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1 | // Created on: 2013-09-20 |
2 | // Created by: Denis BOGOLEPOV |
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3 | // Copyright (c) 2013-2014 OPEN CASCADE SAS |
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4 | // |
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5 | // This file is part of Open CASCADE Technology software library. |
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6 | // |
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7 | // This library is free software; you can redistribute it and/or modify it under |
8 | // the terms of the GNU Lesser General Public License version 2.1 as published |
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9 | // by the Free Software Foundation, with special exception defined in the file |
10 | // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT |
11 | // distribution for complete text of the license and disclaimer of any warranty. |
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12 | // |
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13 | // Alternatively, this file may be used under the terms of Open CASCADE |
14 | // commercial license or contractual agreement. |
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15 | |
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16 | #include <Graphic3d_ShaderObject.hxx> |
17 | |
18 | #include <Graphic3d_GraphicDriver.hxx> |
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19 | #include <OSD_File.hxx> |
20 | #include <OSD_Protection.hxx> |
21 | #include <Standard_Atomic.hxx> |
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22 | |
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23 | IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderObject,Standard_Transient) |
24 | |
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25 | namespace |
26 | { |
27 | static volatile Standard_Integer THE_SHADER_OBJECT_COUNTER = 0; |
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28 | } |
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29 | |
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30 | // ======================================================================= |
31 | // function : Graphic3d_ShaderObject |
32 | // purpose : Creates a shader object from specified file |
33 | // ======================================================================= |
34 | Graphic3d_ShaderObject::Graphic3d_ShaderObject (const Graphic3d_TypeOfShaderObject theType) |
35 | : myType (theType) |
36 | { |
37 | myID = TCollection_AsciiString ("Graphic3d_ShaderObject_") |
38 | + TCollection_AsciiString (Standard_Atomic_Increment (&THE_SHADER_OBJECT_COUNTER)); |
39 | } |
40 | |
41 | // ======================================================================= |
42 | // function : CreatFromFile |
43 | // purpose : Creates new shader object from specified file |
44 | // ======================================================================= |
45 | Handle(Graphic3d_ShaderObject) Graphic3d_ShaderObject::CreateFromFile (const Graphic3d_TypeOfShaderObject theType, |
46 | const TCollection_AsciiString& thePath) |
47 | { |
48 | Handle(Graphic3d_ShaderObject) aShader = new Graphic3d_ShaderObject (theType); |
49 | aShader->myPath = thePath; |
50 | |
51 | OSD_File aFile (thePath); |
52 | if (!aFile.Exists()) |
53 | { |
54 | return NULL; |
55 | } |
56 | |
57 | aFile.Open (OSD_ReadOnly, OSD_Protection()); |
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58 | aFile.Read (aShader->mySource, (int)aFile.Size()); |
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59 | aFile.Close(); |
60 | |
61 | return aShader; |
62 | } |
63 | |
64 | // ======================================================================= |
65 | // function : CreatFromSource |
66 | // purpose : Creates new shader object from specified source |
67 | // ======================================================================= |
68 | Handle(Graphic3d_ShaderObject) Graphic3d_ShaderObject::CreateFromSource (const Graphic3d_TypeOfShaderObject theType, |
69 | const TCollection_AsciiString& theSource) |
70 | { |
71 | Handle(Graphic3d_ShaderObject) aShader = new Graphic3d_ShaderObject (theType); |
72 | aShader->mySource = theSource; |
73 | return aShader; |
74 | } |
75 | |
76 | // ======================================================================= |
77 | // function : ~Graphic3d_ShaderObject |
78 | // purpose : Releases resources of shader object |
79 | // ======================================================================= |
80 | Graphic3d_ShaderObject::~Graphic3d_ShaderObject() |
81 | { |
82 | // |
83 | } |
84 | |
85 | // ======================================================================= |
86 | // function : IsDone |
87 | // purpose : Checks if the shader object is valid or not |
88 | // ======================================================================= |
89 | Standard_Boolean Graphic3d_ShaderObject::IsDone() const |
90 | { |
91 | return !mySource.IsEmpty(); |
92 | } |
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93 | |
94 | // ======================================================================= |
95 | // function : CreateFromSource |
96 | // purpose : |
97 | // ======================================================================= |
98 | Handle(Graphic3d_ShaderObject) Graphic3d_ShaderObject::CreateFromSource (TCollection_AsciiString& theSource, |
99 | Graphic3d_TypeOfShaderObject theType, |
100 | const ShaderVariableList& theUniforms, |
101 | const ShaderVariableList& theStageInOuts, |
102 | const TCollection_AsciiString& theInName, |
103 | const TCollection_AsciiString& theOutName, |
104 | Standard_Integer theNbGeomInputVerts) |
105 | { |
106 | if (theSource.IsEmpty()) |
107 | { |
108 | return Handle(Graphic3d_ShaderObject)(); |
109 | } |
110 | |
111 | TCollection_AsciiString aSrcUniforms, aSrcInOuts, aSrcInStructs, aSrcOutStructs; |
112 | for (ShaderVariableList::Iterator anUniformIter (theUniforms); anUniformIter.More(); anUniformIter.Next()) |
113 | { |
114 | const ShaderVariable& aVar = anUniformIter.Value(); |
115 | if ((aVar.Stages & theType) != 0) |
116 | { |
117 | aSrcUniforms += TCollection_AsciiString("\nuniform ") + aVar.Name + ";"; |
118 | } |
119 | } |
120 | for (ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next()) |
121 | { |
122 | const ShaderVariable& aVar = aVarListIter.Value(); |
123 | Standard_Integer aStageLower = IntegerLast(), aStageUpper = IntegerFirst(); |
124 | Standard_Integer aNbStages = 0; |
125 | for (Standard_Integer aStageIter = Graphic3d_TOS_VERTEX; aStageIter <= (Standard_Integer )Graphic3d_TOS_COMPUTE; aStageIter = aStageIter << 1) |
126 | { |
127 | if ((aVar.Stages & aStageIter) != 0) |
128 | { |
129 | ++aNbStages; |
130 | aStageLower = Min (aStageLower, aStageIter); |
131 | aStageUpper = Max (aStageUpper, aStageIter); |
132 | } |
133 | } |
134 | if ((Standard_Integer )theType < aStageLower |
135 | || (Standard_Integer )theType > aStageUpper) |
136 | { |
137 | continue; |
138 | } |
139 | |
140 | const Standard_Boolean hasGeomStage = theNbGeomInputVerts > 0 |
141 | && aStageLower < Graphic3d_TOS_GEOMETRY |
142 | && aStageUpper >= Graphic3d_TOS_GEOMETRY; |
143 | const Standard_Boolean isAllStagesVar = aStageLower == Graphic3d_TOS_VERTEX |
144 | && aStageUpper == Graphic3d_TOS_FRAGMENT; |
145 | if (hasGeomStage |
146 | || !theInName.IsEmpty() |
147 | || !theOutName.IsEmpty()) |
148 | { |
149 | if (aSrcInStructs.IsEmpty() |
150 | && aSrcOutStructs.IsEmpty() |
151 | && isAllStagesVar) |
152 | { |
153 | if (theType == aStageLower) |
154 | { |
155 | aSrcOutStructs = "\nout VertexData\n{"; |
156 | } |
157 | else if (theType == aStageUpper) |
158 | { |
159 | aSrcInStructs = "\nin VertexData\n{"; |
160 | } |
161 | else // requires theInName/theOutName |
162 | { |
163 | aSrcInStructs = "\nin VertexData\n{"; |
164 | aSrcOutStructs = "\nout VertexData\n{"; |
165 | } |
166 | } |
167 | } |
168 | |
169 | if (isAllStagesVar |
170 | && (!aSrcInStructs.IsEmpty() |
171 | || !aSrcOutStructs.IsEmpty())) |
172 | { |
173 | if (!aSrcInStructs.IsEmpty()) |
174 | { |
175 | aSrcInStructs += TCollection_AsciiString("\n ") + aVar.Name + ";"; |
176 | } |
177 | if (!aSrcOutStructs.IsEmpty()) |
178 | { |
179 | aSrcOutStructs += TCollection_AsciiString("\n ") + aVar.Name + ";"; |
180 | } |
181 | } |
182 | else |
183 | { |
184 | if (theType == aStageLower) |
185 | { |
186 | aSrcInOuts += TCollection_AsciiString("\nTHE_SHADER_OUT ") + aVar.Name + ";"; |
187 | } |
188 | else if (theType == aStageUpper) |
189 | { |
190 | aSrcInOuts += TCollection_AsciiString("\nTHE_SHADER_IN ") + aVar.Name + ";"; |
191 | } |
192 | } |
193 | } |
194 | |
195 | if (theType == Graphic3d_TOS_GEOMETRY) |
196 | { |
197 | aSrcUniforms.Prepend (TCollection_AsciiString() |
198 | + "\nlayout (triangles) in;" |
199 | "\nlayout (triangle_strip, max_vertices = " + theNbGeomInputVerts + ") out;"); |
200 | } |
201 | if (!aSrcInStructs.IsEmpty() |
202 | && theType == Graphic3d_TOS_GEOMETRY) |
203 | { |
204 | aSrcInStructs += TCollection_AsciiString ("\n} ") + theInName + "[" + theNbGeomInputVerts + "];"; |
205 | } |
206 | else if (!aSrcInStructs.IsEmpty()) |
207 | { |
208 | aSrcInStructs += "\n}"; |
209 | if (!theInName.IsEmpty()) |
210 | { |
211 | aSrcInStructs += " "; |
212 | aSrcInStructs += theInName; |
213 | } |
214 | aSrcInStructs += ";"; |
215 | } |
216 | if (!aSrcOutStructs.IsEmpty()) |
217 | { |
218 | aSrcOutStructs += "\n}"; |
219 | if (!theOutName.IsEmpty()) |
220 | { |
221 | aSrcOutStructs += " "; |
222 | aSrcOutStructs += theOutName; |
223 | } |
224 | aSrcOutStructs += ";"; |
225 | } |
226 | |
227 | theSource.Prepend (aSrcUniforms + aSrcInStructs + aSrcOutStructs + aSrcInOuts); |
228 | return Graphic3d_ShaderObject::CreateFromSource (theType, theSource); |
229 | } |