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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 | |
16 | #ifndef _Graphic3d_ShaderProgram_HeaderFile |
17 | #define _Graphic3d_ShaderProgram_HeaderFile |
18 | |
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19 | #include <Graphic3d_ShaderAttribute.hxx> |
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20 | #include <Graphic3d_ShaderObject.hxx> |
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21 | #include <Graphic3d_ShaderVariable.hxx> |
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22 | #include <Graphic3d_TextureParams.hxx> |
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23 | #include <NCollection_Sequence.hxx> |
24 | |
25 | //! List of shader objects. |
26 | typedef NCollection_Sequence<Handle(Graphic3d_ShaderObject)> Graphic3d_ShaderObjectList; |
27 | |
28 | //! List of custom uniform shader variables. |
29 | typedef NCollection_Sequence<Handle(Graphic3d_ShaderVariable)> Graphic3d_ShaderVariableList; |
30 | |
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31 | //! List of custom vertex shader attrubures |
32 | typedef NCollection_Sequence<Handle(Graphic3d_ShaderAttribute)> Graphic3d_ShaderAttributeList; |
33 | |
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34 | //! This class is responsible for managing shader programs. |
35 | class Graphic3d_ShaderProgram : public Standard_Transient |
36 | { |
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37 | |
38 | public: |
39 | |
40 | //! The list of built-in GLSL programs |
41 | enum ShaderName |
42 | { |
43 | ShaderName_UNKNOWN, //!< undefined program |
44 | ShaderName_Phong //!< per-pixel lighting (Phong shading) |
45 | }; |
46 | |
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47 | public: |
48 | |
49 | //! Creates new empty program object. |
50 | Standard_EXPORT Graphic3d_ShaderProgram(); |
51 | |
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52 | //! Creates program object from pre-defined shaders. |
53 | //! Raises Standard_Failure exception if shader resources are unavailable. |
54 | Standard_EXPORT Graphic3d_ShaderProgram (const Graphic3d_ShaderProgram::ShaderName theName); |
55 | |
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56 | //! Releases resources of program object. |
57 | Standard_EXPORT virtual ~Graphic3d_ShaderProgram(); |
58 | |
59 | //! Releases resources of program object. |
60 | Standard_EXPORT void Destroy() const; |
61 | |
62 | //! Checks if the program object is valid or not. |
63 | Standard_EXPORT virtual Standard_Boolean IsDone() const; |
64 | |
65 | //! Returns unique ID used to manage resource in graphic driver. |
66 | const TCollection_AsciiString& GetId() const { return myID; } |
67 | |
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68 | //! Returns GLSL header (version code and extensions). |
69 | const TCollection_AsciiString& Header() const { return myHeader; } |
70 | |
71 | //! Setup GLSL header containing language version code and used extensions. |
72 | //! Will be prepended to the very beginning of the source code. |
73 | //! Example: |
74 | //! @code |
75 | //! #version 300 es |
76 | //! #extension GL_ARB_bindless_texture : require |
77 | //! @endcode |
78 | void SetHeader (const TCollection_AsciiString& theHeader) { myHeader = theHeader; } |
79 | |
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80 | //! Attaches shader object to the program object. |
81 | Standard_EXPORT Standard_Boolean AttachShader (const Handle(Graphic3d_ShaderObject)& theShader); |
82 | |
83 | //! Detaches shader object from the program object. |
84 | Standard_EXPORT Standard_Boolean DetachShader (const Handle(Graphic3d_ShaderObject)& theShader); |
85 | |
86 | //! Returns list of attached shader objects. |
87 | const Graphic3d_ShaderObjectList& ShaderObjects() const { return myShaderObjects; } |
88 | |
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89 | //! The list of currently pushed but not applied custom uniform variables. |
90 | //! This list is automatically cleared after applying to GLSL program. |
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91 | const Graphic3d_ShaderVariableList& Variables() const { return myVariables; } |
92 | |
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93 | //! Return the list of custom vertex attributes. |
94 | const Graphic3d_ShaderAttributeList& VertexAttributes() const { return myAttributes; } |
95 | |
96 | //! Assign the list of custom vertex attributes. |
97 | //! Should be done before GLSL program initialization. |
98 | Standard_EXPORT void SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes); |
99 | |
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100 | //! Pushes custom uniform variable to the program. |
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101 | //! The list of pushed variables is automatically cleared after applying to GLSL program. |
102 | //! Thus after program recreation even unchanged uniforms should be pushed anew. |
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103 | template<class T> |
104 | Standard_Boolean PushVariable (const TCollection_AsciiString& theName, |
105 | const T& theValue); |
106 | |
107 | //! Removes all custom uniform variables from the program. |
108 | Standard_EXPORT void ClearVariables(); |
109 | |
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110 | //! Pushes float uniform. |
111 | Standard_Boolean PushVariableFloat (const TCollection_AsciiString& theName, const float theValue) { return PushVariable (theName, theValue); } |
112 | |
113 | //! Pushes vec2 uniform. |
114 | Standard_Boolean PushVariableVec2 (const TCollection_AsciiString& theName, const Graphic3d_Vec2& theValue) { return PushVariable (theName, theValue); } |
115 | |
116 | //! Pushes vec3 uniform. |
117 | Standard_Boolean PushVariableVec3 (const TCollection_AsciiString& theName, const Graphic3d_Vec3& theValue) { return PushVariable (theName, theValue); } |
118 | |
119 | //! Pushes vec4 uniform. |
120 | Standard_Boolean PushVariableVec4 (const TCollection_AsciiString& theName, const Graphic3d_Vec4& theValue) { return PushVariable (theName, theValue); } |
121 | |
122 | //! Pushes int uniform. |
123 | Standard_Boolean PushVariableInt (const TCollection_AsciiString& theName, const int theValue) { return PushVariable (theName, theValue); } |
124 | |
125 | //! Pushes vec2i uniform. |
126 | Standard_Boolean PushVariableVec2i (const TCollection_AsciiString& theName, const Graphic3d_Vec2i& theValue) { return PushVariable (theName, theValue); } |
127 | |
128 | //! Pushes vec3i uniform. |
129 | Standard_Boolean PushVariableVec3i (const TCollection_AsciiString& theName, const Graphic3d_Vec3i& theValue) { return PushVariable (theName, theValue); } |
130 | |
131 | //! Pushes vec4i uniform. |
132 | Standard_Boolean PushVariableVec4i (const TCollection_AsciiString& theName, const Graphic3d_Vec4i& theValue) { return PushVariable (theName, theValue); } |
133 | |
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134 | public: |
135 | |
136 | //! The path to GLSL programs determined from CSF_ShadersDirectory or CASROOT environment variables. |
137 | //! @return the root folder with default GLSL programs. |
138 | Standard_EXPORT static const TCollection_AsciiString& ShadersFolder(); |
139 | |
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140 | public: |
141 | |
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142 | DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderProgram,Standard_Transient) |
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143 | |
144 | private: |
145 | |
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146 | TCollection_AsciiString myID; //!< the unique identifier of program object |
147 | Graphic3d_ShaderObjectList myShaderObjects; //!< the list of attached shader objects |
148 | Graphic3d_ShaderVariableList myVariables; //!< the list of custom uniform variables |
149 | Graphic3d_ShaderAttributeList myAttributes; //!< the list of custom vertex attributes |
150 | TCollection_AsciiString myHeader; //!< GLSL header with version code and used extensions |
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151 | |
152 | }; |
153 | |
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154 | DEFINE_STANDARD_HANDLE (Graphic3d_ShaderProgram, Standard_Transient) |
155 | |
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156 | // ======================================================================= |
157 | // function : PushVariable |
158 | // purpose : Pushes custom uniform variable to the program |
159 | // ======================================================================= |
160 | template<class T> inline |
161 | Standard_Boolean Graphic3d_ShaderProgram::PushVariable (const TCollection_AsciiString& theName, |
162 | const T& theValue) |
163 | { |
164 | Handle(Graphic3d_ShaderVariable) aVariable = Graphic3d_ShaderVariable::Create (theName, theValue); |
165 | if (aVariable.IsNull() || !aVariable->IsDone()) |
166 | { |
167 | return Standard_False; |
168 | } |
169 | |
170 | myVariables.Append (aVariable); |
171 | return Standard_True; |
172 | } |
173 | |
174 | #endif |