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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_ShaderProgram.hxx> |
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17 | |
18 | #include <Graphic3d_GraphicDriver.hxx> |
19 | #include <Graphic3d_ShaderObject.hxx> |
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20 | #include <Graphic3d_TextureSetBits.hxx> |
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21 | #include <OSD_Directory.hxx> |
22 | #include <OSD_Environment.hxx> |
23 | #include <OSD_File.hxx> |
24 | #include <OSD_Path.hxx> |
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25 | #include <Standard_Atomic.hxx> |
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26 | |
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27 | IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderProgram,Standard_Transient) |
28 | |
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29 | namespace |
30 | { |
31 | static volatile Standard_Integer THE_PROGRAM_OBJECT_COUNTER = 0; |
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32 | } |
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33 | |
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34 | // ======================================================================= |
35 | // function : ShadersFolder |
36 | // purpose : |
37 | // ======================================================================= |
38 | const TCollection_AsciiString& Graphic3d_ShaderProgram::ShadersFolder() |
39 | { |
40 | static Standard_Boolean THE_IS_DEFINED = Standard_False; |
41 | static TCollection_AsciiString THE_SHADERS_FOLDER; |
42 | if (!THE_IS_DEFINED) |
43 | { |
44 | THE_IS_DEFINED = Standard_True; |
45 | OSD_Environment aDirEnv ("CSF_ShadersDirectory"); |
46 | THE_SHADERS_FOLDER = aDirEnv.Value(); |
47 | if (THE_SHADERS_FOLDER.IsEmpty()) |
48 | { |
49 | OSD_Environment aCasRootEnv ("CASROOT"); |
50 | THE_SHADERS_FOLDER = aCasRootEnv.Value(); |
51 | if (!THE_SHADERS_FOLDER.IsEmpty()) |
52 | { |
53 | THE_SHADERS_FOLDER += "/src/Shaders"; |
54 | } |
55 | } |
56 | |
57 | if (THE_SHADERS_FOLDER.IsEmpty()) |
58 | { |
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59 | return THE_SHADERS_FOLDER; |
60 | } |
61 | |
62 | const OSD_Path aDirPath (THE_SHADERS_FOLDER); |
63 | OSD_Directory aDir (aDirPath); |
64 | const TCollection_AsciiString aProgram = THE_SHADERS_FOLDER + "/Declarations.glsl"; |
65 | OSD_File aProgramFile (aProgram); |
66 | if (!aDir.Exists() |
67 | || !aProgramFile.Exists()) |
68 | { |
69 | std::cerr << "Standard GLSL programs are not found in: " << THE_SHADERS_FOLDER.ToCString() << std::endl; |
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70 | throw Standard_Failure("CSF_ShadersDirectory or CASROOT is set incorrectly"); |
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71 | } |
72 | } |
73 | return THE_SHADERS_FOLDER; |
74 | } |
75 | |
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76 | // ======================================================================= |
77 | // function : Graphic3d_ShaderProgram |
78 | // purpose : Creates new empty program object |
79 | // ======================================================================= |
80 | Graphic3d_ShaderProgram::Graphic3d_ShaderProgram() |
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81 | : myNbLightsMax (THE_MAX_LIGHTS_DEFAULT), |
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82 | myNbShadowMaps (0), |
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83 | myNbClipPlanesMax (THE_MAX_CLIP_PLANES_DEFAULT), |
84 | myNbFragOutputs (THE_NB_FRAG_OUTPUTS), |
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85 | myTextureSetBits (Graphic3d_TextureSetBits_NONE), |
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86 | myOitOutput (Graphic3d_RTM_BLEND_UNORDERED), |
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87 | myHasDefSampler (true), |
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88 | myHasAlphaTest (false), |
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89 | myIsPBR (false) |
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90 | { |
91 | myID = TCollection_AsciiString ("Graphic3d_ShaderProgram_") |
92 | + TCollection_AsciiString (Standard_Atomic_Increment (&THE_PROGRAM_OBJECT_COUNTER)); |
93 | } |
94 | |
95 | // ======================================================================= |
96 | // function : ~Graphic3d_ShaderProgram |
97 | // purpose : Releases resources of program object |
98 | // ======================================================================= |
99 | Graphic3d_ShaderProgram::~Graphic3d_ShaderProgram() |
100 | { |
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101 | // |
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102 | } |
103 | |
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104 | // ======================================================================= |
105 | // function : IsDone |
106 | // purpose : Checks if the program object is valid or not |
107 | // ======================================================================= |
108 | Standard_Boolean Graphic3d_ShaderProgram::IsDone() const |
109 | { |
110 | if (myShaderObjects.IsEmpty()) |
111 | { |
112 | return Standard_False; |
113 | } |
114 | |
115 | for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next()) |
116 | { |
117 | if (!anIt.Value()->IsDone()) |
118 | return Standard_False; |
119 | } |
120 | |
121 | return Standard_True; |
122 | } |
123 | |
124 | // ======================================================================= |
125 | // function : AttachShader |
126 | // purpose : Attaches shader object to the program object |
127 | // ======================================================================= |
128 | Standard_Boolean Graphic3d_ShaderProgram::AttachShader (const Handle(Graphic3d_ShaderObject)& theShader) |
129 | { |
130 | if (theShader.IsNull()) |
131 | { |
132 | return Standard_False; |
133 | } |
134 | |
135 | for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next()) |
136 | { |
137 | if (anIt.Value() == theShader) |
138 | return Standard_False; |
139 | } |
140 | |
141 | myShaderObjects.Append (theShader); |
142 | return Standard_True; |
143 | } |
144 | |
145 | // ======================================================================= |
146 | // function : DetachShader |
147 | // purpose : Detaches shader object from the program object |
148 | // ======================================================================= |
149 | Standard_Boolean Graphic3d_ShaderProgram::DetachShader (const Handle(Graphic3d_ShaderObject)& theShader) |
150 | { |
151 | if (theShader.IsNull()) |
152 | { |
153 | return Standard_False; |
154 | } |
155 | |
156 | for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next()) |
157 | { |
158 | if (anIt.Value() == theShader) |
159 | { |
160 | myShaderObjects.Remove (anIt); |
161 | return Standard_True; |
162 | } |
163 | } |
164 | |
165 | return Standard_False; |
166 | } |
167 | |
168 | // ======================================================================= |
169 | // function : ClearVariables |
170 | // purpose : Removes all custom uniform variables from the program |
171 | // ======================================================================= |
172 | void Graphic3d_ShaderProgram::ClearVariables() |
173 | { |
174 | myVariables.Clear(); |
175 | } |
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176 | |
177 | // ======================================================================= |
178 | // function : SetAttributes |
179 | // purpose : |
180 | // ======================================================================= |
181 | void Graphic3d_ShaderProgram::SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes) |
182 | { |
183 | myAttributes = theAttributes; |
184 | } |