCoord.w);"
+ EOL" NormalizedRoughness = occTextureRoughness(occPBRMaterial_NormalizedRoughness (theIsFront), TexCoord.st / TexCoord.w);"
+ EOL" Roughness = occRoughness (NormalizedRoughness);"
+ EOL" IOR = occPBRMaterial_IOR (theIsFront);"
+ EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
+ + aLightsLoop
+ + EOL" vec3 aColor = DirectLighting;"
+ EOL" vec3 anIndirectLightingSpec = occPBRFresnel (BaseColor.rgb, Metallic, IOR);"
+ EOL" vec2 aCoeff = occTexture2D (occEnvLUT, vec2(abs(dot(theView, theNormal)), NormalizedRoughness)).xy;"
+ EOL" anIndirectLightingSpec *= aCoeff.x;"
+ EOL" anIndirectLightingSpec += aCoeff.y;"
+ EOL" anIndirectLightingSpec *= occTextureCubeLod (occSpecIBLMap, -reflect (theView, theNormal), NormalizedRoughness * float (occNbSpecIBLLevels - 1)).rgb;"
+ EOL" vec3 aRefractionCoeff = 1.0 - occPBRFresnel (BaseColor.rgb, Metallic, NormalizedRoughness, IOR, abs(dot(theView, theNormal)));"
+ EOL" aRefractionCoeff *= (1.0 - Metallic);"
+ EOL" vec3 anIndirectLightingDiff = aRefractionCoeff * BaseColor.rgb * BaseColor.a;"
+ EOL" anIndirectLightingDiff *= occDiffIBLMap (theNormal).rgb;"
+ EOL" aColor += occLightAmbient.rgb * (anIndirectLightingDiff + anIndirectLightingSpec);"
+ EOL" aColor += Emission;"
+ EOL" occTextureOcclusion(aColor, TexCoord.st / TexCoord.w);"
+ EOL" return vec4 (aColor, mix(1.0, BaseColor.a, aRefractionCoeff.x));"
+ EOL"}";
+ }
+}
+
+// =======================================================================
+// function : getStdProgramGouraud
+// purpose :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramGouraud (const Handle(Graphic3d_LightSet)& theLights,
+ Standard_Integer theBits) const
+{
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraMain;
+ TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
+ TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
+ Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+
+ if ((theBits & Graphic3d_ShaderFlags_IsPoint) != 0)
+ {
+ if (mySetPointSize)
+ {
+ aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
+ }
+
+ if ((theBits & Graphic3d_ShaderFlags_PointSprite) != 0)
+ {
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
+ aSrcFragGetColor = pointSpriteShadingSrc ("gl_FrontFacing ? FrontColor : BackColor", theBits);
+ }
+
+ if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
+ && (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
+ {
+ aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
+ aSrcVertColor = EOL"vec4 getVertColor(void) { return occTexture2D (occSamplerBaseColor, occTexCoord.xy); }";
+ }
+ }
+ else
+ {
+ if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0)
+ {
+ aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
+ aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ 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 & Graphic3d_ShaderFlags_VertColor) != 0)
+ {
+ aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
+ }
+
+ int aNbClipPlanes = 0;
+ if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) != 0)
+ {
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aSrcVertExtraMain +=
+ EOL" PositionWorld = aPositionWorld;"
+ EOL" Position = aPosition;";
+
+ if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) == Graphic3d_ShaderFlags_ClipPlanesN)
+ {
+ aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
+ aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
+ ? THE_FRAG_CLIP_CHAINS_N
+ : THE_FRAG_CLIP_PLANES_N;
+ }
+ else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes1) != 0)
+ {
+ aNbClipPlanes = 1;
+ aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
+ }
+ else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes2) != 0)
+ {
+ aNbClipPlanes = 2;
+ aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
+ ? THE_FRAG_CLIP_CHAINS_2
+ : THE_FRAG_CLIP_PLANES_2;
+ }
+ }
+ if ((theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0)
+ {
+ aProgramSrc->SetNbFragmentOutputs (3);
+ aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
+ }
+ else if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0)
+ {
+ aProgramSrc->SetNbFragmentOutputs (2);
+ aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
+ }
+
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 FrontColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 BackColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+
+ Standard_Integer aNbLights = 0;
+ const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, theLights, !aSrcVertColor.IsEmpty(), false, true, 0);
+ aSrcVert = TCollection_AsciiString()
+ + THE_FUNC_transformNormal_view
+ + EOL
+ + aSrcVertColor
+ + aLights
+ + 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 (aNormal, aView, aPosition, true);"
+ EOL" BackColor = computeLighting (aNormal, aView, aPosition, false);"
+ + aSrcVertExtraMain
+ + THE_VERT_gl_Position
+ + EOL"}";
+
+ TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
+ aSrcFragGetColor += (theBits & Graphic3d_ShaderFlags_MeshEdges) != 0
+ ? THE_FRAG_WIREFRAME_COLOR
+ : EOL"#define getFinalColor getColor";
+
+ aSrcFrag = TCollection_AsciiString()
+ + aSrcFragGetColor
+ + EOL"void main()"
+ EOL"{"
+ EOL" if (occFragEarlyReturn()) { return; }"
+ + aSrcFragExtraMain
+ + EOL" occSetFragColor (getFinalColor());"
+ + EOL"}";
+
+ const TCollection_AsciiString aProgId = TCollection_AsciiString ("gouraud-") + genLightKey (theLights, false) + "-";
+ defaultGlslVersion (aProgramSrc, aProgId, theBits);
+ aProgramSrc->SetDefaultSampler (false);
+ aProgramSrc->SetNbLightsMax (aNbLights);
+ aProgramSrc->SetNbShadowMaps (0);
+ aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
+ aProgramSrc->SetAlphaTest ((theBits & Graphic3d_ShaderFlags_AlphaTest) != 0);
+ const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+ return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramPhong
+// purpose :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramPhong (const Handle(Graphic3d_LightSet)& theLights,
+ const Standard_Integer theBits,
+ const Standard_Boolean theIsFlatNormal,
+ const Standard_Boolean theIsPBR,
+ const Standard_Integer theNbShadowMaps) const
+{
+ TCollection_AsciiString aPosition = theIsPBR ? "PositionWorld" : "Position";
+ TCollection_AsciiString aPhongCompLight = TCollection_AsciiString() +
+ "computeLighting (normalize (Normal), normalize (View), " + aPosition + ", gl_FrontFacing)";
+ const bool isFlatNormal = theIsFlatNormal && myHasFlatShading;
+ const char* aDFdxSignReversion = myToReverseDFdxSign ? "-" : "";
+ if (isFlatNormal != theIsFlatNormal)
+ {
+ Message::SendWarning ("Warning: flat shading requires OpenGL ES 3.0+ or GL_OES_standard_derivatives extension");
+ }
+ else if (isFlatNormal && myToReverseDFdxSign)
+ {
+ Message::SendWarning ("Warning: applied workaround for GLSL flat shading normal computation using dFdx/dFdy on Adreno");
+ }
+
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ aProgramSrc->SetPBR (theIsPBR);
+
+ TCollection_AsciiString aSrcVert, aSrcVertExtraFunc, aSrcVertExtraMain;
+ TCollection_AsciiString aSrcFrag, aSrcFragGetVertColor, aSrcFragExtraMain;
+ TCollection_AsciiString aSrcFragGetColor = TCollection_AsciiString() + EOL"vec4 getColor(void) { return " + aPhongCompLight + "; }";
+ Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+ if ((theBits & Graphic3d_ShaderFlags_IsPoint) != 0)
+ {
+ if (mySetPointSize)
+ {
+ aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
+ }
+
+ if ((theBits & Graphic3d_ShaderFlags_PointSprite) != 0)
+ {
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
+ aSrcFragGetColor = pointSpriteShadingSrc (aPhongCompLight, theBits);
+ }
+
+ if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
+ && (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
+ {
+ aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
+ aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+
+ aSrcVertExtraMain += EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
+ aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
+ }
+ }
+ else
+ {
+ if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0)
+ {
+ aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
+
+ Standard_Integer aTextureBits = Graphic3d_TextureSetBits_BaseColor | Graphic3d_TextureSetBits_Occlusion | Graphic3d_TextureSetBits_Emissive;
+ if (!theIsPBR)
+ {
+ aSrcFragGetColor = TCollection_AsciiString() +
+ EOL"vec4 getColor(void)"
+ EOL"{"
+ EOL" vec2 aTexUV = TexCoord.st / TexCoord.w;"
+ EOL" vec4 aColor = " + aPhongCompLight + ";"
+ EOL" aColor *= occTexture2D(occSamplerBaseColor, aTexUV);"
+ EOL" vec3 anEmission = occTextureEmissive((gl_FrontFacing ? occFrontMaterial_Emission() : occBackMaterial_Emission()).rgb, aTexUV);"
+ EOL" aColor.rgb += anEmission;"
+ EOL" return aColor;"
+ EOL"}";
+ }
+ else
+ {
+ aTextureBits |= Graphic3d_TextureSetBits_MetallicRoughness;
+ }
+ if ((theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal
+ && !isFlatNormal)
+ {
+ if (myHasFlatShading)
+ {
+ aTextureBits |= Graphic3d_TextureSetBits_Normal;
+ }
+ else
+ {
+ Message::SendWarning ("Warning: ignoring Normal Map texture in GLSL due to hardware capabilities");
+ }
+ }
+ aProgramSrc->SetTextureSetBits (aTextureBits);
+ }
+ }
+
+ if ((theBits & Graphic3d_ShaderFlags_VertColor) != 0)
+ {
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aSrcVertExtraMain += EOL" VertColor = occVertColor;";
+ aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
+ }
+
+ int aNbClipPlanes = 0;
+ if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) != 0)
+ {
+ if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) == Graphic3d_ShaderFlags_ClipPlanesN)
+ {
+ aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
+ aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
+ ? THE_FRAG_CLIP_CHAINS_N
+ : THE_FRAG_CLIP_PLANES_N;
+ }
+ else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes1) != 0)
+ {
+ aNbClipPlanes = 1;
+ aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
+ }
+ else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes2) != 0)
+ {
+ aNbClipPlanes = 2;
+ aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
+ ? THE_FRAG_CLIP_CHAINS_2
+ : THE_FRAG_CLIP_PLANES_2;
+ }
+ }
+ if ((theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0)
+ {
+ aProgramSrc->SetNbFragmentOutputs (3);
+ aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
+ }
+ else if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0)
+ {
+ aProgramSrc->SetNbFragmentOutputs (2);
+ aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
+ }
+
+ if (isFlatNormal)
+ {
+ aSrcFragExtraMain += TCollection_AsciiString()
+ + EOL" Normal = " + aDFdxSignReversion + "normalize (cross (dFdx (" + aPosition + ".xyz / " + aPosition + ".w), dFdy (" + aPosition + ".xyz / " + aPosition + ".w)));"
+ EOL" if (!gl_FrontFacing) { Normal = -Normal; }";
+ }
+ else
+ {
+ aStageInOuts.Append(Graphic3d_ShaderObject::ShaderVariable("vec3 vNormal", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aSrcVertExtraFunc += THE_FUNC_transformNormal_world;
+ aSrcVertExtraMain += EOL" vNormal = transformNormal (occNormal);";
+ aSrcFragExtraMain += EOL" Normal = vNormal;";
+
+ if ((theBits & Graphic3d_ShaderFlags_IsPoint) == 0
+ && (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal
+ && myHasFlatShading)
+ {
+ aSrcFrag += Shaders_TangentSpaceNormal_glsl;
+ // apply normal map texture
+ aSrcFragExtraMain +=
+ EOL"#if defined(THE_HAS_TEXTURE_NORMAL)"
+ EOL" vec2 aTexCoord = TexCoord.st / TexCoord.w;"
+ EOL" vec4 aMapNormalValue = occTextureNormal(aTexCoord);"
+ EOL" if (aMapNormalValue.w > 0.5)"
+ EOL" {"
+ EOL" mat2 aDeltaUVMatrix = mat2 (dFdx(aTexCoord), dFdy(aTexCoord));"
+ EOL" mat2x3 aDeltaVectorMatrix = mat2x3 (dFdx (PositionWorld.xyz), dFdy (PositionWorld.xyz));"
+ EOL" Normal = TangentSpaceNormal (aDeltaUVMatrix, aDeltaVectorMatrix, aMapNormalValue.xyz, Normal, !gl_FrontFacing);"
+ EOL" }"
+ EOL"#endif";
+ }
+ if (!theIsPBR)
+ {
+ aSrcFragExtraMain +=
+ EOL" Normal = normalize ((occWorldViewMatrixInverseTranspose * vec4 (Normal, 0.0)).xyz);";
+ }
+ }
+
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 View", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ if (theNbShadowMaps > 0)
+ {
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("mat4 occShadowMapMatrices[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occShadowMapSamplers[THE_NB_SHADOWMAPS]", Graphic3d_TOS_FRAGMENT));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 occShadowMapSizeBias", Graphic3d_TOS_FRAGMENT));
+
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PosLightSpace[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aSrcVertExtraMain +=
+ EOL" for (int aShadowIter = 0; aShadowIter < THE_NB_SHADOWMAPS; ++aShadowIter)"
+ EOL" {"
+ EOL" PosLightSpace[aShadowIter] = occShadowMapMatrices[aShadowIter] * PositionWorld;"
+ EOL" }";
+ }
+
+ aSrcVert = TCollection_AsciiString()
+ + aSrcVertExtraFunc
+ + EOL"void main()"
+ EOL"{"
+ EOL" PositionWorld = occModelWorldMatrix * occVertex;"
+ EOL" Position = occWorldViewMatrix * PositionWorld;"
+ EOL" if (occProjectionMatrix[3][3] == 1.0)"
+ EOL" {"
+ EOL" View = vec3(0.0, 0.0, 1.0);"
+ EOL" }"
+ EOL" else"
+ EOL" {"
+ EOL" View = -Position.xyz;"
+ EOL" }"
+ + (theIsPBR ? EOL" View = (occWorldViewMatrixInverse * vec4(View, 0.0)).xyz;" : "")
+ + aSrcVertExtraMain
+ + THE_VERT_gl_Position
+ + EOL"}";
+
+ TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
+ aSrcFragGetColor += (theBits & Graphic3d_ShaderFlags_MeshEdges) != 0
+ ? THE_FRAG_WIREFRAME_COLOR
+ : EOL"#define getFinalColor getColor";
+
+ Standard_Integer aNbLights = 0;
+ const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, theLights, !aSrcFragGetVertColor.IsEmpty(), theIsPBR,
+ (theBits & Graphic3d_ShaderFlags_TextureRGB) == 0
+ || (theBits & Graphic3d_ShaderFlags_IsPoint) != 0,
+ theNbShadowMaps);
+ aSrcFrag += TCollection_AsciiString()
+ + EOL
+ + aSrcFragGetVertColor
+ + EOL"vec3 Normal;"
+ + aLights
+ + aSrcFragGetColor
+ + EOL
+ EOL"void main()"
+ EOL"{"
+ EOL" if (occFragEarlyReturn()) { return; }"
+ + aSrcFragExtraMain
+ + EOL" occSetFragColor (getFinalColor());"
+ + EOL"}";
+
+ const TCollection_AsciiString aProgId = TCollection_AsciiString (theIsFlatNormal ? "flat-" : "phong-") + (theIsPBR ? "pbr-" : "")
+ + genLightKey (theLights, theNbShadowMaps > 0) + "-";
+ defaultGlslVersion (aProgramSrc, aProgId, theBits, isFlatNormal);
+ aProgramSrc->SetDefaultSampler (false);
+ aProgramSrc->SetNbLightsMax (aNbLights);
+ aProgramSrc->SetNbShadowMaps (theNbShadowMaps);
+ aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
+ aProgramSrc->SetAlphaTest ((theBits & Graphic3d_ShaderFlags_AlphaTest) != 0);
+
+ const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+ return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramStereo
+// purpose :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramStereo (Graphic3d_StereoMode theStereoMode) const
+{
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ TCollection_AsciiString aSrcVert =
+ EOL"void main()"
+ EOL"{"
+ EOL" TexCoord = occVertex.zw;"
+ EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
+ EOL"}";
+
+ TCollection_AsciiString aSrcFrag;
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uLeftSampler", Graphic3d_TOS_FRAGMENT));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uRightSampler", Graphic3d_TOS_FRAGMENT));
+ const char* aName = "stereo";
+ switch (theStereoMode)
+ {
+ case Graphic3d_StereoMode_Anaglyph:
+ {
+ aName = "anaglyph";
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("mat4 uMultL", Graphic3d_TOS_FRAGMENT));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("mat4 uMultR", Graphic3d_TOS_FRAGMENT));
+ const TCollection_AsciiString aNormalize = mySRgbState
+ ? EOL"#define sRgb2linear(theColor) theColor"
+ EOL"#define linear2sRgb(theColor) theColor"
+ : EOL"#define sRgb2linear(theColor) pow(theColor, vec4(2.2, 2.2, 2.2, 1.0))"
+ EOL"#define linear2sRgb(theColor) pow(theColor, 1.0 / vec4(2.2, 2.2, 2.2, 1.0))";
+ aSrcFrag = aNormalize
+ + EOL"void main()"
+ EOL"{"
+ EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
+ EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
+ EOL" aColorL = sRgb2linear (aColorL);"
+ EOL" aColorR = sRgb2linear (aColorR);"
+ EOL" vec4 aColor = uMultR * aColorR + uMultL * aColorL;"
+ EOL" occSetFragColor (linear2sRgb (aColor));"
+ EOL"}";
+ break;
+ }
+ case Graphic3d_StereoMode_RowInterlaced:
+ {
+ aName = "row-interlaced";
+ aSrcFrag =
+ 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" occSetFragColor (aColorL);"
+ EOL" }"
+ EOL" else"
+ EOL" {"
+ EOL" occSetFragColor (aColorR);"
+ EOL" }"
+ EOL"}";
+ break;
+ }
+ case Graphic3d_StereoMode_ColumnInterlaced:
+ {
+ aName = "column-interlaced";
+ aSrcFrag =
+ 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" occSetFragColor (aColorL);"
+ EOL" }"
+ EOL" else"
+ EOL" {"
+ EOL" occSetFragColor (aColorR);"
+ EOL" }"
+ EOL"}";
+ break;
+ }
+ case Graphic3d_StereoMode_ChessBoard:
+ {
+ aName = "chessboard";
+ aSrcFrag =
+ 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" occSetFragColor (aColorL);"
+ EOL" }"
+ EOL" else"
+ EOL" {"
+ EOL" occSetFragColor (aColorR);"
+ EOL" }"
+ EOL"}";
+ break;
+ }
+ case Graphic3d_StereoMode_SideBySide:
+ {
+ aName = "sidebyside";
+ aSrcFrag =
+ 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" occSetFragColor (aColorL);"
+ EOL" }"
+ EOL" else"
+ EOL" {"
+ EOL" occSetFragColor (aColorR);"
+ EOL" }"
+ EOL"}";
+ break;
+ }
+ case Graphic3d_StereoMode_OverUnder:
+ {
+ aName = "overunder";
+ aSrcFrag =
+ 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" occSetFragColor (aColorL);"
+ EOL" }"
+ EOL" else"
+ EOL" {"
+ EOL" occSetFragColor (aColorR);"
+ EOL" }"
+ EOL"}";
+ break;
+ }
+ case Graphic3d_StereoMode_QuadBuffer:
+ case Graphic3d_StereoMode_SoftPageFlip:
+ case Graphic3d_StereoMode_OpenVR:
+ default:
+ {
+ aSrcFrag =
+ 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" occSetFragColor (aColorL + aColorR);"
+ EOL"}";
+ break;
+ }
+ }
+
+ defaultGlslVersion (aProgramSrc, aName, 0);
+ aProgramSrc->SetDefaultSampler (false);
+ aProgramSrc->SetNbLightsMax (0);
+ aProgramSrc->SetNbShadowMaps (0);
+ aProgramSrc->SetNbClipPlanesMax (0);
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramBoundBox
+// purpose :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramBoundBox() const
+{
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+
+ Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 occBBoxCenter", Graphic3d_TOS_VERTEX));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 occBBoxSize", Graphic3d_TOS_VERTEX));
+
+ TCollection_AsciiString aSrcVert =
+ EOL"void main()"
+ EOL"{"
+ EOL" vec4 aCenter = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
+ EOL" vec4 aPos = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
+ EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * aPos;"
+ EOL"}";
+
+ TCollection_AsciiString aSrcFrag =
+ EOL"void main()"
+ EOL"{"
+ EOL" occSetFragColor (occColor);"
+ EOL"}";
+
+ defaultGlslVersion (aProgramSrc, "bndbox", 0);
+ aProgramSrc->SetDefaultSampler (false);
+ aProgramSrc->SetNbLightsMax (0);
+ aProgramSrc->SetNbShadowMaps (0);
+ aProgramSrc->SetNbClipPlanesMax (0);
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ return aProgramSrc;
+}
+
+// =======================================================================
+// function : getPBREnvBakingProgram
+// purpose :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getPBREnvBakingProgram (Standard_Integer theIndex) const
+{
+ Standard_ASSERT_RAISE (theIndex >= 0 && theIndex <= 2,"");
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+
+ TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ + THE_FUNC_cubemap_vector_transform
+ + Shaders_PBREnvBaking_vs;
+
+ TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
+ + THE_FUNC_cubemap_vector_transform
+ + Shaders_PBRDistribution_glsl
+ + ((theIndex == 0 || theIndex == 2) ? "\n#define THE_TO_BAKE_DIFFUSE\n" : "\n#define THE_TO_BAKE_SPECULAR\n")
+ + (theIndex == 2 ? "\n#define THE_TO_PACK_FLOAT\n" : "")
+ + Shaders_PBREnvBaking_fs;
+
+ // constant array definition requires OpenGL 2.1+ or OpenGL ES 3.0+
+ switch (myGapi)
+ {
+ case Aspect_GraphicsLibrary_OpenGL:
+ {
+ aProgramSrc->SetHeader ("#version 120");
+ break;
+ }
+ case Aspect_GraphicsLibrary_OpenGLES:
+ {
+ if (IsGapiGreaterEqual (3, 0))
+ {
+ aProgramSrc->SetHeader ("#version 300 es");
+ }
+ else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_shader_texture_lod])
+ {
+ aProgramSrc->SetHeader ("#extension GL_EXT_shader_texture_lod : enable\n"
+ "#define textureCubeLod textureCubeLodEXT");
+ }
+ else
+ {
+ Message::SendWarning ("Warning: incomplete PBR lighting implementation due to missing OpenGL ES 3.0 or GL_EXT_shader_texture_lod support.");
+ }
+ break;
+ }
+ }
+
+ static const char* THE_BAKE_NAMES[3] = { "pbr_env_baking_diffuse", "pbr_env_baking_specular", "pbr_env_baking_difffallback" };
+ defaultGlslVersion (aProgramSrc, THE_BAKE_NAMES[theIndex], 0);
+ aProgramSrc->SetDefaultSampler (false);
+ aProgramSrc->SetNbLightsMax (0);
+ aProgramSrc->SetNbShadowMaps (0);
+ aProgramSrc->SetNbClipPlanesMax (0);
+ aProgramSrc->SetPBR (true);
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ return aProgramSrc;
+}
+
+// =======================================================================
+// function : getBgCubeMapProgram
+// purpose :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getBgCubeMapProgram() const
+{
+ Handle(Graphic3d_ShaderProgram) aProgSrc = new Graphic3d_ShaderProgram();
+
+ Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+ aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable("vec3 ViewDirection", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("samplerCube occSampler0", Graphic3d_TOS_FRAGMENT));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("int uYCoeff", Graphic3d_TOS_VERTEX));
+ aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("int uZCoeff", Graphic3d_TOS_VERTEX));
+
+ TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ + THE_FUNC_cubemap_vector_transform
+ + EOL"void main()"
+ EOL"{"
+ EOL" ViewDirection = cubemapVectorTransform (occVertex.xyz, uYCoeff, uZCoeff);"
+ EOL" vec4 aPos = occProjectionMatrix * occWorldViewMatrix * vec4(occVertex.xyz, 1.0);"
+ // setting Z to W ensures that final Z will be 1.0 after perspective division, (w/w=1))
+ // which allows rendering skybox after everything else with depth test enabled (GL_LEQUAL)
+ EOL" gl_Position = aPos.xyww;"
+ EOL"}";
+
+ TCollection_AsciiString aDepthClamp;
+ if (myToEmulateDepthClamp)
+ {
+ // workaround Z clamping issues on some GPUs
+ aDepthClamp = EOL" gl_FragDepth = clamp (gl_FragDepth, 0.0, 1.0);";
+ if (myGapi == Aspect_GraphicsLibrary_OpenGLES)
+ {
+ if (IsGapiGreaterEqual (3, 0))
+ {
+ aProgSrc->SetHeader ("#version 300 es");
+ }
+ else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_frag_depth])
+ {
+ aProgSrc->SetHeader ("#extension GL_EXT_frag_depth : enable"
+ EOL"#define gl_FragDepth gl_FragDepthEXT");
+ }
+ else
+ {
+ aDepthClamp.Clear();
+ }
+ }
+ }
+
+ TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
+ + EOL"#define occEnvCubemap occSampler0"
+ EOL"void main()"
+ EOL"{"
+ EOL" occSetFragColor (vec4(occTextureCube (occEnvCubemap, ViewDirection).rgb, 1.0));"
+ + aDepthClamp
+ + EOL"}";
+
+ defaultGlslVersion (aProgSrc, "background_cubemap", 0);
+ aProgSrc->SetDefaultSampler (false);
+ aProgSrc->SetNbLightsMax (0);
+ aProgSrc->SetNbShadowMaps (0);
+ aProgSrc->SetNbClipPlanesMax (0);
+ aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
+ aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ return aProgSrc;
+}
--- /dev/null
+// Copyright (c) 2013-2021 OPEN CASCADE SAS
+//
+// This file is part of Open CASCADE Technology software library.
+//
+// This library is free software; you can redistribute it and/or modify it under
+// the terms of the GNU Lesser General Public License version 2.1 as published
+// by the Free Software Foundation, with special exception defined in the file
+// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
+// distribution for complete text of the license and disclaimer of any warranty.
+//
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
+
+#ifndef _Graphic3d_ShaderManager_HeaderFile
+#define _Graphic3d_ShaderManager_HeaderFile
+
+#include <Aspect_GraphicsLibrary.hxx>
+#include <Graphic3d_ShaderFlags.hxx>
+#include <Graphic3d_StereoMode.hxx>
+#include <Graphic3d_Vec2.hxx>
+#include <Standard_Transient.hxx>
+#include <TCollection_AsciiString.hxx>
+
+class Graphic3d_LightSet;
+class Graphic3d_ShaderProgram;
+
+//! GLSL syntax extensions.
+enum Graphic3d_GlslExtension
+{
+ Graphic3d_GlslExtension_GL_OES_standard_derivatives, //!< OpenGL ES 2.0 extension GL_OES_standard_derivatives
+ Graphic3d_GlslExtension_GL_EXT_shader_texture_lod, //!< OpenGL ES 2.0 extension GL_EXT_shader_texture_lod
+ Graphic3d_GlslExtension_GL_EXT_frag_depth, //!< OpenGL ES 2.0 extension GL_EXT_frag_depth
+ Graphic3d_GlslExtension_GL_EXT_gpu_shader4, //!< OpenGL 2.0 extension GL_EXT_gpu_shader4
+};
+enum { Graphic3d_GlslExtension_NB = Graphic3d_GlslExtension_GL_EXT_gpu_shader4 + 1 };
+
+//! This class is responsible for generation of shader programs.
+class Graphic3d_ShaderManager : public Standard_Transient
+{
+ DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderManager, Standard_Transient)
+public:
+
+ //! Creates new empty shader manager.
+ Standard_EXPORT Graphic3d_ShaderManager (Aspect_GraphicsLibrary theGapi);
+
+ //! Releases resources of shader manager.
+ Standard_EXPORT virtual ~Graphic3d_ShaderManager();
+
+ //! @return true if detected GL version is greater or equal to requested one.
+ bool IsGapiGreaterEqual (Standard_Integer theVerMajor,
+ Standard_Integer theVerMinor) const
+ {
+ return (myGapiVersion[0] > theVerMajor)
+ || (myGapiVersion[0] == theVerMajor && myGapiVersion[1] >= theVerMinor);
+ }
+
+ //! Return GAPI version major number.
+ Standard_Integer GapiVersionMajor() const { return myGapiVersion[0]; }
+
+ //! Return GAPI version minor number.
+ Standard_Integer GapiVersionMinor() const { return myGapiVersion[1]; }
+
+ //! Return GAPI version major number.
+ void SetGapiVersion (Standard_Integer theVerMajor,
+ Standard_Integer theVerMinor)
+ {
+ myGapiVersion.SetValues (theVerMajor, theVerMinor);
+ }
+
+ //! Return TRUE if RED channel should be used instead of ALPHA for single-channel textures
+ //! (e.g. GAPI supports only GL_RED textures and not GL_ALPHA).
+ bool UseRedAlpha() const { return myUseRedAlpha; }
+
+ //! Set if RED channel should be used instead of ALPHA for single-channel textures.
+ void SetUseRedAlpha (bool theUseRedAlpha) { myUseRedAlpha = theUseRedAlpha; }
+
+ //! Return flag indicating flat shading usage; TRUE by default.
+ bool HasFlatShading() const { return myHasFlatShading; }
+
+ //! Return flag indicating flat shading should reverse normal flag; FALSE by default.
+ bool ToReverseDFdxSign() const { return myToReverseDFdxSign; }
+
+ //! Set flag indicating flat shading usage.
+ void SetFlatShading (bool theToUse,
+ bool theToReverseSign)
+ {
+ myHasFlatShading = theToUse;
+ myToReverseDFdxSign = theToReverseSign;
+ }
+
+ //! Return TRUE if depth clamping should be emulated by GLSL program; TRUE by default.
+ bool ToEmulateDepthClamp() const { return myToEmulateDepthClamp; }
+
+ //! Set if depth clamping should be emulated by GLSL program.
+ void SetEmulateDepthClamp (bool theToEmulate) { myToEmulateDepthClamp = theToEmulate; }
+
+ //! Return TRUE if specified extension is available.
+ bool HasGlslExtension (Graphic3d_GlslExtension theExt) const { return myGlslExtensions[theExt]; }
+
+ //! Set if specified extension is available or not.
+ void EnableGlslExtension (Graphic3d_GlslExtension theExt,
+ bool theToEnable = true) { myGlslExtensions[theExt] = theToEnable; }
+
+protected:
+
+ //! Generate map key for light sources configuration.
+ //! @param theLights [in] list of light sources
+ //! @param theHasShadowMap [in] flag indicating shadow maps usage
+ Standard_EXPORT TCollection_AsciiString genLightKey (const Handle(Graphic3d_LightSet)& theLights,
+ const bool theHasShadowMap) const;
+
+ //! Prepare standard GLSL program for textured font.
+ Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramFont() const;
+
+ //! Prepare standard GLSL program without lighting.
+ //! @param theBits [in] program bits
+ //! @param theIsOutline [in] draw silhouette
+ Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramUnlit (Standard_Integer theBits,
+ Standard_Boolean theIsOutline = false) const;
+
+ //! Prepare standard GLSL program with per-vertex lighting.
+ //! @param theLights [in] list of light sources
+ //! @param theBits [in] program bits
+ Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramGouraud (const Handle(Graphic3d_LightSet)& theLights,
+ Standard_Integer theBits) const;
+
+ //! Prepare standard GLSL program with per-pixel lighting.
+ //! @param theLights [in] list of light sources
+ //! @param theBits [in] program bits
+ //! @param theIsFlatNormal [in] when TRUE, the Vertex normals will be ignored and Face normal will be computed instead
+ //! @param theIsPBR [in] when TRUE, the PBR pipeline will be activated
+ //! @param theNbShadowMaps [in] number of shadow maps
+ Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramPhong (const Handle(Graphic3d_LightSet)& theLights,
+ const Standard_Integer theBits,
+ const Standard_Boolean theIsFlatNormal,
+ const Standard_Boolean theIsPBR,
+ const Standard_Integer theNbShadowMaps) const;
+
+ //! Prepare standard GLSL program for bounding box.
+ Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramBoundBox() const;
+
+ //! Generates shader program to render environment cubemap as background.
+ Standard_EXPORT Handle(Graphic3d_ShaderProgram) getBgCubeMapProgram() const;
+
+ //! Prepare GLSL source for IBL generation used in PBR pipeline.
+ Standard_EXPORT Handle(Graphic3d_ShaderProgram) getPBREnvBakingProgram (Standard_Integer theIndex) const;
+
+ //! Prepare standard GLSL program for FBO blit operation.
+ Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramFboBlit (Standard_Integer theNbSamples,
+ Standard_Boolean theIsFallback_sRGB) const;
+
+ //! Prepare standard GLSL program for stereoscopic image.
+ Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramStereo (Graphic3d_StereoMode theStereoMode) const;
+
+ //! Prepare standard GLSL programs for OIT compositing operation.
+ Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramOitCompositing (Standard_Boolean theMsaa) const;
+
+ //! Prepare standard GLSL programs for OIT Depth Peeling blend operation.
+ Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramOitDepthPeelingBlend (Standard_Boolean theMsaa) const;
+
+ //! Prepare standard GLSL programs for OIT Depth Peeling flush operation.
+ Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramOitDepthPeelingFlush (Standard_Boolean theMsaa) const;
+
+protected:
+
+ //! Return TRUE if bitwise operations can be used in GLSL program.
+ Standard_EXPORT bool hasGlslBitwiseOps() const;
+
+ //! Prepare GLSL version header.
+ //! @param theProgram [in] [out] program to set version header
+ //! @param theName [in] program id suffix
+ //! @param theBits [in] program bits
+ //! @param theUsesDerivates [in] program uses standard derivatives functions or not
+ //! @return filtered program bits with unsupported features disabled
+ Standard_EXPORT Standard_Integer defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
+ const TCollection_AsciiString& theName,
+ Standard_Integer theBits,
+ bool theUsesDerivates = false) const;
+
+ //! Prepare GLSL version header for OIT composition programs.
+ //! @param theProgram [in] [out] program to set version header
+ //! @param theName [in] program id suffix
+ //! @param theMsaa [in] multisampling flag
+ Standard_EXPORT void defaultOitGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
+ const TCollection_AsciiString& theName,
+ bool theMsaa) const;
+
+ //! Prepare standard GLSL program for accessing point sprite alpha.
+ Standard_EXPORT TCollection_AsciiString pointSpriteAlphaSrc (Standard_Integer theBits) const;
+
+ //! Prepare standard GLSL program for computing point sprite shading.
+ Standard_EXPORT TCollection_AsciiString pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc,
+ Standard_Integer theBits) const;
+
+ //! Define computeLighting GLSL function depending on current lights configuration
+ //! @param theNbLights [out] number of defined light sources
+ //! @param theLights [in] light sources list
+ //! @param theHasVertColor [in] flag to use getVertColor() instead of Ambient and Diffuse components of active material
+ //! @param theIsPBR [in] flag to activate PBR pipeline
+ //! @param theHasEmissive [in] flag to include emissive
+ //! @param theNbShadowMaps [in] flag to include shadow map
+ Standard_EXPORT TCollection_AsciiString stdComputeLighting (Standard_Integer& theNbLights,
+ const Handle(Graphic3d_LightSet)& theLights,
+ Standard_Boolean theHasVertColor,
+ Standard_Boolean theIsPBR,
+ Standard_Boolean theHasEmissive,
+ Standard_Integer theNbShadowMaps) const;
+
+protected:
+
+ Aspect_GraphicsLibrary myGapi; //!< GAPI name
+ Graphic3d_Vec2i myGapiVersion; //!< GAPI version major/minor number pair
+ Standard_Boolean myGlslExtensions[Graphic3d_GlslExtension_NB];
+ Standard_Boolean myHasFlatShading; //!< flag indicating flat shading usage
+ Standard_Boolean myToReverseDFdxSign; //!< flag to reverse flat shading normal (workaround)
+ Standard_Boolean mySetPointSize; //!< always set gl_PointSize variable
+ Standard_Boolean myUseRedAlpha; //!< use RED channel instead of ALPHA (e.g. GAPI supports only GL_RED textures and not GL_ALPHA)
+ Standard_Boolean myToEmulateDepthClamp; //!< emulate depth clamping in GLSL program
+ Standard_Boolean mySRgbState; //!< track sRGB state
+
+};
+
+#endif // _Graphic3d_ShaderManager_HeaderFile
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
+#include <Graphic3d_ShaderObject.hxx>
+
+#include <Graphic3d_GraphicDriver.hxx>
#include <OSD_File.hxx>
#include <OSD_Protection.hxx>
#include <Standard_Atomic.hxx>
-#include <Graphic3d_ShaderObject.hxx>
-#include <Graphic3d_GraphicDriver.hxx>
IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderObject,Standard_Transient)
static volatile Standard_Integer THE_SHADER_OBJECT_COUNTER = 0;
}
-
// =======================================================================
// function : Graphic3d_ShaderObject
// purpose : Creates a shader object from specified file
{
return !mySource.IsEmpty();
}
+
+// =======================================================================
+// function : CreateFromSource
+// purpose :
+// =======================================================================
+Handle(Graphic3d_ShaderObject) Graphic3d_ShaderObject::CreateFromSource (TCollection_AsciiString& theSource,
+ Graphic3d_TypeOfShaderObject theType,
+ const ShaderVariableList& theUniforms,
+ const ShaderVariableList& theStageInOuts,
+ const TCollection_AsciiString& theInName,
+ const TCollection_AsciiString& theOutName,
+ Standard_Integer theNbGeomInputVerts)
+{
+ if (theSource.IsEmpty())
+ {
+ return Handle(Graphic3d_ShaderObject)();
+ }
+
+ TCollection_AsciiString aSrcUniforms, aSrcInOuts, aSrcInStructs, aSrcOutStructs;
+ for (ShaderVariableList::Iterator anUniformIter (theUniforms); anUniformIter.More(); anUniformIter.Next())
+ {
+ const ShaderVariable& aVar = anUniformIter.Value();
+ if ((aVar.Stages & theType) != 0)
+ {
+ aSrcUniforms += TCollection_AsciiString("\nuniform ") + aVar.Name + ";";
+ }
+ }
+ for (ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next())
+ {
+ const ShaderVariable& aVar = aVarListIter.Value();
+ Standard_Integer aStageLower = IntegerLast(), aStageUpper = IntegerFirst();
+ Standard_Integer aNbStages = 0;
+ for (Standard_Integer aStageIter = Graphic3d_TOS_VERTEX; aStageIter <= (Standard_Integer )Graphic3d_TOS_COMPUTE; aStageIter = aStageIter << 1)
+ {
+ if ((aVar.Stages & aStageIter) != 0)
+ {
+ ++aNbStages;
+ aStageLower = Min (aStageLower, aStageIter);
+ aStageUpper = Max (aStageUpper, aStageIter);
+ }
+ }
+ if ((Standard_Integer )theType < aStageLower
+ || (Standard_Integer )theType > aStageUpper)
+ {
+ continue;
+ }
+
+ const Standard_Boolean hasGeomStage = theNbGeomInputVerts > 0
+ && aStageLower < Graphic3d_TOS_GEOMETRY
+ && aStageUpper >= Graphic3d_TOS_GEOMETRY;
+ const Standard_Boolean isAllStagesVar = aStageLower == Graphic3d_TOS_VERTEX
+ && aStageUpper == Graphic3d_TOS_FRAGMENT;
+ if (hasGeomStage
+ || !theInName.IsEmpty()
+ || !theOutName.IsEmpty())
+ {
+ if (aSrcInStructs.IsEmpty()
+ && aSrcOutStructs.IsEmpty()
+ && isAllStagesVar)
+ {
+ if (theType == aStageLower)
+ {
+ aSrcOutStructs = "\nout VertexData\n{";
+ }
+ else if (theType == aStageUpper)
+ {
+ aSrcInStructs = "\nin VertexData\n{";
+ }
+ else // requires theInName/theOutName
+ {
+ aSrcInStructs = "\nin VertexData\n{";
+ aSrcOutStructs = "\nout VertexData\n{";
+ }
+ }
+ }
+
+ if (isAllStagesVar
+ && (!aSrcInStructs.IsEmpty()
+ || !aSrcOutStructs.IsEmpty()))
+ {
+ if (!aSrcInStructs.IsEmpty())
+ {
+ aSrcInStructs += TCollection_AsciiString("\n ") + aVar.Name + ";";
+ }
+ if (!aSrcOutStructs.IsEmpty())
+ {
+ aSrcOutStructs += TCollection_AsciiString("\n ") + aVar.Name + ";";
+ }
+ }
+ else
+ {
+ if (theType == aStageLower)
+ {
+ aSrcInOuts += TCollection_AsciiString("\nTHE_SHADER_OUT ") + aVar.Name + ";";
+ }
+ else if (theType == aStageUpper)
+ {
+ aSrcInOuts += TCollection_AsciiString("\nTHE_SHADER_IN ") + aVar.Name + ";";
+ }
+ }
+ }
+
+ if (theType == Graphic3d_TOS_GEOMETRY)
+ {
+ aSrcUniforms.Prepend (TCollection_AsciiString()
+ + "\nlayout (triangles) in;"
+ "\nlayout (triangle_strip, max_vertices = " + theNbGeomInputVerts + ") out;");
+ }
+ if (!aSrcInStructs.IsEmpty()
+ && theType == Graphic3d_TOS_GEOMETRY)
+ {
+ aSrcInStructs += TCollection_AsciiString ("\n} ") + theInName + "[" + theNbGeomInputVerts + "];";
+ }
+ else if (!aSrcInStructs.IsEmpty())
+ {
+ aSrcInStructs += "\n}";
+ if (!theInName.IsEmpty())
+ {
+ aSrcInStructs += " ";
+ aSrcInStructs += theInName;
+ }
+ aSrcInStructs += ";";
+ }
+ if (!aSrcOutStructs.IsEmpty())
+ {
+ aSrcOutStructs += "\n}";
+ if (!theOutName.IsEmpty())
+ {
+ aSrcOutStructs += " ";
+ aSrcOutStructs += theOutName;
+ }
+ aSrcOutStructs += ";";
+ }
+
+ theSource.Prepend (aSrcUniforms + aSrcInStructs + aSrcOutStructs + aSrcInOuts);
+ return Graphic3d_ShaderObject::CreateFromSource (theType, theSource);
+}
#ifndef _Graphic3d_ShaderObject_HeaderFile
#define _Graphic3d_ShaderObject_HeaderFile
-#include <OSD_Path.hxx>
-
#include <Graphic3d_TypeOfShaderObject.hxx>
+#include <NCollection_Sequence.hxx>
+#include <OSD_Path.hxx>
//! Forward declaration
//! This class is responsible for managing shader objects.
class Graphic3d_ShaderObject : public Standard_Transient
{
+public:
+ //! Structure defining shader uniform or in/out variable.
+ struct ShaderVariable
+ {
+ TCollection_AsciiString Name; //!< variable name
+ Standard_Integer Stages; //!< active stages as Graphic3d_TypeOfShaderObject bits;
+ //! for in/out variables, intermediate stages will be automatically filled
+
+ //! Create new shader variable.
+ ShaderVariable (const TCollection_AsciiString& theVarName, Standard_Integer theShaderStageBits) : Name (theVarName), Stages (theShaderStageBits) {}
+
+ //! Empty constructor.
+ ShaderVariable() : Stages (0) {}
+ };
+
+ //! List of variable of shader program.
+ typedef NCollection_Sequence<ShaderVariable> ShaderVariableList;
+
+public:
+
+ //! Creates new shader object from specified file.
+ Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromFile (const Graphic3d_TypeOfShaderObject theType,
+ const TCollection_AsciiString& thePath);
+
+ //! Creates new shader object from specified source.
+ Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (const Graphic3d_TypeOfShaderObject theType,
+ const TCollection_AsciiString& theSource);
+
+ //! This is a preprocessor for Graphic3d_ShaderObject::CreateFromSource() function.
+ //! Creates a new shader object from specified source according to list of uniforms and in/out variables.
+ //! @param theSource shader object source code to modify
+ //! @param theType shader object type to create
+ //! @param theUniforms list of uniform variables
+ //! @param theStageInOuts list of stage in/out variables
+ //! @param theInName name of input variables block;
+ //! can be empty for accessing each variable without block prefix
+ //! (mandatory for stages accessing both inputs and outputs)
+ //! @param theOutName name of output variables block;
+ //! can be empty for accessing each variable without block prefix
+ //! (mandatory for stages accessing both inputs and outputs)
+ //! @param theNbGeomInputVerts number of geometry shader input vertexes
+ Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (TCollection_AsciiString& theSource,
+ Graphic3d_TypeOfShaderObject theType,
+ const ShaderVariableList& theUniforms,
+ const ShaderVariableList& theStageInOuts,
+ const TCollection_AsciiString& theInName = TCollection_AsciiString(),
+ const TCollection_AsciiString& theOutName = TCollection_AsciiString(),
+ Standard_Integer theNbGeomInputVerts = 0);
+
private:
//! Creates new shader object of specified type.
//! Returns unique ID used to manage resource in graphic driver.
const TCollection_AsciiString& GetId() const { return myID; }
- //! Creates new shader object from specified file.
- Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromFile (const Graphic3d_TypeOfShaderObject theType,
- const TCollection_AsciiString& thePath);
-
- //! Creates new shader object from specified source.
- Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (const Graphic3d_TypeOfShaderObject theType,
- const TCollection_AsciiString& theSource);
-
public:
DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderObject,Standard_Transient)
myFuncs->load (*this, isCoreProfile);
+ // setup shader generator
+ myShaderManager->SetGapiVersion (myGlVerMajor, myGlVerMinor);
+ myShaderManager->SetEmulateDepthClamp (!arbDepthClamp);
+
+ bool toReverseDFdxSign = false;
+#if defined(GL_ES_VERSION_2_0)
+ // workaround Adreno driver bug computing reversed normal using dFdx/dFdy
+ toReverseDFdxSign = myVendor.Search("qualcomm") != -1;
+#endif
+ myShaderManager->SetFlatShading (hasFlatShading != OpenGl_FeatureNotAvailable, toReverseDFdxSign);
+#if defined(GL_ES_VERSION_2_0)
+ myShaderManager->SetUseRedAlpha (false);
+#else
+ myShaderManager->SetUseRedAlpha (core11 == NULL);
+#endif
+ #define checkGlslExtensionShort(theName) myShaderManager->EnableGlslExtension (Graphic3d_GlslExtension_ ## theName, CheckExtension (#theName))
+#if defined(GL_ES_VERSION_2_0)
+ checkGlslExtensionShort(GL_OES_standard_derivatives);
+ checkGlslExtensionShort(GL_EXT_shader_texture_lod);
+ checkGlslExtensionShort(GL_EXT_frag_depth);
+#else
+ checkGlslExtensionShort(GL_EXT_gpu_shader4);
+#endif
+
// initialize debug context extension
if (arbDbg != NULL
&& caps->contextDebug)
#ifndef _OpenGl_SetOfShaderPrograms_HeaderFile
#define _OpenGl_SetOfShaderPrograms_HeaderFile
+#include <Graphic3d_ShaderFlags.hxx>
#include <Graphic3d_TypeOfShadingModel.hxx>
#include <NCollection_DataMap.hxx>
-#include <OpenGl_ShaderProgram.hxx>
-//! Standard GLSL program combination bits.
-enum OpenGl_ProgramOptions
-{
- OpenGl_PO_VertColor = 0x0001, //!< per-vertex color
- OpenGl_PO_TextureRGB = 0x0002, //!< handle RGB texturing
- OpenGl_PO_TextureEnv = 0x0004, //!< handle environment map (obsolete, to be removed)
- OpenGl_PO_TextureNormal = OpenGl_PO_TextureRGB|OpenGl_PO_TextureEnv, //!< extended texture set (with normal map)
- OpenGl_PO_PointSimple = 0x0008, //!< point marker without sprite
- OpenGl_PO_PointSprite = 0x0010, //!< point sprite with RGB image
- OpenGl_PO_PointSpriteA = OpenGl_PO_PointSimple|OpenGl_PO_PointSprite, //!< point sprite with Alpha image
- OpenGl_PO_StippleLine = 0x0020, //!< stipple line
- OpenGl_PO_ClipPlanes1 = 0x0040, //!< handle 1 clipping plane
- OpenGl_PO_ClipPlanes2 = 0x0080, //!< handle 2 clipping planes
- OpenGl_PO_ClipPlanesN = OpenGl_PO_ClipPlanes1|OpenGl_PO_ClipPlanes2, //!< handle N clipping planes
- OpenGl_PO_ClipChains = 0x0100, //!< handle chains of clipping planes
- OpenGl_PO_MeshEdges = 0x0200, //!< draw mesh edges (wireframe)
- OpenGl_PO_AlphaTest = 0x0400, //!< discard fragment by alpha test (defined by cutoff value)
- OpenGl_PO_WriteOit = 0x0800, //!< write coverage buffer for Blended Order-Independent Transparency
- OpenGl_PO_OitDepthPeeling = 0x1000, //!< handle Depth Peeling OIT
- //
- OpenGl_PO_NB = 0x2000, //!< overall number of combinations
- OpenGl_PO_IsPoint = OpenGl_PO_PointSimple|OpenGl_PO_PointSprite|OpenGl_PO_PointSpriteA,
- OpenGl_PO_HasTextures = OpenGl_PO_TextureRGB|OpenGl_PO_TextureEnv,
- OpenGl_PO_NeedsGeomShader = OpenGl_PO_MeshEdges,
-};
+class OpenGl_ShaderProgram;
//! Alias to programs array of predefined length
class OpenGl_SetOfPrograms : public Standard_Transient
Handle(OpenGl_ShaderProgram)& ChangeValue (Standard_Integer theProgramBits) { return myPrograms[theProgramBits]; }
protected:
- Handle(OpenGl_ShaderProgram) myPrograms[OpenGl_PO_NB]; //!< programs array
+ Handle(OpenGl_ShaderProgram) myPrograms[Graphic3d_ShaderFlags_NB]; //!< programs array
};
//! Alias to 2D programs array of predefined length
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
-#include <typeinfo>
+#include <OpenGl_ShaderManager.hxx>
+#include <Graphic3d_CubeMapPacked.hxx>
#include <Graphic3d_TextureParams.hxx>
#include <OpenGl_Aspects.hxx>
#include <OpenGl_ClippingIterator.hxx>
#include <OpenGl_Context.hxx>
-#include <Graphic3d_CubeMapPacked.hxx>
-#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_ShadowMap.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_VertexBufferCompat.hxx>
#include <OpenGl_PointSprite.hxx>
#include <OpenGl_Workspace.hxx>
-#include <TCollection_ExtendedString.hxx>
-
-#include "../Shaders/Shaders_DirectionalLightShadow_glsl.pxx"
-#include "../Shaders/Shaders_PBRDistribution_glsl.pxx"
-#include "../Shaders/Shaders_PBRDirectionalLight_glsl.pxx"
-#include "../Shaders/Shaders_PBRGeometry_glsl.pxx"
-#include "../Shaders/Shaders_PBRFresnel_glsl.pxx"
-#include "../Shaders/Shaders_PBRCookTorrance_glsl.pxx"
-#include "../Shaders/Shaders_PBRIllumination_glsl.pxx"
-#include "../Shaders/Shaders_PBRPointLight_glsl.pxx"
-#include "../Shaders/Shaders_PBRSpotLight_glsl.pxx"
-#include "../Shaders/Shaders_PBREnvBaking_fs.pxx"
-#include "../Shaders/Shaders_PBREnvBaking_vs.pxx"
-#include "../Shaders/Shaders_PhongDirectionalLight_glsl.pxx"
-#include "../Shaders/Shaders_PhongPointLight_glsl.pxx"
-#include "../Shaders/Shaders_PhongSpotLight_glsl.pxx"
-#include "../Shaders/Shaders_PointLightAttenuation_glsl.pxx"
-#include "../Shaders/Shaders_TangentSpaceNormal_glsl.pxx"
-
-IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager,Standard_Transient)
+
+IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager, Graphic3d_ShaderManager)
namespace
{
- //! Number specifying maximum number of light sources to prepare a GLSL program with unrolled loop.
- const Standard_Integer THE_NB_UNROLLED_LIGHTS_MAX = 32;
-
- //! Compute the size of array storing holding light sources definition.
- static Standard_Integer roundUpMaxLightSources (Standard_Integer theNbLights)
- {
- Standard_Integer aMaxLimit = THE_NB_UNROLLED_LIGHTS_MAX;
- for (; aMaxLimit < theNbLights; aMaxLimit *= 2) {}
- return aMaxLimit;
- }
-
-#define EOL "\n"
-
-//! 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 = vec2 (occTexCoord.x * aRotCos - occTexCoord.y * aRotSin,"
- EOL" occTexCoord.x * aRotSin + occTexCoord.y * aRotCos);"
- EOL" aTex2 = (aTex2 + occTextureTrsf_Translation()) * occTextureTrsf_Scale();"
- 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 from model to view coordinate system.
-const char THE_FUNC_transformNormal_view[] =
- EOL"vec3 transformNormal (in vec3 theNormal)"
- EOL"{"
- EOL" vec4 aResult = occWorldViewMatrixInverseTranspose"
- EOL" * occModelWorldMatrixInverseTranspose"
- EOL" * vec4 (theNormal, 0.0);"
- EOL" return normalize (aResult.xyz);"
- EOL"}";
-
-//! The same function as THE_FUNC_transformNormal but is used in PBR pipeline.
-//! The normals are expected to be in world coordinate system in PBR pipeline.
-const char THE_FUNC_transformNormal_world[] =
- EOL"vec3 transformNormal (in vec3 theNormal)"
- EOL"{"
- EOL" vec4 aResult = 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
-
-//! Global shader variable for color definition with lighting enabled.
-const char THE_FUNC_PBR_lightDef[] =
- EOL"vec3 DirectLighting;" //!< Accumulator of direct lighting from light sources
- EOL"vec4 BaseColor;" //!< Base color (albedo) of material for PBR
- EOL"float Metallic;" //!< Metallic coefficient of material
- EOL"float NormalizedRoughness;" //!< Normalized roughness coefficient of material
- EOL"float Roughness;" //!< Roughness coefficient of material
- EOL"vec3 Emission;" //!< Light intensity emitted by material
- EOL"float IOR;"; //!< Material's index of refraction
-
-//! The same as Shaders_PhongDirectionalLight_glsl 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" in float theShadow)"
- EOL"{"
- EOL" vec3 aLight = vec3 (occWorldViewMatrix * vec4 (occLight_Position (0), 0.0));"
- 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(0) * aNdotL * theShadow;"
- EOL" Specular += occLight_Specular(0) * aSpecl * theShadow;"
- EOL"}";
-
-//! Returns the real cubemap fetching direction considering sides orientation, memory layout and vertical flip.
-const char THE_FUNC_cubemap_vector_transform[] =
- EOL"vec3 cubemapVectorTransform (in vec3 theVector,"
- EOL" in int theYCoeff,"
- EOL" in int theZCoeff)"
- EOL"{"
- EOL" theVector = theVector.yzx;"
- EOL" theVector.y *= float(theYCoeff);"
- EOL" theVector.z *= float(theZCoeff);"
- EOL" return theVector;"
- 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 chains of clipping planes in Fragment Shader.
-const char THE_FRAG_CLIP_CHAINS_N[] =
-EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount;)"
-EOL" {"
-EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
-EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
-EOL" {"
-EOL" if (occClipPlaneChains[aPlaneIter] == 1)"
-EOL" {"
-EOL" discard;"
-EOL" }"
-EOL" aPlaneIter += 1;"
-EOL" }"
-EOL" else"
-EOL" {"
-EOL" aPlaneIter += occClipPlaneChains[aPlaneIter];"
-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" }";
-
-//! Process a chain of 2 clipping planes in Fragment Shader (3/4 section).
-const char THE_FRAG_CLIP_CHAINS_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" }";
-
-//! Modify color for Wireframe presentation.
-const char THE_FRAG_WIREFRAME_COLOR[] =
-EOL"vec4 getFinalColor(void)"
-EOL"{"
-EOL" float aDistance = min (min (EdgeDistance[0], EdgeDistance[1]), EdgeDistance[2]);"
-EOL" bool isHollow = occWireframeColor.a < 0.0;"
-EOL" float aMixVal = smoothstep (occLineWidth - occLineFeather * 0.5, occLineWidth + occLineFeather * 0.5, aDistance);"
-EOL" vec4 aMixColor = isHollow"
-EOL" ? vec4 (getColor().rgb, 1.0 - aMixVal)" // edges only (of interior color)
-EOL" : mix (occWireframeColor, getColor(), aMixVal);" // interior + edges
-EOL" return aMixColor;"
-EOL"}";
-
-//! Compute gl_Position vertex shader output.
-const char THE_VERT_gl_Position[] =
-EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;";
-
-//! Displace gl_Position alongside vertex normal for outline rendering.
-//! This code adds silhouette only for smooth surfaces of closed primitive, and produces visual artifacts on sharp edges.
-const char THE_VERT_gl_Position_OUTLINE[] =
-EOL" float anOutlineDisp = occOrthoScale > 0.0 ? occOrthoScale : gl_Position.w;"
-EOL" vec4 anOutlinePos = occVertex + vec4 (occNormal * (occSilhouetteThickness * anOutlineDisp), 0.0);"
-EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * anOutlinePos;";
-
#if !defined(GL_ES_VERSION_2_0)
static const GLfloat THE_DEFAULT_AMBIENT[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
glEnable (theLightGlId);
}
#endif
-
- //! Generate map key for light sources configuration.
- static TCollection_AsciiString genLightKey (const Handle(Graphic3d_LightSet)& theLights,
- const bool theHasShadowMap)
- {
- if (theLights->NbEnabled() <= THE_NB_UNROLLED_LIGHTS_MAX)
- {
- return theHasShadowMap
- ? TCollection_AsciiString ("ls_") + theLights->KeyEnabledLong()
- : TCollection_AsciiString ("l_") + theLights->KeyEnabledLong();
- }
-
- const Standard_Integer aMaxLimit = roundUpMaxLightSources (theLights->NbEnabled());
- return TCollection_AsciiString ("l_") + theLights->KeyEnabledShort() + aMaxLimit;
- }
}
// =======================================================================
// purpose : Creates new empty shader manager
// =======================================================================
OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
-: myFfpProgram (new OpenGl_ShaderProgramFFP()),
+#if defined(GL_ES_VERSION_2_0)
+: Graphic3d_ShaderManager (Aspect_GraphicsLibrary_OpenGLES),
+#else
+: Graphic3d_ShaderManager (Aspect_GraphicsLibrary_OpenGL),
+#endif
+ myFfpProgram (new OpenGl_ShaderProgramFFP()),
myShadingModel (Graphic3d_TOSM_VERTEX),
myUnlitPrograms (new OpenGl_SetOfPrograms()),
myContext (theContext),
- mySRgbState (theContext->ToRenderSRGB()),
myHasLocalOrigin (Standard_False)
{
- //
+ mySRgbState = theContext->ToRenderSRGB();
}
// =======================================================================
}
}
-// =======================================================================
-// 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 :
}
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.");
+ Message::SendWarning() << "OpenGl_ShaderManager, warning: clipping planes limit (" << aNbMaxPlanes << ") has been exceeded";
break;
}
}
// =======================================================================
-// function : prepareStdProgramFont
+// function : BindFontProgram
// purpose :
// =======================================================================
-Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFont()
+Standard_Boolean OpenGl_ShaderManager::BindFontProgram (const Handle(OpenGl_ShaderProgram)& theCustomProgram)
{
- OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
- aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-
- TCollection_AsciiString aSrcVert = TCollection_AsciiString()
- + EOL"void main()"
- EOL"{"
- EOL" TexCoord = occTexCoord.st;"
- + THE_VERT_gl_Position
- + 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)
+ if (!theCustomProgram.IsNull()
+ || myContext->caps->ffpEnable)
{
- aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).r; }";
+ return bindProgramWithState (theCustomProgram, Graphic3d_TOSM_UNLIT);
}
-#endif
- TCollection_AsciiString aSrcFrag =
- aSrcGetAlpha
- + EOL"void main()"
- EOL"{"
- EOL" vec4 aColor = occColor;"
- EOL" aColor.a *= getAlpha();"
- EOL" if (aColor.a <= 0.285) discard;"
- EOL" occSetFragColor (aColor);"
- EOL"}";
-
- Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
- defaultGlslVersion (aProgramSrc, "font", 0);
- aProgramSrc->SetDefaultSampler (false);
- aProgramSrc->SetNbLightsMax (0);
- aProgramSrc->SetNbShadowMaps (0);
- aProgramSrc->SetNbClipPlanesMax (0);
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
- TCollection_AsciiString aKey;
- if (!Create (aProgramSrc, aKey, myFontProgram))
+ if (myFontProgram.IsNull())
{
- myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
- return Standard_False;
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramFont();
+ TCollection_AsciiString aKey;
+ if (!Create (aProgramSrc, aKey, myFontProgram))
+ {
+ myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
+ return false;
+ }
}
- return Standard_True;
+
+ return bindProgramWithState (myFontProgram, Graphic3d_TOSM_UNLIT);
}
// =======================================================================
}
Handle(OpenGl_ShaderProgram)& aProg = aList[aNbSamples];
- if (aProg.IsNull())
+ if (!aProg.IsNull())
{
- prepareStdProgramFboBlit (aProg, aNbSamples, theIsFallback_sRGB);
+ return myContext->BindProgram (aProg);
}
- return !aProg.IsNull()
- && myContext->BindProgram (aProg);
-}
-// =======================================================================
-// function : prepareStdProgramFboBlit
-// purpose :
-// =======================================================================
-Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFboBlit (Handle(OpenGl_ShaderProgram)& theProgram,
- Standard_Integer theNbSamples,
- Standard_Boolean theIsFallback_sRGB)
-{
- OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-
- TCollection_AsciiString aSrcVert =
- EOL"void main()"
- EOL"{"
- EOL" TexCoord = occVertex.zw;"
- EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
- EOL"}";
-
- TCollection_AsciiString aSrcFrag;
- if (theNbSamples > 1)
- {
- #if defined(GL_ES_VERSION_2_0)
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("highp sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("highp sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
- #else
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
- #endif
- aSrcFrag = TCollection_AsciiString()
- + EOL"#define THE_NUM_SAMPLES " + theNbSamples
- + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
- + EOL"void main()"
- EOL"{"
- EOL" ivec2 aSize = textureSize (uColorSampler);"
- EOL" ivec2 anUV = ivec2 (vec2 (aSize) * TexCoord);"
- EOL" gl_FragDepth = texelFetch (uDepthSampler, anUV, THE_NUM_SAMPLES / 2 - 1).r;"
- EOL
- EOL" vec4 aColor = vec4 (0.0);"
- EOL" for (int aSample = 0; aSample < THE_NUM_SAMPLES; ++aSample)"
- EOL" {"
- EOL" vec4 aVal = texelFetch (uColorSampler, anUV, aSample);"
- EOL" aColor += aVal;"
- EOL" }"
- EOL" aColor /= float(THE_NUM_SAMPLES);"
- EOL"#ifdef THE_SHIFT_sRGB"
- EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
- EOL"#endif"
- EOL" occSetFragColor (aColor);"
- EOL"}";
- }
- else
- {
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uColorSampler", Graphic3d_TOS_FRAGMENT));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uDepthSampler", Graphic3d_TOS_FRAGMENT));
- aSrcFrag = TCollection_AsciiString()
- + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
- + EOL"void main()"
- EOL"{"
- EOL" gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;"
- EOL" vec4 aColor = occTexture2D (uColorSampler, TexCoord);"
- EOL"#ifdef THE_SHIFT_sRGB"
- EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
- EOL"#endif"
- EOL" occSetFragColor (aColor);"
- EOL"}";
- }
-
- Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
-#if defined(GL_ES_VERSION_2_0)
- if (myContext->IsGlGreaterEqual (3, 1))
- {
- // required for MSAA sampler
- aProgramSrc->SetHeader ("#version 310 es");
- }
- else 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"void main()"
- EOL"{"
- EOL" occSetFragColor (occTexture2D (uColorSampler, TexCoord));"
- EOL"}";
- }
-#else
- if (myContext->core32 != NULL)
- {
- aProgramSrc->SetHeader ("#version 150");
- }
-#endif
- TCollection_AsciiString anId = "occt_blit";
- if (theNbSamples > 1)
- {
- anId += TCollection_AsciiString ("_msaa") + theNbSamples;
- }
- if (theIsFallback_sRGB)
- {
- anId += "_gamma";
- }
- aProgramSrc->SetId (anId);
- aProgramSrc->SetDefaultSampler (false);
- aProgramSrc->SetNbLightsMax (0);
- aProgramSrc->SetNbShadowMaps (0);
- aProgramSrc->SetNbClipPlanesMax (0);
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramFboBlit (aNbSamples, theIsFallback_sRGB);
TCollection_AsciiString aKey;
- if (!Create (aProgramSrc, aKey, theProgram))
+ if (!Create (aProgramSrc, aKey, aProg))
{
- theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
- return Standard_False;
+ aProg = new OpenGl_ShaderProgram(); // just mark as invalid
+ return false;
}
- myContext->BindProgram (theProgram);
- theProgram->SetSampler (myContext, "uColorSampler", Graphic3d_TextureUnit_0);
- theProgram->SetSampler (myContext, "uDepthSampler", Graphic3d_TextureUnit_1);
- myContext->BindProgram (NULL);
- return Standard_True;
+ myContext->BindProgram (aProg);
+ aProg->SetSampler (myContext, "uColorSampler", Graphic3d_TextureUnit_0);
+ aProg->SetSampler (myContext, "uDepthSampler", Graphic3d_TextureUnit_1);
+ return true;
}
// =======================================================================
-// function : prepareStdProgramOitCompositing
+// function : BindOitCompositingProgram
// purpose :
// =======================================================================
-Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitCompositing (const Standard_Boolean theMsaa)
+Standard_Boolean OpenGl_ShaderManager::BindOitCompositingProgram (Standard_Boolean theIsMSAAEnabled)
{
- Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram[theMsaa ? 1 : 0];
- Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
- TCollection_AsciiString aSrcVert, aSrcFrag;
-
- OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-
- aSrcVert =
- EOL"void main()"
- EOL"{"
- EOL" TexCoord = occVertex.zw;"
- EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
- EOL"}";
-
- if (!theMsaa)
- {
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uAccumTexture", Graphic3d_TOS_FRAGMENT));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uWeightTexture", Graphic3d_TOS_FRAGMENT));
- aSrcFrag =
- EOL"void main()"
- EOL"{"
- EOL" vec4 aAccum = occTexture2D (uAccumTexture, TexCoord);"
- EOL" float aWeight = occTexture2D (uWeightTexture, TexCoord).r;"
- EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
- EOL"}";
- }
- else
+ const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
+ Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram[aProgramIdx];
+ if (!aProgram.IsNull())
{
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uAccumTexture", Graphic3d_TOS_FRAGMENT));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uWeightTexture", Graphic3d_TOS_FRAGMENT));
- aSrcFrag =
- EOL"void main()"
- EOL"{"
- EOL" ivec2 aTexel = ivec2 (vec2 (textureSize (uAccumTexture)) * TexCoord);"
- EOL" vec4 aAccum = texelFetch (uAccumTexture, aTexel, gl_SampleID);"
- EOL" float aWeight = texelFetch (uWeightTexture, aTexel, gl_SampleID).r;"
- EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
- EOL"}";
- }
- defaultOitGlslVersion (aProgramSrc, "weight_oit", theMsaa);
-
- aProgramSrc->SetDefaultSampler (false);
- aProgramSrc->SetNbLightsMax (0);
- aProgramSrc->SetNbShadowMaps (0);
- aProgramSrc->SetNbClipPlanesMax (0);
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ return myContext->BindProgram (aProgram);
+ }
+
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramOitCompositing (theIsMSAAEnabled);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, aProgram))
{
aProgram = new OpenGl_ShaderProgram(); // just mark as invalid
- return Standard_False;
+ return 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;
+ return true;
}
// =======================================================================
-// function : prepareStdProgramOitDepthPeelingBlend
+// function : BindOitDepthPeelingBlendProgram
// purpose :
// =======================================================================
-Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitDepthPeelingBlend (Standard_Boolean theMsaa)
+Standard_Boolean OpenGl_ShaderManager::BindOitDepthPeelingBlendProgram (bool theIsMSAAEnabled)
{
- Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingBlendProgram[theMsaa ? 1 : 0];
- Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
- TCollection_AsciiString aSrcVert, aSrcFrag;
-
- OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
- aSrcVert =
- EOL"void main()"
- EOL"{"
- EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
- EOL"}";
-
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable (theMsaa
- ? "sampler2DMS uDepthPeelingBackColor"
- : "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
- aSrcFrag = TCollection_AsciiString()
- + EOL"void main()"
- EOL"{"
- EOL" #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
- + EOL" occFragColor = texelFetch (uDepthPeelingBackColor, ivec2 (gl_FragCoord.xy), THE_SAMPLE_ID);"
- EOL" if (occFragColor.a == 0.0) { discard; }"
- EOL"}";
-
- defaultOitGlslVersion (aProgramSrc, "oit_peeling_blend", theMsaa);
- aProgramSrc->SetDefaultSampler (false);
- aProgramSrc->SetNbLightsMax (0);
- aProgramSrc->SetNbClipPlanesMax (0);
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
+ Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingBlendProgram [aProgramIdx];
+ if (!aProgram.IsNull())
+ {
+ return myContext->BindProgram (aProgram);
+ }
+
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramOitDepthPeelingBlend (theIsMSAAEnabled);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, aProgram))
{
myContext->BindProgram (aProgram);
aProgram->SetSampler (myContext, "uDepthPeelingBackColor", Graphic3d_TextureUnit_0);
- myContext->BindProgram (Handle(OpenGl_ShaderProgram)());
return true;
}
// =======================================================================
-// function : prepareStdProgramOitDepthPeelingFlush
+// function : BindOitDepthPeelingFlushProgram
// purpose :
// =======================================================================
-Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitDepthPeelingFlush (Standard_Boolean theMsaa)
+Standard_Boolean OpenGl_ShaderManager::BindOitDepthPeelingFlushProgram (bool theIsMSAAEnabled)
{
- Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingFlushProgram[theMsaa ? 1 : 0];
- Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
- TCollection_AsciiString aSrcVert, aSrcFrag;
-
- OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
- aSrcVert =
- EOL"void main()"
- EOL"{"
- EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
- EOL"}";
-
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable (theMsaa
- ? "sampler2DMS uDepthPeelingFrontColor"
- : "sampler2D uDepthPeelingFrontColor", Graphic3d_TOS_FRAGMENT));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable (theMsaa
- ? "sampler2DMS uDepthPeelingBackColor"
- : "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
- aSrcFrag = TCollection_AsciiString()
- + EOL"void main()"
- EOL"{"
- EOL" #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
- + EOL" ivec2 aFragCoord = ivec2 (gl_FragCoord.xy);"
- EOL" vec4 aFrontColor = texelFetch (uDepthPeelingFrontColor, aFragCoord, THE_SAMPLE_ID);"
- EOL" vec4 aBackColor = texelFetch (uDepthPeelingBackColor, aFragCoord, THE_SAMPLE_ID);"
- EOL" float anAlphaMult = 1.0 - aFrontColor.a;"
- EOL" occFragColor = vec4 (aFrontColor.rgb + anAlphaMult * aBackColor.rgb, aFrontColor.a + aBackColor.a);"
- EOL"}";
-
- defaultOitGlslVersion (aProgramSrc, "oit_peeling_flush", theMsaa);
- aProgramSrc->SetDefaultSampler (false);
- aProgramSrc->SetNbLightsMax (0);
- aProgramSrc->SetNbClipPlanesMax (0);
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
+ Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingFlushProgram [aProgramIdx];
+ if (!aProgram.IsNull())
+ {
+ return myContext->BindProgram (aProgram);
+ }
+
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramOitDepthPeelingFlush (theIsMSAAEnabled);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, aProgram))
{
myContext->BindProgram (aProgram);
aProgram->SetSampler (myContext, "uDepthPeelingFrontColor", Graphic3d_TextureUnit_0);
aProgram->SetSampler (myContext, "uDepthPeelingBackColor", Graphic3d_TextureUnit_1);
- myContext->BindProgram (Handle(OpenGl_ShaderProgram)());
return true;
}
-// =======================================================================
-// function : pointSpriteAlphaSrc
-// purpose :
-// =======================================================================
-TCollection_AsciiString OpenGl_ShaderManager::pointSpriteAlphaSrc (Standard_Integer theBits)
-{
- TCollection_AsciiString aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").a; }";
-#if !defined(GL_ES_VERSION_2_0)
- if (myContext->core11 == NULL
- && (theBits & OpenGl_PO_PointSpriteA) == OpenGl_PO_PointSpriteA)
- {
- aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").r; }";
- }
-#else
- (void )theBits;
-#endif
- return aSrcGetAlpha;
-}
-
-// =======================================================================
-// function : defaultGlslVersion
-// purpose :
-// =======================================================================
-int OpenGl_ShaderManager::defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
- const TCollection_AsciiString& theName,
- int theBits,
- bool theUsesDerivates) const
-{
- int aBits = theBits;
- const bool toUseDerivates = theUsesDerivates
- || (theBits & OpenGl_PO_StippleLine) != 0
- || (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal;
-#if !defined(GL_ES_VERSION_2_0)
- if (myContext->core32 != NULL)
- {
- theProgram->SetHeader ("#version 150");
- }
- else
- {
- const bool toUseMat2x3 = (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal;
- if (toUseMat2x3) // TangentSpaceNormal() function uses mat2x3 type
- {
- if (myContext->IsGlGreaterEqual (2, 1))
- {
- theProgram->SetHeader ("#version 120");
- }
- }
- if ((theBits & OpenGl_PO_StippleLine) != 0
- || theProgram->IsPBR())
- {
- if (myContext->IsGlGreaterEqual (3, 0))
- {
- theProgram->SetHeader ("#version 130");
- }
- else if (myContext->CheckExtension ("GL_EXT_gpu_shader4")) // myContext->hasGlslBitwiseOps == OpenGl_FeatureInExtensions
- {
- // GL_EXT_gpu_shader4 defines GLSL type "unsigned int", while core GLSL specs define type "uint"
- theProgram->SetHeader ("#extension GL_EXT_gpu_shader4 : enable\n"
- "#define uint unsigned int");
- }
- }
- }
- (void )toUseDerivates;
-#else
-
-#if defined(__EMSCRIPTEN__)
- if (myContext->IsGlGreaterEqual (3, 0))
- {
- // consider this is browser responsibility to provide working WebGL 2.0 implementation
- // and black-list broken drivers (there is no OpenGL ES greater than 3.0)
- theProgram->SetHeader ("#version 300 es");
- }
-#endif
- // prefer "100 es" on OpenGL ES 3.0- devices (save the features unavailable before "300 es")
- // and "300 es" on OpenGL ES 3.1+ devices
- if (myContext->IsGlGreaterEqual (3, 1))
- {
- if ((theBits & OpenGl_PO_NeedsGeomShader) != 0)
- {
- theProgram->SetHeader (myContext->hasGeometryStage != OpenGl_FeatureInExtensions ? "#version 320 es" : "#version 310 es");
- }
- else
- {
- theProgram->SetHeader ("#version 300 es");
- }
- }
- else
- {
- TCollection_AsciiString aGles2Extensions;
- if (theProgram->IsPBR())
- {
- if (myContext->IsGlGreaterEqual (3, 0))
- {
- theProgram->SetHeader ("#version 300 es");
- }
- else if (myContext->CheckExtension ("GL_EXT_shader_texture_lod"))
- {
- aGles2Extensions += "#extension GL_EXT_shader_texture_lod : enable\n"
- "#define textureCubeLod textureCubeLodEXT\n";
- }
- }
- if ((theBits & OpenGl_PO_WriteOit) != 0
- || (theBits & OpenGl_PO_OitDepthPeeling) != 0
- || (theBits & OpenGl_PO_StippleLine) != 0)
- {
- if (myContext->IsGlGreaterEqual (3, 0))
- {
- theProgram->SetHeader ("#version 300 es");
- }
- else
- {
- aBits = aBits & ~OpenGl_PO_WriteOit;
- aBits = aBits & ~OpenGl_PO_OitDepthPeeling;
- if (!myContext->oesStdDerivatives)
- {
- aBits = aBits & ~OpenGl_PO_StippleLine;
- }
- }
- }
- if (toUseDerivates)
- {
- if (myContext->IsGlGreaterEqual (3, 0))
- {
- theProgram->SetHeader ("#version 300 es");
- }
- else if (myContext->oesStdDerivatives)
- {
- aGles2Extensions += "#extension GL_OES_standard_derivatives : enable\n";
- }
- }
-
- if (!aGles2Extensions.IsEmpty())
- {
- theProgram->SetHeader (aGles2Extensions);
- }
- }
-#endif
-
- // should fit OpenGl_PO_NB
- char aBitsStr[64];
- Sprintf (aBitsStr, "%04x", aBits);
- theProgram->SetId (TCollection_AsciiString ("occt_") + theName + aBitsStr);
- return aBits;
-}
-
-// =======================================================================
-// function : defaultOitGlslVersion
-// purpose :
-// =======================================================================
-void OpenGl_ShaderManager::defaultOitGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
- const TCollection_AsciiString& theName,
- bool theMsaa) const
-{
- if (theMsaa)
- {
- #if !defined(GL_ES_VERSION_2_0)
- if (myContext->IsGlGreaterEqual (4, 0))
- {
- theProgram->SetHeader ("#version 400");
- }
- #else
- if (myContext->IsGlGreaterEqual (3, 2))
- {
- theProgram->SetHeader ("#version 320 es");
- }
- else if (myContext->IsGlGreaterEqual (3, 0))
- {
- theProgram->SetHeader ("#version 300 es"); // with GL_OES_sample_variables extension
- }
- #endif
- }
- else
- {
- #if !defined(GL_ES_VERSION_2_0)
- if (myContext->IsGlGreaterEqual (3, 2))
- {
- theProgram->SetHeader ("#version 150");
- }
- #else
- if (myContext->IsGlGreaterEqual (3, 0))
- {
- theProgram->SetHeader ("#version 300 es");
- }
- #endif
- }
- theProgram->SetId (TCollection_AsciiString ("occt_") + theName + (theMsaa ? "_msaa" : ""));
-}
-
-// =======================================================================
-// function : prepareGeomMainSrc
-// purpose :
-// =======================================================================
-TCollection_AsciiString OpenGl_ShaderManager::prepareGeomMainSrc (OpenGl_ShaderObject::ShaderVariableList& theUnifoms,
- OpenGl_ShaderObject::ShaderVariableList& theStageInOuts,
- Standard_Integer theBits)
-{
- if ((theBits & OpenGl_PO_NeedsGeomShader) == 0)
- {
- return TCollection_AsciiString();
- }
-
- TCollection_AsciiString aSrcMainGeom =
- EOL"void main()"
- EOL"{";
-
- if ((theBits & OpenGl_PO_MeshEdges) != 0)
- {
- theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_GEOMETRY));
- theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("bool occIsQuadMode", Graphic3d_TOS_GEOMETRY));
- theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_GEOMETRY));
- theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_FRAGMENT));
- theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineFeather", Graphic3d_TOS_FRAGMENT));
- theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occWireframeColor", Graphic3d_TOS_FRAGMENT));
- theStageInOuts.Append(OpenGl_ShaderObject::ShaderVariable ("vec3 EdgeDistance", Graphic3d_TOS_GEOMETRY | Graphic3d_TOS_FRAGMENT));
-
- aSrcMainGeom = TCollection_AsciiString()
- + EOL"vec3 ViewPortTransform (vec4 theVec)"
- EOL"{"
- EOL" vec3 aWinCoord = theVec.xyz / theVec.w;"
- EOL" aWinCoord = aWinCoord * 0.5 + 0.5;"
- EOL" aWinCoord.xy = aWinCoord.xy * occViewport.zw + occViewport.xy;"
- EOL" return aWinCoord;"
- EOL"}"
- + aSrcMainGeom
- + EOL" vec3 aSideA = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[1].gl_Position);"
- EOL" vec3 aSideB = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
- EOL" vec3 aSideC = ViewPortTransform (gl_in[1].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
- EOL" float aQuadArea = abs (aSideB.x * aSideC.y - aSideB.y * aSideC.x);"
- EOL" vec3 aLenABC = vec3 (length (aSideA), length (aSideB), length (aSideC));"
- EOL" vec3 aHeightABC = vec3 (aQuadArea) / aLenABC;"
- EOL" aHeightABC = max (aHeightABC, vec3 (10.0 * occLineWidth));" // avoid shrunk presentation disappearing at distance
- EOL" float aQuadModeHeightC = occIsQuadMode ? occLineWidth + 1.0 : 0.0;";
- }
-
- for (Standard_Integer aVertIter = 0; aVertIter < 3; ++aVertIter)
- {
- const TCollection_AsciiString aVertIndex (aVertIter);
- // pass variables from Vertex shader to Fragment shader through Geometry shader
- for (OpenGl_ShaderObject::ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next())
- {
- if (aVarListIter.Value().Stages == (Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT))
- {
- const TCollection_AsciiString aVarName = aVarListIter.Value().Name.Token (" ", 2);
- if (aVarName.Value (aVarName.Length()) == ']')
- {
- // copy the whole array
- const TCollection_AsciiString aVarName2 = aVarName.Token ("[", 1);
- aSrcMainGeom += TCollection_AsciiString()
- + EOL" geomOut." + aVarName2 + " = geomIn[" + aVertIndex + "]." + aVarName2 + ";";
- }
- else
- {
- aSrcMainGeom += TCollection_AsciiString()
- + EOL" geomOut." + aVarName + " = geomIn[" + aVertIndex + "]." + aVarName + ";";
- }
- }
- }
-
- if ((theBits & OpenGl_PO_MeshEdges) != 0)
- {
- switch (aVertIter)
- {
- case 0: aSrcMainGeom += EOL" EdgeDistance = vec3 (aHeightABC[0], 0.0, aQuadModeHeightC);"; break;
- case 1: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, aHeightABC[1], aQuadModeHeightC);"; break;
- case 2: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, 0.0, aHeightABC[2]);"; break;
- }
- }
- aSrcMainGeom += TCollection_AsciiString()
- + EOL" gl_Position = gl_in[" + aVertIndex + "].gl_Position;"
- EOL" EmitVertex();";
- }
- aSrcMainGeom +=
- EOL" EndPrimitive();"
- EOL"}";
-
- return aSrcMainGeom;
-}
-
// =======================================================================
// function : prepareStdProgramUnlit
// purpose :
Standard_Integer theBits,
Standard_Boolean theIsOutline)
{
- Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
- TCollection_AsciiString aSrcVert, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcVertEndMain;
- TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
- TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
- TCollection_AsciiString aSrcFragMainGetColor = EOL" occSetFragColor (getFinalColor());";
- OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-
- if ((theBits & OpenGl_PO_IsPoint) != 0)
- {
- #if defined(GL_ES_VERSION_2_0)
- aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
- #endif
-
- if ((theBits & OpenGl_PO_PointSprite) != 0)
- {
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
- if ((theBits & OpenGl_PO_PointSpriteA) != OpenGl_PO_PointSpriteA)
- {
- aSrcFragGetColor =
- EOL"vec4 getColor(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord "); }";
- }
- else if ((theBits & OpenGl_PO_TextureRGB) != 0
- && (theBits & OpenGl_PO_VertColor) == 0)
- {
- aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
- aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aSrcVertExtraMain +=
- EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
- aSrcFragGetColor =
- EOL"vec4 getColor(void) { return VertColor; }";
- }
-
- 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" occSetFragColor (aColor);";
- }
- else
- {
- if ((theBits & OpenGl_PO_TextureRGB) != 0
- && (theBits & OpenGl_PO_VertColor) == 0)
- {
- aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
- aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aSrcVertExtraMain +=
- EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
- aSrcFragGetColor =
- EOL"vec4 getColor(void) { return VertColor; }";
- }
-
- aSrcFragMainGetColor =
- EOL" vec4 aColor = getColor();"
- EOL" if (aColor.a <= 0.1) discard;"
- EOL" occSetFragColor (aColor);";
- }
- }
- else
- {
- if ((theBits & OpenGl_PO_HasTextures) != 0)
- {
- aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-
- if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureEnv)
- {
- aSrcVertExtraFunc = THE_FUNC_transformNormal_view;
-
- 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); }";
- }
- else
- {
- aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
- aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
-
- aSrcFragGetColor =
- EOL"vec4 getColor(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w); }";
- }
- }
- }
- if ((theBits & OpenGl_PO_VertColor) != 0)
- {
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aSrcVertExtraMain += EOL" VertColor = occVertColor;";
- aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }";
- }
-
- int aNbClipPlanes = 0;
- if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
- {
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aSrcVertExtraMain +=
- EOL" PositionWorld = occModelWorldMatrix * occVertex;"
- EOL" Position = occWorldViewMatrix * PositionWorld;";
-
- if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
- {
- aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
- aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
- ? THE_FRAG_CLIP_CHAINS_N
- : THE_FRAG_CLIP_PLANES_N;
- }
- else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
- {
- aNbClipPlanes = 1;
- aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
- }
- else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
- {
- aNbClipPlanes = 2;
- aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
- ? THE_FRAG_CLIP_CHAINS_2
- : THE_FRAG_CLIP_PLANES_2;
- }
- }
- if ((theBits & OpenGl_PO_OitDepthPeeling) != 0)
- {
- aProgramSrc->SetNbFragmentOutputs (3);
- aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
- }
- else if ((theBits & OpenGl_PO_WriteOit) != 0)
- {
- aProgramSrc->SetNbFragmentOutputs (2);
- aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
- }
-
- if (theIsOutline)
- {
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occOrthoScale", Graphic3d_TOS_VERTEX));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occSilhouetteThickness", Graphic3d_TOS_VERTEX));
- aSrcVertEndMain = THE_VERT_gl_Position_OUTLINE;
- }
- else if ((theBits & OpenGl_PO_StippleLine) != 0)
- {
- const Standard_Integer aBits = defaultGlslVersion (aProgramSrc, "unlit", theBits);
- if ((aBits & OpenGl_PO_StippleLine) != 0)
- {
- if (myContext->hasGlslBitwiseOps != OpenGl_FeatureNotAvailable)
- {
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int occStipplePattern", Graphic3d_TOS_FRAGMENT));
- }
- else
- {
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("bool occStipplePattern[16]", Graphic3d_TOS_FRAGMENT));
- }
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occStippleFactor", Graphic3d_TOS_FRAGMENT));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_VERTEX));
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 ScreenSpaceCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aSrcVertEndMain =
- EOL" vec2 aPosition = gl_Position.xy / gl_Position.w;"
- EOL" aPosition = aPosition * 0.5 + 0.5;"
- EOL" ScreenSpaceCoord = aPosition.xy * occViewport.zw + occViewport.xy;";
- aSrcFragMainGetColor = TCollection_AsciiString()
- + EOL" vec2 anAxis = vec2 (0.0, 1.0);"
- EOL" if (abs (dFdx (ScreenSpaceCoord.x)) - abs (dFdy (ScreenSpaceCoord.y)) > 0.001)"
- EOL" {"
- EOL" anAxis = vec2 (1.0, 0.0);"
- EOL" }"
- EOL" float aRotatePoint = dot (gl_FragCoord.xy, anAxis);"
- + (myContext->hasGlslBitwiseOps != OpenGl_FeatureNotAvailable
- ? EOL" uint aBit = uint (floor (aRotatePoint / occStippleFactor + 0.5)) & 15U;"
- EOL" if ((uint (occStipplePattern) & (1U << aBit)) == 0U) discard;"
- : EOL" int aBit = int (mod (floor (aRotatePoint / occStippleFactor + 0.5), 16.0));"
- EOL" if (!occStipplePattern[aBit]) discard;")
- + EOL" vec4 aColor = getFinalColor();"
- EOL" if (aColor.a <= 0.1) discard;"
- EOL" occSetFragColor (aColor);";
- }
- else
- {
- myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, "Warning: stipple lines in GLSL will be ignored.");
- }
- }
-
- aSrcVert =
- aSrcVertExtraFunc
- + EOL"void main()"
- EOL"{"
- + aSrcVertExtraMain
- + THE_VERT_gl_Position
- + aSrcVertEndMain
- + EOL"}";
-
- TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
- aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
- ? THE_FRAG_WIREFRAME_COLOR
- : EOL"#define getFinalColor getColor";
-
- aSrcFrag =
- aSrcFragGetColor
- + aSrcGetAlpha
- + EOL"void main()"
- EOL"{"
- EOL" if (occFragEarlyReturn()) { return; }"
- + aSrcFragExtraMain
- + aSrcFragMainGetColor
- + EOL"}";
-
- defaultGlslVersion (aProgramSrc, theIsOutline ? "outline" : "unlit", theBits);
- aProgramSrc->SetDefaultSampler (false);
- aProgramSrc->SetNbLightsMax (0);
- aProgramSrc->SetNbShadowMaps (0);
- aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
- aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
- const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramUnlit (theBits, theIsOutline);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
return Standard_True;
}
-// =======================================================================
-// function : pointSpriteShadingSrc
-// purpose :
-// =======================================================================
-TCollection_AsciiString OpenGl_ShaderManager::pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc,
- Standard_Integer theBits)
-{
- TCollection_AsciiString aSrcFragGetColor;
- if ((theBits & OpenGl_PO_PointSpriteA) == OpenGl_PO_PointSpriteA)
- {
- 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_PointSprite) == OpenGl_PO_PointSprite)
- {
- aSrcFragGetColor = TCollection_AsciiString() +
- EOL"vec4 getColor(void)"
- EOL"{"
- EOL" vec4 aColor = " + theBaseColorSrc + ";"
- EOL" aColor = occTexture2D(occSamplerPointSprite, " 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_Boolean theIsPBR,
- Standard_Boolean theHasEmissive,
- Standard_Boolean theHasShadowMap)
-{
- TCollection_AsciiString aLightsFunc, aLightsLoop;
- theNbLights = 0;
- const Handle(Graphic3d_LightSet)& aLights = myLightSourceState.LightSources();
- if (!aLights.IsNull())
- {
- const bool hasShadowMap = theHasShadowMap && myLightSourceState.HasShadowMaps();
- theNbLights = aLights->NbEnabled();
- if (theNbLights <= THE_NB_UNROLLED_LIGHTS_MAX)
- {
- Standard_Integer anIndex = 0;
- if (hasShadowMap)
- {
- for (Graphic3d_LightSet::Iterator aLightIter (aLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
- aLightIter.More(); aLightIter.Next())
- {
- if (aLightIter.Value()->Type() == Graphic3d_TOLS_DIRECTIONAL
- && aLightIter.Value()->ToCastShadows())
- {
- aLightsLoop = aLightsLoop + EOL" occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront,"
- EOL" occDirectionalLightShadow (occShadowMapSamplers[" + anIndex + "], " + anIndex + ", theNormal));";
- ++anIndex;
- }
- }
- }
- for (Graphic3d_LightSet::Iterator aLightIter (aLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
- aLightIter.More(); aLightIter.Next())
- {
- switch (aLightIter.Value()->Type())
- {
- case Graphic3d_TOLS_AMBIENT:
- {
- break; // skip ambient
- }
- case Graphic3d_TOLS_DIRECTIONAL:
- {
- if (hasShadowMap
- && aLightIter.Value()->ToCastShadows())
- {
- break;
- }
- aLightsLoop = aLightsLoop + EOL" occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront, 1.0);";
- ++anIndex;
- break;
- }
- case Graphic3d_TOLS_POSITIONAL:
- {
- aLightsLoop = aLightsLoop + EOL" occPointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
- ++anIndex;
- break;
- }
- case Graphic3d_TOLS_SPOT:
- {
- aLightsLoop = aLightsLoop + EOL" occSpotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
- ++anIndex;
- break;
- }
- }
- }
- }
- else
- {
- theNbLights = roundUpMaxLightSources (theNbLights);
- bool isFirstInLoop = true;
- aLightsLoop = aLightsLoop +
- EOL" for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)"
- EOL" {"
- EOL" int aType = occLight_Type (anIndex);";
- if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
- {
- isFirstInLoop = false;
- aLightsLoop +=
- EOL" if (aType == OccLightType_Direct)"
- EOL" {"
- EOL" occDirectionalLight (anIndex, theNormal, theView, theIsFront, 1.0);"
- EOL" }";
- }
- if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
- {
- if (!isFirstInLoop)
- {
- aLightsLoop += EOL" else ";
- }
- isFirstInLoop = false;
- aLightsLoop +=
- EOL" if (aType == OccLightType_Point)"
- EOL" {"
- EOL" occPointLight (anIndex, theNormal, theView, aPoint, theIsFront);"
- EOL" }";
- }
- if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
- {
- if (!isFirstInLoop)
- {
- aLightsLoop += EOL" else ";
- }
- isFirstInLoop = false;
- aLightsLoop +=
- EOL" if (aType == OccLightType_Spot)"
- EOL" {"
- EOL" occSpotLight (anIndex, theNormal, theView, aPoint, theIsFront);"
- EOL" }";
- }
- aLightsLoop += EOL" }";
- }
-
- if (theIsPBR)
- {
- aLightsFunc += Shaders_PBRDistribution_glsl;
- aLightsFunc += Shaders_PBRGeometry_glsl;
- aLightsFunc += Shaders_PBRFresnel_glsl;
- aLightsFunc += Shaders_PBRCookTorrance_glsl;
- aLightsFunc += Shaders_PBRIllumination_glsl;
- }
-
- if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) == 1
- && theNbLights == 1
- && !theIsPBR
- && !hasShadowMap)
- {
- // use the version with hard-coded first index
- aLightsLoop = EOL" directionalLightFirst(theNormal, theView, theIsFront, 1.0);";
- aLightsFunc += THE_FUNC_directionalLightFirst;
- }
- else if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
- {
- if (hasShadowMap)
- {
- aLightsFunc += Shaders_DirectionalLightShadow_glsl;
- }
- aLightsFunc += theIsPBR ? Shaders_PBRDirectionalLight_glsl : Shaders_PhongDirectionalLight_glsl;
- }
- if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
- {
- aLightsFunc += theIsPBR ? Shaders_PBRPointLight_glsl : Shaders_PhongPointLight_glsl;
- }
- if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
- {
- aLightsFunc += theIsPBR ? Shaders_PBRSpotLight_glsl : Shaders_PhongSpotLight_glsl;
- }
- }
-
- TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();";
- TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();";
- if (theHasVertColor)
- {
- aGetMatAmbient = "getVertColor();";
- aGetMatDiffuse = "getVertColor();";
- }
-
- if (!theIsPBR)
- {
- return TCollection_AsciiString()
- + THE_FUNC_lightDef
- + Shaders_PointLightAttenuation_glsl
- + 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" vec3 aColor = Ambient * aMatAmbient.rgb + Diffuse * aMatDiffuse.rgb + Specular * aMatSpecular.rgb;"
- EOL" occTextureOcclusion(aColor, TexCoord.st);"
- + (theHasEmissive
- ? EOL" vec4 aMatEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
- EOL" aColor += aMatEmission.rgb;" : "")
- + EOL" return vec4 (aColor, aMatDiffuse.a);"
- EOL"}";
- }
- else
- {
- return TCollection_AsciiString()
- + THE_FUNC_PBR_lightDef
- + Shaders_PointLightAttenuation_glsl
- + aLightsFunc
- + EOL
- EOL"vec4 computeLighting (in vec3 theNormal,"
- EOL" in vec3 theView,"
- EOL" in vec4 thePoint,"
- EOL" in bool theIsFront)"
- EOL"{"
- EOL" DirectLighting = vec3(0.0);"
- EOL" BaseColor = " + (theHasVertColor ? "getVertColor();" : "occTextureColor(occPBRMaterial_Color (theIsFront), TexCoord.st / TexCoord.w);")
- + EOL" Emission = occTextureEmissive(occPBRMaterial_Emission (theIsFront), TexCoord.st / TexCoord.w);"
- EOL" Metallic = occTextureMetallic(occPBRMaterial_Metallic (theIsFront), TexCoord.st / TexCoord.w);"
- EOL" NormalizedRoughness = occTextureRoughness(occPBRMaterial_NormalizedRoughness (theIsFront), TexCoord.st / TexCoord.w);"
- EOL" Roughness = occRoughness (NormalizedRoughness);"
- EOL" IOR = occPBRMaterial_IOR (theIsFront);"
- EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
- + aLightsLoop
- + EOL" vec3 aColor = DirectLighting;"
- EOL" vec3 anIndirectLightingSpec = occPBRFresnel (BaseColor.rgb, Metallic, IOR);"
- EOL" vec2 aCoeff = occTexture2D (occEnvLUT, vec2(abs(dot(theView, theNormal)), NormalizedRoughness)).xy;"
- EOL" anIndirectLightingSpec *= aCoeff.x;"
- EOL" anIndirectLightingSpec += aCoeff.y;"
- EOL" anIndirectLightingSpec *= occTextureCubeLod (occSpecIBLMap, -reflect (theView, theNormal), NormalizedRoughness * float (occNbSpecIBLLevels - 1)).rgb;"
- EOL" vec3 aRefractionCoeff = 1.0 - occPBRFresnel (BaseColor.rgb, Metallic, NormalizedRoughness, IOR, abs(dot(theView, theNormal)));"
- EOL" aRefractionCoeff *= (1.0 - Metallic);"
- EOL" vec3 anIndirectLightingDiff = aRefractionCoeff * BaseColor.rgb * BaseColor.a;"
- EOL" anIndirectLightingDiff *= occDiffIBLMap (theNormal).rgb;"
- EOL" aColor += occLightAmbient.rgb * (anIndirectLightingDiff + anIndirectLightingSpec);"
- EOL" aColor += Emission;"
- EOL" occTextureOcclusion(aColor, TexCoord.st / TexCoord.w);"
- EOL" return vec4 (aColor, mix(1.0, BaseColor.a, aRefractionCoeff.x));"
- 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, aSrcVertExtraMain;
- TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
- TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
- OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-
- if ((theBits & OpenGl_PO_IsPoint) != 0)
- {
- #if defined(GL_ES_VERSION_2_0)
- aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
- #endif
-
- if ((theBits & OpenGl_PO_PointSprite) != 0)
- {
- #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
-
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
- aSrcFragGetColor = pointSpriteShadingSrc ("gl_FrontFacing ? FrontColor : BackColor", theBits);
- }
-
- if ((theBits & OpenGl_PO_TextureRGB) != 0
- && (theBits & OpenGl_PO_VertColor) == 0)
- {
- aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
- aSrcVertColor = EOL"vec4 getVertColor(void) { return occTexture2D (occSamplerBaseColor, occTexCoord.xy); }";
- }
- }
- else
- {
- if ((theBits & OpenGl_PO_TextureRGB) != 0)
- {
- aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
- aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- 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)
- {
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aSrcVertExtraMain +=
- EOL" PositionWorld = aPositionWorld;"
- EOL" Position = aPosition;";
-
- if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
- {
- aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
- aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
- ? THE_FRAG_CLIP_CHAINS_N
- : THE_FRAG_CLIP_PLANES_N;
- }
- else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
- {
- aNbClipPlanes = 1;
- aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
- }
- else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
- {
- aNbClipPlanes = 2;
- aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
- ? THE_FRAG_CLIP_CHAINS_2
- : THE_FRAG_CLIP_PLANES_2;
- }
- }
- if ((theBits & OpenGl_PO_OitDepthPeeling) != 0)
- {
- aProgramSrc->SetNbFragmentOutputs (3);
- aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
- }
- else if ((theBits & OpenGl_PO_WriteOit) != 0)
- {
- aProgramSrc->SetNbFragmentOutputs (2);
- aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
- }
-
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 FrontColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 BackColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-
- Standard_Integer aNbLights = 0;
- const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, !aSrcVertColor.IsEmpty(), false, true, false);
- aSrcVert = TCollection_AsciiString()
- + THE_FUNC_transformNormal_view
- + EOL
- + aSrcVertColor
- + aLights
- + 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 (aNormal, aView, aPosition, true);"
- EOL" BackColor = computeLighting (aNormal, aView, aPosition, false);"
- + aSrcVertExtraMain
- + THE_VERT_gl_Position
- + EOL"}";
-
- TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
- aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
- ? THE_FRAG_WIREFRAME_COLOR
- : EOL"#define getFinalColor getColor";
-
- aSrcFrag = TCollection_AsciiString()
- + aSrcFragGetColor
- + EOL"void main()"
- EOL"{"
- EOL" if (occFragEarlyReturn()) { return; }"
- + aSrcFragExtraMain
- + EOL" occSetFragColor (getFinalColor());"
- + EOL"}";
-
- const TCollection_AsciiString aProgId = TCollection_AsciiString ("gouraud-") + genLightKey (myLightSourceState.LightSources(), false) + "-";
- defaultGlslVersion (aProgramSrc, aProgId, theBits);
- aProgramSrc->SetDefaultSampler (false);
- aProgramSrc->SetNbLightsMax (aNbLights);
- aProgramSrc->SetNbShadowMaps (0);
- aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
- aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
- const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramGouraud (myLightSourceState.LightSources(), theBits);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
const Standard_Boolean theIsFlatNormal,
const Standard_Boolean theIsPBR)
{
- TCollection_AsciiString aPosition = theIsPBR ? "PositionWorld" : "Position";
- TCollection_AsciiString aPhongCompLight = TCollection_AsciiString() +
- "computeLighting (normalize (Normal), normalize (View), " + aPosition + ", gl_FrontFacing)";
- const bool isFlatNormal = theIsFlatNormal
- && myContext->hasFlatShading != OpenGl_FeatureNotAvailable;
- const char* aDFdxSignReversion = "";
-#if defined(GL_ES_VERSION_2_0)
- if (isFlatNormal != theIsFlatNormal)
- {
- 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.");
- }
- else if (isFlatNormal
- && myContext->Vendor().Search("qualcomm") != -1)
- {
- // workaround Adreno driver bug computing reversed normal using dFdx/dFdy
- aDFdxSignReversion = "-";
- myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
- "Warning: applied workaround for flat shading normal computation using dFdx/dFdy on Adreno");
- }
-#endif
- Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
- aProgramSrc->SetPBR (theIsPBR);
-
- TCollection_AsciiString aSrcVert, aSrcVertExtraFunc, aSrcVertExtraMain;
- TCollection_AsciiString aSrcFrag, aSrcFragGetVertColor, aSrcFragExtraMain;
- TCollection_AsciiString aSrcFragGetColor = TCollection_AsciiString() + EOL"vec4 getColor(void) { return " + aPhongCompLight + "; }";
- OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
- if ((theBits & OpenGl_PO_IsPoint) != 0)
- {
- #if defined(GL_ES_VERSION_2_0)
- aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
- #endif
-
- if ((theBits & OpenGl_PO_PointSprite) != 0)
- {
- #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
-
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
- aSrcFragGetColor = pointSpriteShadingSrc (aPhongCompLight, theBits);
- }
-
- if ((theBits & OpenGl_PO_TextureRGB) != 0
- && (theBits & OpenGl_PO_VertColor) == 0)
- {
- aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
- aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-
- aSrcVertExtraMain += EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
- aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
- }
- }
- else
- {
- if ((theBits & OpenGl_PO_TextureRGB) != 0)
- {
- aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
-
- Standard_Integer aTextureBits = Graphic3d_TextureSetBits_BaseColor | Graphic3d_TextureSetBits_Occlusion | Graphic3d_TextureSetBits_Emissive;
- if (!theIsPBR)
- {
- aSrcFragGetColor = TCollection_AsciiString() +
- EOL"vec4 getColor(void)"
- EOL"{"
- EOL" vec2 aTexUV = TexCoord.st / TexCoord.w;"
- EOL" vec4 aColor = " + aPhongCompLight + ";"
- EOL" aColor *= occTexture2D(occSamplerBaseColor, aTexUV);"
- EOL" vec3 anEmission = occTextureEmissive((gl_FrontFacing ? occFrontMaterial_Emission() : occBackMaterial_Emission()).rgb, aTexUV);"
- EOL" aColor.rgb += anEmission;"
- EOL" return aColor;"
- EOL"}";
- }
- else
- {
- aTextureBits |= Graphic3d_TextureSetBits_MetallicRoughness;
- }
- if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal
- && !isFlatNormal)
- {
- if (myContext->hasFlatShading != OpenGl_FeatureNotAvailable)
- {
- aTextureBits |= Graphic3d_TextureSetBits_Normal;
- }
- else
- {
- myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
- "Warning: ignoring Normal Map texture due to hardware capabilities");
- }
- }
- aProgramSrc->SetTextureSetBits (aTextureBits);
- }
- }
-
- if ((theBits & OpenGl_PO_VertColor) != 0)
- {
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aSrcVertExtraMain += EOL" VertColor = occVertColor;";
- aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
- }
-
- int aNbClipPlanes = 0;
- if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
- {
- if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
- {
- aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
- aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
- ? THE_FRAG_CLIP_CHAINS_N
- : THE_FRAG_CLIP_PLANES_N;
- }
- else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
- {
- aNbClipPlanes = 1;
- aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
- }
- else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
- {
- aNbClipPlanes = 2;
- aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
- ? THE_FRAG_CLIP_CHAINS_2
- : THE_FRAG_CLIP_PLANES_2;
- }
- }
- if ((theBits & OpenGl_PO_OitDepthPeeling) != 0)
- {
- aProgramSrc->SetNbFragmentOutputs (3);
- aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
- }
- else if ((theBits & OpenGl_PO_WriteOit) != 0)
- {
- aProgramSrc->SetNbFragmentOutputs (2);
- aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
- }
-
- if (isFlatNormal)
- {
- aSrcFragExtraMain += TCollection_AsciiString()
- + EOL" Normal = " + aDFdxSignReversion + "normalize (cross (dFdx (" + aPosition + ".xyz / " + aPosition + ".w), dFdy (" + aPosition + ".xyz / " + aPosition + ".w)));"
- EOL" if (!gl_FrontFacing) { Normal = -Normal; }";
- }
- else
- {
- aStageInOuts.Append(OpenGl_ShaderObject::ShaderVariable("vec3 vNormal", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aSrcVertExtraFunc += THE_FUNC_transformNormal_world;
- aSrcVertExtraMain += EOL" vNormal = transformNormal (occNormal);";
- aSrcFragExtraMain += EOL" Normal = vNormal;";
-
- if ((theBits & OpenGl_PO_IsPoint) == 0
- && (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal
- && myContext->hasFlatShading != OpenGl_FeatureNotAvailable)
- {
- aSrcFrag += Shaders_TangentSpaceNormal_glsl;
- // apply normal map texture
- aSrcFragExtraMain +=
- EOL"#if defined(THE_HAS_TEXTURE_NORMAL)"
- EOL" vec2 aTexCoord = TexCoord.st / TexCoord.w;"
- EOL" vec4 aMapNormalValue = occTextureNormal(aTexCoord);"
- EOL" if (aMapNormalValue.w > 0.5)"
- EOL" {"
- EOL" mat2 aDeltaUVMatrix = mat2 (dFdx(aTexCoord), dFdy(aTexCoord));"
- EOL" mat2x3 aDeltaVectorMatrix = mat2x3 (dFdx (PositionWorld.xyz), dFdy (PositionWorld.xyz));"
- EOL" Normal = TangentSpaceNormal (aDeltaUVMatrix, aDeltaVectorMatrix, aMapNormalValue.xyz, Normal, !gl_FrontFacing);"
- EOL" }"
- EOL"#endif";
- }
- if (!theIsPBR)
- {
- aSrcFragExtraMain +=
- EOL" Normal = normalize ((occWorldViewMatrixInverseTranspose * vec4 (Normal, 0.0)).xyz);";
- }
- }
-
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 View", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- if (myLightSourceState.HasShadowMaps())
- {
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 occShadowMapMatrices[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occShadowMapSamplers[THE_NB_SHADOWMAPS]", Graphic3d_TOS_FRAGMENT));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 occShadowMapSizeBias", Graphic3d_TOS_FRAGMENT));
-
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PosLightSpace[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aSrcVertExtraMain +=
- EOL" for (int aShadowIter = 0; aShadowIter < THE_NB_SHADOWMAPS; ++aShadowIter)"
- EOL" {"
- EOL" PosLightSpace[aShadowIter] = occShadowMapMatrices[aShadowIter] * PositionWorld;"
- EOL" }";
- }
-
- aSrcVert = TCollection_AsciiString()
- + aSrcVertExtraFunc
- + EOL"void main()"
- EOL"{"
- EOL" PositionWorld = occModelWorldMatrix * occVertex;"
- EOL" Position = occWorldViewMatrix * PositionWorld;"
- EOL" if (occProjectionMatrix[3][3] == 1.0)"
- EOL" {"
- EOL" View = vec3(0.0, 0.0, 1.0);"
- EOL" }"
- EOL" else"
- EOL" {"
- EOL" View = -Position.xyz;"
- EOL" }"
- + (theIsPBR ? EOL" View = (occWorldViewMatrixInverse * vec4(View, 0.0)).xyz;" : "")
- + aSrcVertExtraMain
- + THE_VERT_gl_Position
- + EOL"}";
-
- TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
- aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
- ? THE_FRAG_WIREFRAME_COLOR
- : EOL"#define getFinalColor getColor";
-
- Standard_Integer aNbLights = 0;
Standard_Integer aNbShadowMaps = myLightSourceState.HasShadowMaps()
? myLightSourceState.LightSources()->NbCastShadows()
: 0;
- const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, !aSrcFragGetVertColor.IsEmpty(), theIsPBR,
- (theBits & OpenGl_PO_TextureRGB) == 0
- || (theBits & OpenGl_PO_IsPoint) != 0,
- myLightSourceState.HasShadowMaps());
- aSrcFrag += TCollection_AsciiString()
- + EOL
- + aSrcFragGetVertColor
- + EOL"vec3 Normal;"
- + aLights
- + aSrcFragGetColor
- + EOL
- EOL"void main()"
- EOL"{"
- EOL" if (occFragEarlyReturn()) { return; }"
- + aSrcFragExtraMain
- + EOL" occSetFragColor (getFinalColor());"
- + EOL"}";
-
- const TCollection_AsciiString aProgId = TCollection_AsciiString (theIsFlatNormal ? "flat-" : "phong-") + (theIsPBR ? "pbr-" : "")
- + genLightKey (myLightSourceState.LightSources(), aNbShadowMaps > 0) + "-";
- defaultGlslVersion (aProgramSrc, aProgId, theBits, isFlatNormal);
- aProgramSrc->SetDefaultSampler (false);
- aProgramSrc->SetNbLightsMax (aNbLights);
- aProgramSrc->SetNbShadowMaps (aNbShadowMaps);
- aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
- aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
-
- const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramPhong (myLightSourceState.LightSources(), theBits, theIsFlatNormal, theIsPBR, aNbShadowMaps);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, theProgram))
{
}
// =======================================================================
-// function : prepareStdProgramStereo
+// function : BindStereoProgram
// purpose :
// =======================================================================
-Standard_Boolean OpenGl_ShaderManager::prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
- const Graphic3d_StereoMode theStereoMode)
+Standard_Boolean OpenGl_ShaderManager::BindStereoProgram (Graphic3d_StereoMode theStereoMode)
{
- Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
- OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- TCollection_AsciiString aSrcVert =
- EOL"void main()"
- EOL"{"
- EOL" TexCoord = occVertex.zw;"
- EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
- EOL"}";
-
- TCollection_AsciiString aSrcFrag;
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uLeftSampler", Graphic3d_TOS_FRAGMENT));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uRightSampler", Graphic3d_TOS_FRAGMENT));
- const char* aName = "stereo";
- switch (theStereoMode)
- {
- case Graphic3d_StereoMode_Anaglyph:
- {
- aName = "anaglyph";
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 uMultL", Graphic3d_TOS_FRAGMENT));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 uMultR", Graphic3d_TOS_FRAGMENT));
- const TCollection_AsciiString aNormalize = mySRgbState
- ? EOL"#define sRgb2linear(theColor) theColor"
- EOL"#define linear2sRgb(theColor) theColor"
- : EOL"#define sRgb2linear(theColor) pow(theColor, vec4(2.2, 2.2, 2.2, 1.0))"
- EOL"#define linear2sRgb(theColor) pow(theColor, 1.0 / vec4(2.2, 2.2, 2.2, 1.0))";
- aSrcFrag = aNormalize
- + EOL"void main()"
- EOL"{"
- EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
- EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
- EOL" aColorL = sRgb2linear (aColorL);"
- EOL" aColorR = sRgb2linear (aColorR);"
- EOL" vec4 aColor = uMultR * aColorR + uMultL * aColorL;"
- EOL" occSetFragColor (linear2sRgb (aColor));"
- EOL"}";
- break;
- }
- case Graphic3d_StereoMode_RowInterlaced:
- {
- aName = "row-interlaced";
- aSrcFrag =
- 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" occSetFragColor (aColorL);"
- EOL" }"
- EOL" else"
- EOL" {"
- EOL" occSetFragColor (aColorR);"
- EOL" }"
- EOL"}";
- break;
- }
- case Graphic3d_StereoMode_ColumnInterlaced:
- {
- aName = "column-interlaced";
- aSrcFrag =
- 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" occSetFragColor (aColorL);"
- EOL" }"
- EOL" else"
- EOL" {"
- EOL" occSetFragColor (aColorR);"
- EOL" }"
- EOL"}";
- break;
- }
- case Graphic3d_StereoMode_ChessBoard:
- {
- aName = "chessboard";
- aSrcFrag =
- 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" occSetFragColor (aColorL);"
- EOL" }"
- EOL" else"
- EOL" {"
- EOL" occSetFragColor (aColorR);"
- EOL" }"
- EOL"}";
- break;
- }
- case Graphic3d_StereoMode_SideBySide:
- {
- aName = "sidebyside";
- aSrcFrag =
- 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" occSetFragColor (aColorL);"
- EOL" }"
- EOL" else"
- EOL" {"
- EOL" occSetFragColor (aColorR);"
- EOL" }"
- EOL"}";
- break;
- }
- case Graphic3d_StereoMode_OverUnder:
- {
- aName = "overunder";
- aSrcFrag =
- 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" occSetFragColor (aColorL);"
- EOL" }"
- EOL" else"
- EOL" {"
- EOL" occSetFragColor (aColorR);"
- EOL" }"
- EOL"}";
- break;
- }
- case Graphic3d_StereoMode_QuadBuffer:
- case Graphic3d_StereoMode_SoftPageFlip:
- case Graphic3d_StereoMode_OpenVR:
- default:
- {
- /*const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[Graphic3d_StereoMode_QuadBuffer];
- if (!aProgram.IsNull())
- {
- return aProgram->IsValid();
- }*/
- aSrcFrag =
- 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" occSetFragColor (aColorL + aColorR);"
- EOL"}";
- break;
- }
+ if (theStereoMode < 0 || theStereoMode >= Graphic3d_StereoMode_NB)
+ {
+ return false;
}
- defaultGlslVersion (aProgramSrc, aName, 0);
- aProgramSrc->SetDefaultSampler (false);
- aProgramSrc->SetNbLightsMax (0);
- aProgramSrc->SetNbShadowMaps (0);
- aProgramSrc->SetNbClipPlanesMax (0);
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[theStereoMode];
+ if (!aProgram.IsNull())
+ {
+ return myContext->BindProgram (aProgram);
+ }
+
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramStereo (theStereoMode);
TCollection_AsciiString aKey;
- if (!Create (aProgramSrc, aKey, theProgram))
+ if (!Create (aProgramSrc, aKey, aProgram))
{
- theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
- return Standard_False;
+ aProgram = new OpenGl_ShaderProgram(); // just mark as invalid
+ return false;
}
- myContext->BindProgram (theProgram);
- theProgram->SetSampler (myContext, "uLeftSampler", Graphic3d_TextureUnit_0);
- theProgram->SetSampler (myContext, "uRightSampler", Graphic3d_TextureUnit_1);
- myContext->BindProgram (NULL);
- return Standard_True;
+ myContext->BindProgram (aProgram);
+ aProgram->SetSampler (myContext, "uLeftSampler", Graphic3d_TextureUnit_0);
+ aProgram->SetSampler (myContext, "uRightSampler", Graphic3d_TextureUnit_1);
+ return true;
}
// =======================================================================
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramBoundBox()
{
- Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
-
- OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 occBBoxCenter", Graphic3d_TOS_VERTEX));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 occBBoxSize", Graphic3d_TOS_VERTEX));
-
- TCollection_AsciiString aSrcVert =
- EOL"void main()"
- EOL"{"
- EOL" vec4 aCenter = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
- EOL" vec4 aPos = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
- EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * aPos;"
- EOL"}";
-
- TCollection_AsciiString aSrcFrag =
- EOL"void main()"
- EOL"{"
- EOL" occSetFragColor (occColor);"
- EOL"}";
-
- defaultGlslVersion (aProgramSrc, "bndbox", 0);
- aProgramSrc->SetDefaultSampler (false);
- aProgramSrc->SetNbLightsMax (0);
- aProgramSrc->SetNbShadowMaps (0);
- aProgramSrc->SetNbClipPlanesMax (0);
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = Graphic3d_ShaderManager::getStdProgramBoundBox();
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, myBoundBoxProgram))
{
// =======================================================================
Standard_Boolean OpenGl_ShaderManager::preparePBREnvBakingProgram (Standard_Integer theIndex)
{
- Standard_ASSERT_RAISE (theIndex >= 0 && theIndex <= 2,"");
- Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
- OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-
- TCollection_AsciiString aSrcVert = TCollection_AsciiString()
- + THE_FUNC_cubemap_vector_transform
- + Shaders_PBREnvBaking_vs;
-
- TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
- + THE_FUNC_cubemap_vector_transform
- + Shaders_PBRDistribution_glsl
- + ((theIndex == 0 || theIndex == 2) ? "\n#define THE_TO_BAKE_DIFFUSE\n" : "\n#define THE_TO_BAKE_SPECULAR\n")
- + (theIndex == 2 ? "\n#define THE_TO_PACK_FLOAT\n" : "")
- + Shaders_PBREnvBaking_fs;
-
- // constant array definition requires OpenGL 2.1+ or OpenGL ES 3.0+
-#if defined(GL_ES_VERSION_2_0)
- if (myContext->IsGlGreaterEqual (3, 0))
- {
- aProgramSrc->SetHeader ("#version 300 es");
- }
- else if (myContext->CheckExtension ("GL_EXT_shader_texture_lod"))
- {
- aProgramSrc->SetHeader ("#extension GL_EXT_shader_texture_lod : enable\n"
- "#define textureCubeLod textureCubeLodEXT");
- }
- else
- {
- myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
- "Warning: incomplete PBR lighting implementation due to missing OpenGL ES 3.0 or GL_EXT_shader_texture_lod support.");
- }
-#else
- aProgramSrc->SetHeader ("#version 120");
-#endif
-
- static const char* THE_BAKE_NAMES[3] = { "pbr_env_baking_diffuse", "pbr_env_baking_specular", "pbr_env_baking_difffallback" };
- defaultGlslVersion (aProgramSrc, THE_BAKE_NAMES[theIndex], 0);
- aProgramSrc->SetDefaultSampler (false);
- aProgramSrc->SetNbLightsMax (0);
- aProgramSrc->SetNbShadowMaps (0);
- aProgramSrc->SetNbClipPlanesMax (0);
- aProgramSrc->SetPBR (true);
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
- aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = getPBREnvBakingProgram (theIndex);
TCollection_AsciiString aKey;
if (!Create (aProgramSrc, aKey, myPBREnvBakingProgram[theIndex]))
{
{
if (myBgCubeMapProgram.IsNull())
{
- myBgCubeMapProgram = new Graphic3d_ShaderProgram();
-
- OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
- aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable("vec3 ViewDirection", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("samplerCube occSampler0", Graphic3d_TOS_FRAGMENT));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int uYCoeff", Graphic3d_TOS_VERTEX));
- aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int uZCoeff", Graphic3d_TOS_VERTEX));
-
- TCollection_AsciiString aSrcVert = TCollection_AsciiString()
- + THE_FUNC_cubemap_vector_transform
- + EOL"void main()"
- EOL"{"
- EOL" ViewDirection = cubemapVectorTransform (occVertex.xyz, uYCoeff, uZCoeff);"
- EOL" vec4 aPos = occProjectionMatrix * occWorldViewMatrix * vec4(occVertex.xyz, 1.0);"
- // setting Z to W ensures that final Z will be 1.0 after perspective division, (w/w=1))
- // which allows rendering skybox after everything else with depth test enabled (GL_LEQUAL)
- EOL" gl_Position = aPos.xyww;"
- EOL"}";
-
- TCollection_AsciiString aDepthClamp;
- if (!myContext->arbDepthClamp)
- {
- // workaround Z clamping issues on some GPUs
- aDepthClamp = EOL" gl_FragDepth = clamp (gl_FragDepth, 0.0, 1.0);";
- #if defined(GL_ES_VERSION_2_0)
- if (myContext->IsGlGreaterEqual (3, 0))
- {
- myBgCubeMapProgram->SetHeader ("#version 300 es");
- }
- else if (myContext->extFragDepth)
- {
- myBgCubeMapProgram->SetHeader ("#extension GL_EXT_frag_depth : enable"
- EOL"#define gl_FragDepth gl_FragDepthEXT");
- }
- else
- {
- aDepthClamp.Clear();
- }
- #endif
- }
-
- TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
- + EOL"#define occEnvCubemap occSampler0"
- EOL"void main()"
- EOL"{"
- EOL" occSetFragColor (vec4(occTextureCube (occEnvCubemap, ViewDirection).rgb, 1.0));"
- + aDepthClamp
- + EOL"}";
-
- defaultGlslVersion (myBgCubeMapProgram, "background_cubemap", 0);
- myBgCubeMapProgram->SetDefaultSampler (false);
- myBgCubeMapProgram->SetNbLightsMax (0);
- myBgCubeMapProgram->SetNbShadowMaps (0);
- myBgCubeMapProgram->SetNbClipPlanesMax (0);
- myBgCubeMapProgram->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
- myBgCubeMapProgram->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+ myBgCubeMapProgram = getBgCubeMapProgram();
}
-
return myBgCubeMapProgram;
}
if (!theTextures.IsNull()
&& theTextures->HasPointSprite())
{
- aBits |= theTextures->Last()->IsAlpha() ? OpenGl_PO_PointSpriteA : OpenGl_PO_PointSprite;
+ aBits |= theTextures->Last()->IsAlpha() ? Graphic3d_ShaderFlags_PointSpriteA : Graphic3d_ShaderFlags_PointSprite;
}
else
{
- aBits |= OpenGl_PO_PointSimple;
+ aBits |= Graphic3d_ShaderFlags_PointSimple;
}
Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theShadingModel, aBits);
return bindProgramWithState (aProgram, theShadingModel);
#ifndef _OpenGl_ShaderManager_HeaderFile
#define _OpenGl_ShaderManager_HeaderFile
-#include <Graphic3d_ShaderProgram.hxx>
-#include <Graphic3d_StereoMode.hxx>
-
-#include <NCollection_DataMap.hxx>
+#include <Graphic3d_ShaderManager.hxx>
#include <NCollection_Sequence.hxx>
-
#include <OpenGl_PBREnvironment.hxx>
#include <OpenGl_SetOfShaderPrograms.hxx>
#include <OpenGl_ShaderStates.hxx>
typedef NCollection_Sequence<Handle(OpenGl_ShaderProgram)> OpenGl_ShaderProgramList;
//! This class is responsible for managing shader programs.
-class OpenGl_ShaderManager : public Standard_Transient
+class OpenGl_ShaderManager : public Graphic3d_ShaderManager
{
- DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderManager, Standard_Transient)
+ DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderManager, Graphic3d_ShaderManager)
friend class OpenGl_ShaderProgram;
public:
Handle(OpenGl_ShaderProgram)& theProgram);
//! Returns list of registered shader programs.
- Standard_EXPORT const OpenGl_ShaderProgramList& ShaderPrograms() const;
+ const OpenGl_ShaderProgramList& ShaderPrograms() const { return myProgramList; }
//! Returns true if no program objects are registered in the manager.
- Standard_EXPORT Standard_Boolean IsEmpty() const;
+ Standard_Boolean IsEmpty() const { return myProgramList.IsEmpty(); }
//! Bind program for filled primitives rendering
Standard_Boolean BindFaceProgram (const Handle(OpenGl_TextureSet)& theTextures,
Standard_Integer aBits = getProgramBits (theTextures, theAlphaMode, Aspect_IS_SOLID, theHasVertColor, false, false);
if (theLineType != Aspect_TOL_SOLID)
{
- aBits |= OpenGl_PO_StippleLine;
+ aBits |= Graphic3d_ShaderFlags_StippleLine;
}
Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theShadingModel, aBits);
const Handle(OpenGl_ShaderProgram)& theCustomProgram);
//! Bind program for rendering alpha-textured font.
- Standard_Boolean BindFontProgram (const Handle(OpenGl_ShaderProgram)& theCustomProgram)
- {
- if (!theCustomProgram.IsNull()
- || myContext->caps->ffpEnable)
- {
- return bindProgramWithState (theCustomProgram, Graphic3d_TOSM_UNLIT);
- }
-
- if (myFontProgram.IsNull())
- {
- prepareStdProgramFont();
- }
-
- return bindProgramWithState (myFontProgram, Graphic3d_TOSM_UNLIT);
- }
+ Standard_Boolean BindFontProgram (const Handle(OpenGl_ShaderProgram)& theCustomProgram);
//! Bind program for outline rendering
Standard_Boolean BindOutlineProgram()
Standard_Boolean theIsFallback_sRGB);
//! Bind program for blended order-independent transparency buffers compositing.
- Standard_Boolean BindOitCompositingProgram (const Standard_Boolean theIsMSAAEnabled)
- {
- const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
- if (myOitCompositingProgram[aProgramIdx].IsNull())
- {
- prepareStdProgramOitCompositing (theIsMSAAEnabled);
- }
-
- const Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram [aProgramIdx];
- return !aProgram.IsNull() && myContext->BindProgram (aProgram);
- }
+ Standard_EXPORT Standard_Boolean BindOitCompositingProgram (Standard_Boolean theIsMSAAEnabled);
//! Bind program for Depth Peeling order-independent transparency back color blending.
- Standard_Boolean BindOitDepthPeelingBlendProgram (bool theIsMSAAEnabled)
- {
- const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
- if (myOitDepthPeelingBlendProgram[aProgramIdx].IsNull())
- {
- prepareStdProgramOitDepthPeelingBlend (theIsMSAAEnabled);
- }
-
- const Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingBlendProgram [aProgramIdx];
- return !aProgram.IsNull() && myContext->BindProgram (aProgram);
- }
+ Standard_EXPORT Standard_Boolean BindOitDepthPeelingBlendProgram (bool theIsMSAAEnabled);
//! Bind program for Depth Peeling order-independent transparency flush.
- Standard_Boolean BindOitDepthPeelingFlushProgram (bool theIsMSAAEnabled)
- {
- const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
- if (myOitDepthPeelingFlushProgram[aProgramIdx].IsNull())
- {
- prepareStdProgramOitDepthPeelingFlush (theIsMSAAEnabled);
- }
-
- const Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingFlushProgram [aProgramIdx];
- return !aProgram.IsNull() && myContext->BindProgram (aProgram);
- }
+ Standard_EXPORT Standard_Boolean BindOitDepthPeelingFlushProgram (bool theIsMSAAEnabled);
//! Bind program for rendering stereoscopic image.
- Standard_Boolean BindStereoProgram (const Graphic3d_StereoMode theStereoMode)
- {
- if (theStereoMode < 0 || theStereoMode >= Graphic3d_StereoMode_NB)
- {
- return Standard_False;
- }
-
- if (myStereoPrograms[theStereoMode].IsNull())
- {
- prepareStdProgramStereo (myStereoPrograms[theStereoMode], theStereoMode);
- }
- const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[theStereoMode];
- return !aProgram.IsNull()
- && myContext->BindProgram (aProgram);
- }
+ Standard_EXPORT Standard_Boolean BindStereoProgram (Graphic3d_StereoMode theStereoMode);
//! Bind program for rendering bounding box.
Standard_Boolean BindBoundBoxProgram()
Standard_Integer aBits = 0;
if (myContext->Clipping().HasClippingChains())
{
- aBits |= OpenGl_PO_ClipChains;
+ aBits |= Graphic3d_ShaderFlags_ClipChains;
}
if (aNbPlanes == 1)
{
- aBits |= OpenGl_PO_ClipPlanes1;
+ aBits |= Graphic3d_ShaderFlags_ClipPlanes1;
}
else if (aNbPlanes == 2)
{
- aBits |= OpenGl_PO_ClipPlanes2;
+ aBits |= Graphic3d_ShaderFlags_ClipPlanes2;
}
else
{
- aBits |= OpenGl_PO_ClipPlanesN;
+ aBits |= Graphic3d_ShaderFlags_ClipPlanesN;
}
return aBits;
}
Standard_Integer aBits = 0;
if (theAlphaMode == Graphic3d_AlphaMode_Mask)
{
- aBits |= OpenGl_PO_AlphaTest;
+ aBits |= Graphic3d_ShaderFlags_AlphaTest;
}
aBits |= getClipPlaneBits();
if (theEnableMeshEdges
&& myContext->hasGeometryStage != OpenGl_FeatureNotAvailable)
{
- aBits |= OpenGl_PO_MeshEdges;
+ aBits |= Graphic3d_ShaderFlags_MeshEdges;
if (theInteriorStyle == Aspect_IS_HOLLOW)
{
- aBits |= OpenGl_PO_AlphaTest;
+ aBits |= Graphic3d_ShaderFlags_AlphaTest;
}
}
if (theEnableEnvMap)
{
// Environment map overwrites material texture
- aBits |= OpenGl_PO_TextureEnv;
+ aBits |= Graphic3d_ShaderFlags_TextureEnv;
}
else if (!theTextures.IsNull()
&& theTextures->HasNonPointSprite())
{
- aBits |= OpenGl_PO_TextureRGB;
+ aBits |= Graphic3d_ShaderFlags_TextureRGB;
if ((theTextures->TextureSetBits() & Graphic3d_TextureSetBits_Normal) != 0)
{
- aBits |= OpenGl_PO_TextureNormal;
+ aBits |= Graphic3d_ShaderFlags_TextureNormal;
}
}
if (theHasVertColor
&& theInteriorStyle != Aspect_IS_HIDDENLINE)
{
- aBits |= OpenGl_PO_VertColor;
+ aBits |= Graphic3d_ShaderFlags_VertColor;
}
if (myOitState.ActiveMode() == Graphic3d_RTM_BLEND_OIT)
{
- aBits |= OpenGl_PO_WriteOit;
+ aBits |= Graphic3d_ShaderFlags_WriteOit;
}
else if (myOitState.ActiveMode() == Graphic3d_RTM_DEPTH_PEELING_OIT)
{
- aBits |= OpenGl_PO_OitDepthPeeling;
+ aBits |= Graphic3d_ShaderFlags_OitDepthPeeling;
}
return aBits;
}
Standard_Integer theBits)
{
if (theShadingModel == Graphic3d_TOSM_UNLIT
- || (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureEnv)
+ || (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureEnv)
{
// If environment map is enabled lighting calculations are
// not needed (in accordance with default OCCT behavior)
return aProgram;
}
- //! Prepare standard GLSL program for accessing point sprite alpha.
- Standard_EXPORT TCollection_AsciiString pointSpriteAlphaSrc (Standard_Integer theBits);
-
- //! Prepare standard GLSL program for computing point sprite shading.
- Standard_EXPORT TCollection_AsciiString pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc,
- Standard_Integer theBits);
-
- //! Prepare standard GLSL program for textured font.
- Standard_EXPORT Standard_Boolean prepareStdProgramFont();
-
- //! Prepare standard GLSL program for FBO blit operation.
- Standard_EXPORT Standard_Boolean prepareStdProgramFboBlit (Handle(OpenGl_ShaderProgram)& theProgram,
- Standard_Integer theNbSamples,
- Standard_Boolean theIsFallback_sRGB);
-
- //! Prepare standard GLSL programs for OIT compositing operation.
- Standard_EXPORT Standard_Boolean prepareStdProgramOitCompositing (const Standard_Boolean theMsaa);
-
- //! Prepare standard GLSL programs for OIT Depth Peeling blend operation.
- Standard_EXPORT Standard_Boolean prepareStdProgramOitDepthPeelingBlend (Standard_Boolean theMsaa);
-
- //! Prepare standard GLSL programs for OIT Depth Peeling flush operation.
- Standard_EXPORT Standard_Boolean prepareStdProgramOitDepthPeelingFlush (Standard_Boolean theMsaa);
-
//! Prepare standard GLSL program without lighting.
Standard_EXPORT Standard_Boolean prepareStdProgramUnlit (Handle(OpenGl_ShaderProgram)& theProgram,
Standard_Integer theBits,
const Standard_Boolean theIsFlatNormal = false,
const Standard_Boolean theIsPBR = false);
- //! Define computeLighting GLSL function depending on current lights configuration
- //! @param theNbLights [out] number of defined light sources
- //! @param theHasVertColor [in] flag to use getVertColor() instead of Ambient and Diffuse components of active material
- //! @param theIsPBR [in] flag to activate PBR pipeline
- //! @param theHasEmissive [in] flag to include emissive
- //! @param theHasShadowMap [in] flag to include shadow map
- Standard_EXPORT TCollection_AsciiString stdComputeLighting (Standard_Integer& theNbLights,
- Standard_Boolean theHasVertColor,
- Standard_Boolean theIsPBR,
- Standard_Boolean theHasEmissive,
- Standard_Boolean theHasShadowMap);
-
//! Bind specified program to current context and apply state.
Standard_EXPORT Standard_Boolean bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram,
Graphic3d_TypeOfShadingModel theShadingModel);
//! Set pointer myLightPrograms to active lighting programs set from myMapOfLightPrograms
Standard_EXPORT void switchLightPrograms();
- //! Prepare standard GLSL program for stereoscopic image.
- Standard_EXPORT Standard_Boolean prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
- const Graphic3d_StereoMode theStereoMode);
-
//! Prepare standard GLSL program for bounding box.
Standard_EXPORT Standard_Boolean prepareStdProgramBoundBox();
- //! Prepare GLSL version header.
- Standard_EXPORT Standard_Integer defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
- const TCollection_AsciiString& theName,
- Standard_Integer theBits,
- bool theUsesDerivates = false) const;
-
- //! Prepare GLSL version header for OIT composition programs.
- Standard_EXPORT void defaultOitGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
- const TCollection_AsciiString& theName,
- bool theMsaa) const;
-
- //! Prepare GLSL source for geometry shader according to parameters.
- Standard_EXPORT TCollection_AsciiString prepareGeomMainSrc (OpenGl_ShaderObject::ShaderVariableList& theUnifoms,
- OpenGl_ShaderObject::ShaderVariableList& theStageInOuts,
- Standard_Integer theBits);
-
//! Prepare GLSL source for IBL generation used in PBR pipeline.
Standard_EXPORT Standard_Boolean preparePBREnvBakingProgram (Standard_Integer theIndex);
mutable Handle(OpenGl_PBREnvironment) myPBREnvironment; //!< manager of IBL maps used in PBR pipeline
OpenGl_Context* myContext; //!< OpenGL context
- Standard_Boolean mySRgbState; //!< track sRGB state
protected:
};
-DEFINE_STANDARD_HANDLE(OpenGl_ShaderManager, Standard_Transient)
-
#endif // _OpenGl_ShaderManager_HeaderFile
return "Shader";
}
-// =======================================================================
-// function : CreateFromSource
-// purpose :
-// =======================================================================
-Handle(Graphic3d_ShaderObject) OpenGl_ShaderObject::CreateFromSource (TCollection_AsciiString& theSource,
- Graphic3d_TypeOfShaderObject theType,
- const ShaderVariableList& theUniforms,
- const ShaderVariableList& theStageInOuts,
- const TCollection_AsciiString& theInName,
- const TCollection_AsciiString& theOutName,
- Standard_Integer theNbGeomInputVerts)
-{
- if (theSource.IsEmpty())
- {
- return Handle(Graphic3d_ShaderObject)();
- }
-
- TCollection_AsciiString aSrcUniforms, aSrcInOuts, aSrcInStructs, aSrcOutStructs;
- for (ShaderVariableList::Iterator anUniformIter (theUniforms); anUniformIter.More(); anUniformIter.Next())
- {
- const ShaderVariable& aVar = anUniformIter.Value();
- if ((aVar.Stages & theType) != 0)
- {
- aSrcUniforms += TCollection_AsciiString("\nuniform ") + aVar.Name + ";";
- }
- }
- for (ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next())
- {
- const ShaderVariable& aVar = aVarListIter.Value();
- Standard_Integer aStageLower = IntegerLast(), aStageUpper = IntegerFirst();
- Standard_Integer aNbStages = 0;
- for (Standard_Integer aStageIter = Graphic3d_TOS_VERTEX; aStageIter <= (Standard_Integer )Graphic3d_TOS_COMPUTE; aStageIter = aStageIter << 1)
- {
- if ((aVar.Stages & aStageIter) != 0)
- {
- ++aNbStages;
- aStageLower = Min (aStageLower, aStageIter);
- aStageUpper = Max (aStageUpper, aStageIter);
- }
- }
- if ((Standard_Integer )theType < aStageLower
- || (Standard_Integer )theType > aStageUpper)
- {
- continue;
- }
-
- const Standard_Boolean hasGeomStage = theNbGeomInputVerts > 0
- && aStageLower < Graphic3d_TOS_GEOMETRY
- && aStageUpper >= Graphic3d_TOS_GEOMETRY;
- const Standard_Boolean isAllStagesVar = aStageLower == Graphic3d_TOS_VERTEX
- && aStageUpper == Graphic3d_TOS_FRAGMENT;
- if (hasGeomStage
- || !theInName.IsEmpty()
- || !theOutName.IsEmpty())
- {
- if (aSrcInStructs.IsEmpty()
- && aSrcOutStructs.IsEmpty()
- && isAllStagesVar)
- {
- if (theType == aStageLower)
- {
- aSrcOutStructs = "\nout VertexData\n{";
- }
- else if (theType == aStageUpper)
- {
- aSrcInStructs = "\nin VertexData\n{";
- }
- else // requires theInName/theOutName
- {
- aSrcInStructs = "\nin VertexData\n{";
- aSrcOutStructs = "\nout VertexData\n{";
- }
- }
- }
-
- if (isAllStagesVar
- && (!aSrcInStructs.IsEmpty()
- || !aSrcOutStructs.IsEmpty()))
- {
- if (!aSrcInStructs.IsEmpty())
- {
- aSrcInStructs += TCollection_AsciiString("\n ") + aVar.Name + ";";
- }
- if (!aSrcOutStructs.IsEmpty())
- {
- aSrcOutStructs += TCollection_AsciiString("\n ") + aVar.Name + ";";
- }
- }
- else
- {
- if (theType == aStageLower)
- {
- aSrcInOuts += TCollection_AsciiString("\nTHE_SHADER_OUT ") + aVar.Name + ";";
- }
- else if (theType == aStageUpper)
- {
- aSrcInOuts += TCollection_AsciiString("\nTHE_SHADER_IN ") + aVar.Name + ";";
- }
- }
- }
-
- if (theType == Graphic3d_TOS_GEOMETRY)
- {
- aSrcUniforms.Prepend (TCollection_AsciiString()
- + "\nlayout (triangles) in;"
- "\nlayout (triangle_strip, max_vertices = " + theNbGeomInputVerts + ") out;");
- }
- if (!aSrcInStructs.IsEmpty()
- && theType == Graphic3d_TOS_GEOMETRY)
- {
- aSrcInStructs += TCollection_AsciiString ("\n} ") + theInName + "[" + theNbGeomInputVerts + "];";
- }
- else if (!aSrcInStructs.IsEmpty())
- {
- aSrcInStructs += "\n}";
- if (!theInName.IsEmpty())
- {
- aSrcInStructs += " ";
- aSrcInStructs += theInName;
- }
- aSrcInStructs += ";";
- }
- if (!aSrcOutStructs.IsEmpty())
- {
- aSrcOutStructs += "\n}";
- if (!theOutName.IsEmpty())
- {
- aSrcOutStructs += " ";
- aSrcOutStructs += theOutName;
- }
- aSrcOutStructs += ";";
- }
-
- theSource.Prepend (aSrcUniforms + aSrcInStructs + aSrcOutStructs + aSrcInOuts);
- return Graphic3d_ShaderObject::CreateFromSource (theType, theSource);
-}
-
// =======================================================================
// function : OpenGl_ShaderObject
// purpose : Creates uninitialized shader object
//! Non-valid shader name.
static const GLuint NO_SHADER = 0;
-public:
-
- //! Structure defining shader uniform or in/out variable.
- struct ShaderVariable
- {
- TCollection_AsciiString Name; //!< variable name
- Standard_Integer Stages; //!< active stages as Graphic3d_TypeOfShaderObject bits;
- //! for in/out variables, intermediate stages will be automatically filled
-
- //! Create new shader variable.
- ShaderVariable (const TCollection_AsciiString& theVarName, Standard_Integer theShaderStageBits) : Name (theVarName), Stages (theShaderStageBits) {}
-
- //! Empty constructor.
- ShaderVariable() : Stages (0) {}
- };
-
- //! List of variable of shader program.
- typedef NCollection_Sequence<ShaderVariable> ShaderVariableList;
-
- //! This is a preprocessor for Graphic3d_ShaderObject::CreateFromSource() function.
- //! Creates a new shader object from specified source according to list of uniforms and in/out variables.
- //! @param theSource shader object source code to modify
- //! @param theType shader object type to create
- //! @param theUniforms list of uniform variables
- //! @param theStageInOuts list of stage in/out variables
- //! @param theInName name of input variables block;
- //! can be empty for accessing each variable without block prefix
- //! (mandatory for stages accessing both inputs and outputs)
- //! @param theOutName name of output variables block;
- //! can be empty for accessing each variable without block prefix
- //! (mandatory for stages accessing both inputs and outputs)
- //! @param theNbGeomInputVerts number of geometry shader input vertexes
- Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (TCollection_AsciiString& theSource,
- Graphic3d_TypeOfShaderObject theType,
- const ShaderVariableList& theUniforms,
- const ShaderVariableList& theStageInOuts,
- const TCollection_AsciiString& theInName = TCollection_AsciiString(),
- const TCollection_AsciiString& theOutName = TCollection_AsciiString(),
- Standard_Integer theNbGeomInputVerts = 0);
-
public:
//! Creates uninitialized shader object.