0027961: Visualization - remove unused and no more working OpenGl_AVIWriter
[occt.git] / src / Graphic3d / Graphic3d_ShaderProgram.hxx
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30f0ad28 1// Created on: 2013-09-20
2// Created by: Denis BOGOLEPOV
d5f74e42 3// Copyright (c) 2013-2014 OPEN CASCADE SAS
30f0ad28 4//
973c2be1 5// This file is part of Open CASCADE Technology software library.
30f0ad28 6//
d5f74e42 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
973c2be1 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.
30f0ad28 12//
973c2be1 13// Alternatively, this file may be used under the terms of Open CASCADE
14// commercial license or contractual agreement.
30f0ad28 15
16#ifndef _Graphic3d_ShaderProgram_HeaderFile
17#define _Graphic3d_ShaderProgram_HeaderFile
18
4a535d3f 19#include <Graphic3d_ShaderAttribute.hxx>
494782f6 20#include <Graphic3d_ShaderObject.hxx>
30f0ad28 21#include <Graphic3d_ShaderVariable.hxx>
c04c30b3 22#include <Graphic3d_TextureParams.hxx>
30f0ad28 23#include <NCollection_Sequence.hxx>
24
25//! List of shader objects.
26typedef NCollection_Sequence<Handle(Graphic3d_ShaderObject)> Graphic3d_ShaderObjectList;
27
28//! List of custom uniform shader variables.
29typedef NCollection_Sequence<Handle(Graphic3d_ShaderVariable)> Graphic3d_ShaderVariableList;
30
4a535d3f 31//! List of custom vertex shader attrubures
32typedef NCollection_Sequence<Handle(Graphic3d_ShaderAttribute)> Graphic3d_ShaderAttributeList;
33
30f0ad28 34//! This class is responsible for managing shader programs.
35class Graphic3d_ShaderProgram : public Standard_Transient
36{
392ac980 37
38public:
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
30f0ad28 47public:
48
49 //! Creates new empty program object.
50 Standard_EXPORT Graphic3d_ShaderProgram();
51
392ac980 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
30f0ad28 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
b86bb3df 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
30f0ad28 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
4a535d3f 89 //! The list of currently pushed but not applied custom uniform variables.
90 //! This list is automatically cleared after applying to GLSL program.
30f0ad28 91 const Graphic3d_ShaderVariableList& Variables() const { return myVariables; }
92
4a535d3f 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
30f0ad28 100 //! Pushes custom uniform variable to the program.
4a535d3f 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.
30f0ad28 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
4a535d3f 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
392ac980 134public:
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
30f0ad28 140public:
141
92efcf78 142 DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderProgram,Standard_Transient)
30f0ad28 143
144private:
145
4a535d3f 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
30f0ad28 151
152};
153
494782f6 154DEFINE_STANDARD_HANDLE (Graphic3d_ShaderProgram, Standard_Transient)
155
30f0ad28 156// =======================================================================
157// function : PushVariable
158// purpose : Pushes custom uniform variable to the program
159// =======================================================================
160template<class T> inline
161Standard_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