0030700: Visualization, TKOpenGl - support PBR Metallic-Roughness shading model
[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{
daf73ab7 37 DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderProgram, Standard_Transient)
38public:
39
40 //! Default value of THE_MAX_LIGHTS macros within GLSL program (see Declarations.glsl).
41 static const Standard_Integer THE_MAX_LIGHTS_DEFAULT = 8;
42
43 //! Default value of THE_MAX_CLIP_PLANES macros within GLSL program (see Declarations.glsl).
44 static const Standard_Integer THE_MAX_CLIP_PLANES_DEFAULT = 8;
392ac980 45
b17e5bae 46 //! Default value of THE_NB_FRAG_OUTPUTS macros within GLSL program (see Declarations.glsl).
47 static const Standard_Integer THE_NB_FRAG_OUTPUTS = 1;
48
30f0ad28 49public:
50
51 //! Creates new empty program object.
52 Standard_EXPORT Graphic3d_ShaderProgram();
53
54 //! Releases resources of program object.
55 Standard_EXPORT virtual ~Graphic3d_ShaderProgram();
56
30f0ad28 57 //! Checks if the program object is valid or not.
58 Standard_EXPORT virtual Standard_Boolean IsDone() const;
59
60 //! Returns unique ID used to manage resource in graphic driver.
61 const TCollection_AsciiString& GetId() const { return myID; }
62
d95f5ce1 63 //! Sets unique ID used to manage resource in graphic driver.
64 //! WARNING! Graphic3d_ShaderProgram constructor generates a unique id for proper resource management;
65 //! however if application overrides it, it is responsibility of application to avoid name collisions.
66 void SetId (const TCollection_AsciiString& theId) { myID = theId; }
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
daf73ab7 80 //! Append line to GLSL header.
81 void AppendToHeader (const TCollection_AsciiString& theHeaderLine)
82 {
83 if (!myHeader.IsEmpty())
84 {
85 myHeader += "\n";
86 }
87 myHeader += theHeaderLine;
88 }
89
90 //! Return the length of array of light sources (THE_MAX_LIGHTS),
91 //! to be used for initialization occLightSources.
92 //! Default value is THE_MAX_LIGHTS_DEFAULT.
93 Standard_Integer NbLightsMax() const { return myNbLightsMax; }
94
95 //! Specify the length of array of light sources (THE_MAX_LIGHTS).
96 void SetNbLightsMax (Standard_Integer theNbLights) { myNbLightsMax = theNbLights; }
97
98 //! Return the length of array of clipping planes (THE_MAX_CLIP_PLANES),
99 //! to be used for initialization occClipPlaneEquations.
100 //! Default value is THE_MAX_CLIP_PLANES_DEFAULT.
101 Standard_Integer NbClipPlanesMax() const { return myNbClipPlanesMax; }
102
103 //! Specify the length of array of clipping planes (THE_MAX_CLIP_PLANES).
104 void SetNbClipPlanesMax (Standard_Integer theNbPlanes) { myNbClipPlanesMax = theNbPlanes; }
105
30f0ad28 106 //! Attaches shader object to the program object.
107 Standard_EXPORT Standard_Boolean AttachShader (const Handle(Graphic3d_ShaderObject)& theShader);
108
109 //! Detaches shader object from the program object.
110 Standard_EXPORT Standard_Boolean DetachShader (const Handle(Graphic3d_ShaderObject)& theShader);
111
112 //! Returns list of attached shader objects.
113 const Graphic3d_ShaderObjectList& ShaderObjects() const { return myShaderObjects; }
114
4a535d3f 115 //! The list of currently pushed but not applied custom uniform variables.
116 //! This list is automatically cleared after applying to GLSL program.
30f0ad28 117 const Graphic3d_ShaderVariableList& Variables() const { return myVariables; }
118
4a535d3f 119 //! Return the list of custom vertex attributes.
120 const Graphic3d_ShaderAttributeList& VertexAttributes() const { return myAttributes; }
121
122 //! Assign the list of custom vertex attributes.
123 //! Should be done before GLSL program initialization.
124 Standard_EXPORT void SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes);
125
b17e5bae 126 //! Returns the number (1+) of Fragment Shader outputs to be written to
127 //! (more than 1 can be in case of multiple draw buffers); 1 by default.
128 Standard_Integer NbFragmentOutputs() const { return myNbFragOutputs; }
129
130 //! Sets the number of Fragment Shader outputs to be written to.
131 //! Should be done before GLSL program initialization.
132 void SetNbFragmentOutputs (const Standard_Integer theNbOutputs) { myNbFragOutputs = theNbOutputs; }
133
c40eb6b9 134 //! Return true if Fragment Shader should perform alpha test; FALSE by default.
135 Standard_Boolean HasAlphaTest() const { return myHasAlphaTest; }
136
137 //! Set if Fragment Shader should perform alpha test.
138 //! Note that this flag is designed for usage with - custom shader program may discard fragment regardless this flag.
139 void SetAlphaTest (Standard_Boolean theAlphaTest) { myHasAlphaTest = theAlphaTest; }
140
737e9a8d 141 //! Return TRUE if standard program header should define default texture sampler occSampler0; TRUE by default for compatibility.
142 Standard_Boolean HasDefaultSampler() const { return myHasDefSampler; }
143
144 //! Set if standard program header should define default texture sampler occSampler0.
145 void SetDefaultSampler (Standard_Boolean theHasDefSampler) { myHasDefSampler = theHasDefSampler; }
146
b17e5bae 147 //! Return true if Fragment Shader color should output the weighted OIT coverage; FALSE by default.
148 Standard_Boolean HasWeightOitOutput() const { return myHasWeightOitOutput; }
149
150 //! Set if Fragment Shader color should output the weighted OIT coverage.
151 //! Note that weighted OIT also requires at least 2 Fragment Outputs (color + coverage).
152 void SetWeightOitOutput (Standard_Boolean theOutput) { myHasWeightOitOutput = theOutput; }
153
67312b79 154 //! Return TRUE if standard program header should define functions and variables used in PBR pipeline.
155 //! FALSE by default
156 Standard_Boolean IsPBR() const { return myIsPBR; }
157
158 //! Sets whether standard program header should define functions and variables used in PBR pipeline.
159 void SetPBR (Standard_Boolean theIsPBR) { myIsPBR = theIsPBR; }
160
30f0ad28 161 //! Pushes custom uniform variable to the program.
4a535d3f 162 //! The list of pushed variables is automatically cleared after applying to GLSL program.
163 //! Thus after program recreation even unchanged uniforms should be pushed anew.
30f0ad28 164 template<class T>
165 Standard_Boolean PushVariable (const TCollection_AsciiString& theName,
166 const T& theValue);
167
168 //! Removes all custom uniform variables from the program.
169 Standard_EXPORT void ClearVariables();
170
4a535d3f 171 //! Pushes float uniform.
172 Standard_Boolean PushVariableFloat (const TCollection_AsciiString& theName, const float theValue) { return PushVariable (theName, theValue); }
173
174 //! Pushes vec2 uniform.
175 Standard_Boolean PushVariableVec2 (const TCollection_AsciiString& theName, const Graphic3d_Vec2& theValue) { return PushVariable (theName, theValue); }
176
177 //! Pushes vec3 uniform.
178 Standard_Boolean PushVariableVec3 (const TCollection_AsciiString& theName, const Graphic3d_Vec3& theValue) { return PushVariable (theName, theValue); }
179
180 //! Pushes vec4 uniform.
181 Standard_Boolean PushVariableVec4 (const TCollection_AsciiString& theName, const Graphic3d_Vec4& theValue) { return PushVariable (theName, theValue); }
182
183 //! Pushes int uniform.
184 Standard_Boolean PushVariableInt (const TCollection_AsciiString& theName, const int theValue) { return PushVariable (theName, theValue); }
185
186 //! Pushes vec2i uniform.
187 Standard_Boolean PushVariableVec2i (const TCollection_AsciiString& theName, const Graphic3d_Vec2i& theValue) { return PushVariable (theName, theValue); }
188
189 //! Pushes vec3i uniform.
190 Standard_Boolean PushVariableVec3i (const TCollection_AsciiString& theName, const Graphic3d_Vec3i& theValue) { return PushVariable (theName, theValue); }
191
192 //! Pushes vec4i uniform.
193 Standard_Boolean PushVariableVec4i (const TCollection_AsciiString& theName, const Graphic3d_Vec4i& theValue) { return PushVariable (theName, theValue); }
194
392ac980 195public:
196
197 //! The path to GLSL programs determined from CSF_ShadersDirectory or CASROOT environment variables.
198 //! @return the root folder with default GLSL programs.
199 Standard_EXPORT static const TCollection_AsciiString& ShadersFolder();
200
30f0ad28 201private:
202
4a535d3f 203 TCollection_AsciiString myID; //!< the unique identifier of program object
204 Graphic3d_ShaderObjectList myShaderObjects; //!< the list of attached shader objects
205 Graphic3d_ShaderVariableList myVariables; //!< the list of custom uniform variables
206 Graphic3d_ShaderAttributeList myAttributes; //!< the list of custom vertex attributes
207 TCollection_AsciiString myHeader; //!< GLSL header with version code and used extensions
daf73ab7 208 Standard_Integer myNbLightsMax; //!< length of array of light sources (THE_MAX_LIGHTS)
209 Standard_Integer myNbClipPlanesMax; //!< length of array of clipping planes (THE_MAX_CLIP_PLANES)
b17e5bae 210 Standard_Integer myNbFragOutputs; //!< length of array of Fragment Shader outputs (THE_NB_FRAG_OUTPUTS)
737e9a8d 211 Standard_Boolean myHasDefSampler; //!< flag indicating that program defines default texture sampler occSampler0
c40eb6b9 212 Standard_Boolean myHasAlphaTest; //!< flag indicating that Fragment Shader performs alpha test
b17e5bae 213 Standard_Boolean myHasWeightOitOutput; //!< flag indicating that Fragment Shader includes weighted OIT coverage
67312b79 214 Standard_Boolean myIsPBR; //!< flag indicating that program defines functions and variables used in PBR pipeline
30f0ad28 215
216};
217
494782f6 218DEFINE_STANDARD_HANDLE (Graphic3d_ShaderProgram, Standard_Transient)
219
30f0ad28 220// =======================================================================
221// function : PushVariable
222// purpose : Pushes custom uniform variable to the program
223// =======================================================================
224template<class T> inline
225Standard_Boolean Graphic3d_ShaderProgram::PushVariable (const TCollection_AsciiString& theName,
226 const T& theValue)
227{
228 Handle(Graphic3d_ShaderVariable) aVariable = Graphic3d_ShaderVariable::Create (theName, theValue);
229 if (aVariable.IsNull() || !aVariable->IsDone())
230 {
231 return Standard_False;
232 }
233
234 myVariables.Append (aVariable);
235 return Standard_True;
236}
237
238#endif