0032039: Visualization, TKOpenGl - implement simple shadow mapping for a direct light...
[occt.git] / src / OpenGl / OpenGl_ShaderManager.cxx
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30f0ad28 1// Created on: 2013-09-26
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#include <typeinfo>
17
e135a155 18#include <Graphic3d_TextureParams.hxx>
bf5f0ca2 19#include <OpenGl_Aspects.hxx>
25c35042 20#include <OpenGl_ClippingIterator.hxx>
30f0ad28 21#include <OpenGl_Context.hxx>
67312b79 22#include <Graphic3d_CubeMapPacked.hxx>
30f0ad28 23#include <OpenGl_ShaderManager.hxx>
d84e8669 24#include <OpenGl_ShadowMap.hxx>
30f0ad28 25#include <OpenGl_ShaderProgram.hxx>
98b15dbf 26#include <OpenGl_VertexBufferCompat.hxx>
737e9a8d 27#include <OpenGl_PointSprite.hxx>
0adbd30f 28#include <OpenGl_Workspace.hxx>
ac116c22 29#include <TCollection_ExtendedString.hxx>
30
d84e8669 31#include "../Shaders/Shaders_DirectionalLightShadow_glsl.pxx"
67312b79 32#include "../Shaders/Shaders_PBRDistribution_glsl.pxx"
33#include "../Shaders/Shaders_PBRGeometry_glsl.pxx"
34#include "../Shaders/Shaders_PBRFresnel_glsl.pxx"
35#include "../Shaders/Shaders_PBRCookTorrance_glsl.pxx"
36#include "../Shaders/Shaders_PBRIllumination_glsl.pxx"
37#include "../Shaders/Shaders_PBREnvBaking_fs.pxx"
38#include "../Shaders/Shaders_PBREnvBaking_vs.pxx"
88b312d3 39#include "../Shaders/Shaders_PointLightAttenuation_glsl.pxx"
78607702 40#include "../Shaders/Shaders_TangentSpaceNormal_glsl.pxx"
67312b79 41
92efcf78 42IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager,Standard_Transient)
43
8625ef7e 44namespace
45{
992ed6b3 46 //! Number specifying maximum number of light sources to prepare a GLSL program with unrolled loop.
47 const Standard_Integer THE_NB_UNROLLED_LIGHTS_MAX = 32;
48
49 //! Compute the size of array storing holding light sources definition.
50 static Standard_Integer roundUpMaxLightSources (Standard_Integer theNbLights)
51 {
52 Standard_Integer aMaxLimit = THE_NB_UNROLLED_LIGHTS_MAX;
53 for (; aMaxLimit < theNbLights; aMaxLimit *= 2) {}
54 return aMaxLimit;
55 }
8625ef7e 56
57#define EOL "\n"
58
79f4f036 59//! Compute TexCoord value in Vertex Shader
60const char THE_VARY_TexCoord_Trsf[] =
61 EOL" float aRotSin = occTextureTrsf_RotationSin();"
62 EOL" float aRotCos = occTextureTrsf_RotationCos();"
faff3767 63 EOL" vec2 aTex2 = vec2 (occTexCoord.x * aRotCos - occTexCoord.y * aRotSin,"
64 EOL" occTexCoord.x * aRotSin + occTexCoord.y * aRotCos);"
65 EOL" aTex2 = (aTex2 + occTextureTrsf_Translation()) * occTextureTrsf_Scale();"
79f4f036 66 EOL" TexCoord = vec4(aTex2, occTexCoord.zw);";
6c6aadb1 67
fd59283a 68//! Auxiliary function to flip gl_PointCoord vertically
69#define THE_VEC2_glPointCoord "vec2 (gl_PointCoord.x, 1.0 - gl_PointCoord.y)"
70
67312b79 71//! Auxiliary function to transform normal from model to view coordinate system.
72const char THE_FUNC_transformNormal_view[] =
8625ef7e 73 EOL"vec3 transformNormal (in vec3 theNormal)"
74 EOL"{"
75 EOL" vec4 aResult = occWorldViewMatrixInverseTranspose"
76 EOL" * occModelWorldMatrixInverseTranspose"
77 EOL" * vec4 (theNormal, 0.0);"
78 EOL" return normalize (aResult.xyz);"
79 EOL"}";
80
67312b79 81//! The same function as THE_FUNC_transformNormal but is used in PBR pipeline.
82//! The normals are expected to be in world coordinate system in PBR pipeline.
83const char THE_FUNC_transformNormal_world[] =
84 EOL"vec3 transformNormal (in vec3 theNormal)"
85 EOL"{"
86 EOL" vec4 aResult = occModelWorldMatrixInverseTranspose"
87 EOL" * vec4 (theNormal, 0.0);"
88 EOL" return normalize (aResult.xyz);"
89 EOL"}";
90
8625ef7e 91//! Global shader variable for color definition with lighting enabled.
92const char THE_FUNC_lightDef[] =
93 EOL"vec3 Ambient;" //!< Ambient contribution of light sources
94 EOL"vec3 Diffuse;" //!< Diffuse contribution of light sources
95 EOL"vec3 Specular;"; //!< Specular contribution of light sources
96
67312b79 97//! Global shader variable for color definition with lighting enabled.
98const char THE_FUNC_PBR_lightDef[] =
99 EOL"vec3 DirectLighting;" //!< Accumulator of direct lighting from light sources
100 EOL"vec4 BaseColor;" //!< Base color (albedo) of material for PBR
101 EOL"float Metallic;" //!< Metallic coefficient of material
72f6dc61 102 EOL"float NormalizedRoughness;" //!< Normalized roughness coefficient of material
67312b79 103 EOL"float Roughness;" //!< Roughness coefficient of material
104 EOL"vec3 Emission;" //!< Light intensity emitted by material
105 EOL"float IOR;"; //!< Material's index of refraction
106
8625ef7e 107//! Function computes contribution of isotropic point light source
108const char THE_FUNC_pointLight[] =
109 EOL"void pointLight (in int theId,"
110 EOL" in vec3 theNormal,"
111 EOL" in vec3 theView,"
112 EOL" in vec3 thePoint,"
113 EOL" in bool theIsFront)"
114 EOL"{"
37f80e16 115 EOL" vec3 aLight = vec3 (occWorldViewMatrix * vec4 (occLight_Position (theId), 1.0)) - thePoint;"
8625ef7e 116 EOL
117 EOL" float aDist = length (aLight);"
88b312d3 118 EOL" float aRange = occLight_Range (theId);"
119 EOL" float anAtten = occPointLightAttenuation (aDist, aRange, occLight_LinearAttenuation (theId), occLight_ConstAttenuation (theId));"
120 EOL" if (anAtten <= 0.0) return;"
121 EOL" aLight /= aDist;"
8625ef7e 122 EOL
123 EOL" vec3 aHalf = normalize (aLight + theView);"
124 EOL
125 EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
126 EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
127 EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
128 EOL
129 EOL" float aSpecl = 0.0;"
130 EOL" if (aNdotL > 0.0)"
131 EOL" {"
132 EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
133 EOL" }"
134 EOL
9504a30d 135 EOL" Diffuse += occLight_Diffuse (theId) * aNdotL * anAtten;"
136 EOL" Specular += occLight_Specular(theId) * aSpecl * anAtten;"
8625ef7e 137 EOL"}";
138
67312b79 139//! Function computes contribution of isotropic point light source
140const char THE_FUNC_PBR_pointLight[] =
141 EOL"void pointLight (in int theId,"
142 EOL" in vec3 theNormal,"
143 EOL" in vec3 theView,"
144 EOL" in vec3 thePoint,"
145 EOL" in bool theIsFront)"
146 EOL"{"
37f80e16 147 EOL" vec3 aLight = occLight_Position (theId) - thePoint;"
67312b79 148 EOL
149 EOL" float aDist = length (aLight);"
88b312d3 150 EOL" float aRange = occLight_Range (theId);"
151 EOL" float anAtten = occPointLightAttenuation (aDist, aRange);"
152 EOL" if (anAtten <= 0.0) return;"
67312b79 153 EOL" aLight /= aDist;"
154 EOL
67312b79 155 EOL" theNormal = theIsFront ? theNormal : -theNormal;"
9504a30d 156 EOL" DirectLighting += occPBRIllumination (theView, aLight, theNormal,"
157 EOL" BaseColor, Metallic, Roughness, IOR,"
158 EOL" occLight_Specular (theId),"
67312b79 159 EOL" occLight_Intensity(theId) * anAtten);"
160 EOL"}";
161
8625ef7e 162//! Function computes contribution of spotlight source
163const char THE_FUNC_spotLight[] =
164 EOL"void spotLight (in int theId,"
165 EOL" in vec3 theNormal,"
166 EOL" in vec3 theView,"
167 EOL" in vec3 thePoint,"
168 EOL" in bool theIsFront)"
169 EOL"{"
37f80e16 170 EOL" vec3 aLight = vec3 (occWorldViewMatrix * vec4 (occLight_Position (theId), 1.0)) - thePoint;"
8625ef7e 171 EOL
172 EOL" float aDist = length (aLight);"
88b312d3 173 EOL" float aRange = occLight_Range (theId);"
174 EOL" float anAtten = occPointLightAttenuation (aDist, aRange, occLight_LinearAttenuation (theId), occLight_ConstAttenuation (theId));"
175 EOL" if (anAtten <= 0.0) return;"
176 EOL" aLight /= aDist;"
8625ef7e 177 EOL
37f80e16 178 EOL" vec3 aSpotDir = vec3 (occWorldViewMatrix * vec4 (occLight_SpotDirection (theId), 0.0));"
8625ef7e 179 EOL" aSpotDir = normalize (aSpotDir);"
180 // light cone
181 EOL" float aCosA = dot (aSpotDir, -aLight);"
182 EOL" if (aCosA >= 1.0 || aCosA < cos (occLight_SpotCutOff (theId)))"
183 EOL" {"
184 EOL" return;"
185 EOL" }"
186 EOL
187 EOL" float anExponent = occLight_SpotExponent (theId);"
8625ef7e 188 EOL" if (anExponent > 0.0)"
189 EOL" {"
190 EOL" anAtten *= pow (aCosA, anExponent * 128.0);"
191 EOL" }"
192 EOL
193 EOL" vec3 aHalf = normalize (aLight + theView);"
194 EOL
195 EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
196 EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
197 EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
198 EOL
199 EOL" float aSpecl = 0.0;"
200 EOL" if (aNdotL > 0.0)"
201 EOL" {"
202 EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
203 EOL" }"
204 EOL
9504a30d 205 EOL" Diffuse += occLight_Diffuse (theId) * aNdotL * anAtten;"
206 EOL" Specular += occLight_Specular(theId) * aSpecl * anAtten;"
8625ef7e 207 EOL"}";
208
67312b79 209//! Function computes contribution of spotlight source
210 const char THE_FUNC_PBR_spotLight[] =
211 EOL"void spotLight (in int theId,"
212 EOL" in vec3 theNormal,"
213 EOL" in vec3 theView,"
214 EOL" in vec3 thePoint,"
215 EOL" in bool theIsFront)"
216 EOL"{"
37f80e16 217 EOL" vec3 aLight = occLight_Position (theId) - thePoint;"
67312b79 218 EOL
219 EOL" float aDist = length (aLight);"
88b312d3 220 EOL" float aRange = occLight_Range (theId);"
221 EOL" float anAtten = occPointLightAttenuation (aDist, aRange);"
222 EOL" if (anAtten <= 0.0) return;"
67312b79 223 EOL" aLight /= aDist;"
224 EOL
37f80e16 225 EOL" vec3 aSpotDir = occLight_SpotDirection (theId);"
67312b79 226 // light cone
227 EOL" float aCosA = dot (aSpotDir, -aLight);"
88b312d3 228 EOL" float aRelativeAngle = 2.0 * acos(aCosA) / occLight_SpotCutOff(theId);"
229 EOL" if (aCosA >= 1.0 || aRelativeAngle > 1.0)"
67312b79 230 EOL" {"
231 EOL" return;"
232 EOL" }"
67312b79 233 EOL" float anExponent = occLight_SpotExponent (theId);"
88b312d3 234 EOL" if ((1.0 - aRelativeAngle) <= anExponent)"
67312b79 235 EOL" {"
88b312d3 236 EOL" float anAngularAttenuationOffset = cos(0.5 * occLight_SpotCutOff(theId));"
237 EOL" float anAngularAttenuationScale = 1.0 / max(0.001, cos(0.5 * occLight_SpotCutOff(theId) * (1.0 - anExponent)) - anAngularAttenuationOffset);"
238 EOL" anAngularAttenuationOffset *= -anAngularAttenuationScale;"
239 EOL" float anAngularAttenuantion = clamp(aCosA * anAngularAttenuationScale + anAngularAttenuationOffset, 0.0, 1.0);"
240 EOL" anAtten *= anAngularAttenuantion * anAngularAttenuantion;"
67312b79 241 EOL" }"
67312b79 242 EOL" theNormal = theIsFront ? theNormal : -theNormal;"
88b312d3 243 EOL" DirectLighting += occPBRIllumination (theView, aLight, theNormal,"
9504a30d 244 EOL" BaseColor, Metallic, Roughness, IOR,"
245 EOL" occLight_Specular(theId),"
67312b79 246 EOL" occLight_Intensity(theId) * anAtten);"
247 EOL"}";
248
8625ef7e 249//! Function computes contribution of directional light source
250const char THE_FUNC_directionalLight[] =
251 EOL"void directionalLight (in int theId,"
252 EOL" in vec3 theNormal,"
253 EOL" in vec3 theView,"
d84e8669 254 EOL" in bool theIsFront,"
255 EOL" in float theShadow)"
8625ef7e 256 EOL"{"
37f80e16 257 EOL" vec3 aLight = vec3 (occWorldViewMatrix * vec4 (occLight_Position (theId), 0.0));"
8625ef7e 258 EOL
259 EOL" vec3 aHalf = normalize (aLight + theView);"
260 EOL
261 EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
262 EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
263 EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
264 EOL
265 EOL" float aSpecl = 0.0;"
266 EOL" if (aNdotL > 0.0)"
267 EOL" {"
268 EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
269 EOL" }"
270 EOL
d84e8669 271 EOL" Diffuse += occLight_Diffuse (theId) * aNdotL * theShadow;"
272 EOL" Specular += occLight_Specular (theId) * aSpecl * theShadow;"
8625ef7e 273 EOL"}";
274
67312b79 275//! Function computes contribution of directional light source
276const char THE_FUNC_PBR_directionalLight[] =
277 EOL"void directionalLight (in int theId,"
278 EOL" in vec3 theNormal,"
279 EOL" in vec3 theView,"
d84e8669 280 EOL" in bool theIsFront,"
281 EOL" in float theShadow)"
67312b79 282 EOL"{"
37f80e16 283 EOL" vec3 aLight = occLight_Position (theId);"
67312b79 284 EOL
285 EOL" theNormal = theIsFront ? theNormal : -theNormal;"
9504a30d 286 EOL" DirectLighting += occPBRIllumination (theView, aLight, theNormal,"
287 EOL" BaseColor, Metallic, Roughness, IOR,"
288 EOL" occLight_Specular (theId),"
d84e8669 289 EOL" occLight_Intensity(theId)) * theShadow;"
67312b79 290 EOL"}";
291
f68acbf4 292//! The same as THE_FUNC_directionalLight but for the light with zero index
293//! (avoids limitations on some mobile devices).
294const char THE_FUNC_directionalLightFirst[] =
295 EOL"void directionalLightFirst (in vec3 theNormal,"
296 EOL" in vec3 theView,"
d84e8669 297 EOL" in bool theIsFront,"
298 EOL" in float theShadow)"
f68acbf4 299 EOL"{"
37f80e16 300 EOL" vec3 aLight = vec3 (occWorldViewMatrix * vec4 (occLight_Position (0), 0.0));"
f68acbf4 301 EOL
302 EOL" vec3 aHalf = normalize (aLight + theView);"
303 EOL
304 EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
305 EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
306 EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
307 EOL
308 EOL" float aSpecl = 0.0;"
309 EOL" if (aNdotL > 0.0)"
310 EOL" {"
311 EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
312 EOL" }"
313 EOL
d84e8669 314 EOL" Diffuse += occLight_Diffuse(0) * aNdotL * theShadow;"
315 EOL" Specular += occLight_Specular(0) * aSpecl * theShadow;"
f68acbf4 316 EOL"}";
317
67312b79 318//! Returns the real cubemap fetching direction considering sides orientation, memory layout and vertical flip.
319const char THE_FUNC_cubemap_vector_transform[] =
320 EOL"vec3 cubemapVectorTransform (in vec3 theVector,"
321 EOL" in int theYCoeff,"
322 EOL" in int theZCoeff)"
323 EOL"{"
324 EOL" theVector = theVector.yzx;"
325 EOL" theVector.y *= float(theYCoeff);"
326 EOL" theVector.z *= float(theZCoeff);"
327 EOL" return theVector;"
328 EOL"}";
329
8625ef7e 330//! Process clipping planes in Fragment Shader.
331//! Should be added at the beginning of the main() function.
1a7ece8f 332const char THE_FRAG_CLIP_PLANES_N[] =
8625ef7e 333 EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount; ++aPlaneIter)"
334 EOL" {"
335 EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
89a929ea 336 EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
8625ef7e 337 EOL" {"
89a929ea 338 EOL" discard;"
8625ef7e 339 EOL" }"
340 EOL" }";
341
25c35042 342//! Process chains of clipping planes in Fragment Shader.
343const char THE_FRAG_CLIP_CHAINS_N[] =
344EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount;)"
345EOL" {"
346EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
347EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
348EOL" {"
349EOL" if (occClipPlaneChains[aPlaneIter] == 1)"
350EOL" {"
351EOL" discard;"
352EOL" }"
353EOL" aPlaneIter += 1;"
354EOL" }"
355EOL" else"
356EOL" {"
357EOL" aPlaneIter += occClipPlaneChains[aPlaneIter];"
358EOL" }"
359EOL" }";
360
1a7ece8f 361//! Process 1 clipping plane in Fragment Shader.
362const char THE_FRAG_CLIP_PLANES_1[] =
363 EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
364 EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0)"
365 EOL" {"
366 EOL" discard;"
367 EOL" }";
368
369//! Process 2 clipping planes in Fragment Shader.
370const char THE_FRAG_CLIP_PLANES_2[] =
371 EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
372 EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];"
373 EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
374 EOL" || dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
375 EOL" {"
376 EOL" discard;"
377 EOL" }";
378
25c35042 379//! Process a chain of 2 clipping planes in Fragment Shader (3/4 section).
380const char THE_FRAG_CLIP_CHAINS_2[] =
381EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
382EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];"
383EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
384EOL" && dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
385EOL" {"
386EOL" discard;"
387EOL" }";
388
2a332745 389//! Modify color for Wireframe presentation.
390const char THE_FRAG_WIREFRAME_COLOR[] =
391EOL"vec4 getFinalColor(void)"
392EOL"{"
393EOL" float aDistance = min (min (EdgeDistance[0], EdgeDistance[1]), EdgeDistance[2]);"
394EOL" bool isHollow = occWireframeColor.a < 0.0;"
395EOL" float aMixVal = smoothstep (occLineWidth - occLineFeather * 0.5, occLineWidth + occLineFeather * 0.5, aDistance);"
396EOL" vec4 aMixColor = isHollow"
397EOL" ? vec4 (getColor().rgb, 1.0 - aMixVal)" // edges only (of interior color)
398EOL" : mix (occWireframeColor, getColor(), aMixVal);" // interior + edges
399EOL" return aMixColor;"
400EOL"}";
401
6ef0d6f1 402//! Compute gl_Position vertex shader output.
403const char THE_VERT_gl_Position[] =
404EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;";
405
406//! Displace gl_Position alongside vertex normal for outline rendering.
407//! This code adds silhouette only for smooth surfaces of closed primitive, and produces visual artifacts on sharp edges.
408const char THE_VERT_gl_Position_OUTLINE[] =
409EOL" float anOutlineDisp = occOrthoScale > 0.0 ? occOrthoScale : gl_Position.w;"
410EOL" vec4 anOutlinePos = occVertex + vec4 (occNormal * (occSilhouetteThickness * anOutlineDisp), 0.0);"
411EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * anOutlinePos;";
412
8613985b 413#if !defined(GL_ES_VERSION_2_0)
414
415 static const GLfloat THE_DEFAULT_AMBIENT[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
416 static const GLfloat THE_DEFAULT_SPOT_DIR[3] = { 0.0f, 0.0f, -1.0f };
417 static const GLfloat THE_DEFAULT_SPOT_EXPONENT = 0.0f;
418 static const GLfloat THE_DEFAULT_SPOT_CUTOFF = 180.0f;
419
420 //! Bind FFP light source.
992ed6b3 421 static void bindLight (const Graphic3d_CLight& theLight,
8613985b 422 const GLenum theLightGlId,
423 const OpenGl_Mat4& theModelView,
424 OpenGl_Context* theCtx)
425 {
426 // the light is a headlight?
992ed6b3 427 if (theLight.IsHeadlight())
8613985b 428 {
429 theCtx->core11->glMatrixMode (GL_MODELVIEW);
430 theCtx->core11->glLoadIdentity();
431 }
432
433 // setup light type
992ed6b3 434 const Graphic3d_Vec4& aLightColor = theLight.PackedColor();
435 switch (theLight.Type())
8613985b 436 {
437 case Graphic3d_TOLS_AMBIENT : break; // handled by separate if-clause at beginning of method
438 case Graphic3d_TOLS_DIRECTIONAL:
439 {
440 // if the last parameter of GL_POSITION, is zero, the corresponding light source is a Directional one
88b312d3 441 const OpenGl_Vec4 anInfDir = -theLight.PackedDirectionRange();
8613985b 442
443 // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE.
444 theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
992ed6b3 445 theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
446 theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
8613985b 447 theCtx->core11->glLightfv (theLightGlId, GL_POSITION, anInfDir.GetData());
448 theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
449 theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
450 theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
451 break;
452 }
453 case Graphic3d_TOLS_POSITIONAL:
454 {
455 // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE
992ed6b3 456 const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position().X()), static_cast<float>(theLight.Position().Y()), static_cast<float>(theLight.Position().Z()), 1.0f);
8613985b 457 theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
992ed6b3 458 theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
459 theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
8613985b 460 theCtx->core11->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
461 theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
462 theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
463 theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
464 theCtx->core11->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
465 theCtx->core11->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
9504a30d 466 theCtx->core11->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
8613985b 467 break;
468 }
469 case Graphic3d_TOLS_SPOT:
470 {
992ed6b3 471 const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position().X()), static_cast<float>(theLight.Position().Y()), static_cast<float>(theLight.Position().Z()), 1.0f);
8613985b 472 theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
992ed6b3 473 theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
474 theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
8613985b 475 theCtx->core11->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
88b312d3 476 theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, theLight.PackedDirectionRange().GetData());
8613985b 477 theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, theLight.Concentration() * 128.0f);
478 theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, (theLight.Angle() * 180.0f) / GLfloat(M_PI));
479 theCtx->core11->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
480 theCtx->core11->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
481 theCtx->core11->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
482 break;
483 }
484 }
485
486 // restore matrix in case of headlight
992ed6b3 487 if (theLight.IsHeadlight())
8613985b 488 {
489 theCtx->core11->glLoadMatrixf (theModelView.GetData());
490 }
491
492 glEnable (theLightGlId);
493 }
494#endif
495
d95f5ce1 496 //! Generate map key for light sources configuration.
d84e8669 497 static TCollection_AsciiString genLightKey (const Handle(Graphic3d_LightSet)& theLights,
498 const bool theHasShadowMap)
d95f5ce1 499 {
500 if (theLights->NbEnabled() <= THE_NB_UNROLLED_LIGHTS_MAX)
501 {
d84e8669 502 return theHasShadowMap
503 ? TCollection_AsciiString ("ls_") + theLights->KeyEnabledLong()
504 : TCollection_AsciiString ("l_") + theLights->KeyEnabledLong();
d95f5ce1 505 }
506
507 const Standard_Integer aMaxLimit = roundUpMaxLightSources (theLights->NbEnabled());
508 return TCollection_AsciiString ("l_") + theLights->KeyEnabledShort() + aMaxLimit;
509 }
8625ef7e 510}
511
30f0ad28 512// =======================================================================
513// function : OpenGl_ShaderManager
514// purpose : Creates new empty shader manager
515// =======================================================================
516OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
8613985b 517: myFfpProgram (new OpenGl_ShaderProgramFFP()),
518 myShadingModel (Graphic3d_TOSM_VERTEX),
6ef0d6f1 519 myUnlitPrograms (new OpenGl_SetOfPrograms()),
8625ef7e 520 myContext (theContext),
ba00aab7 521 mySRgbState (theContext->ToRenderSRGB()),
37f80e16 522 myHasLocalOrigin (Standard_False)
30f0ad28 523{
256f9ac0 524 //
30f0ad28 525}
526
527// =======================================================================
528// function : ~OpenGl_ShaderManager
529// purpose : Releases resources of shader manager
530// =======================================================================
531OpenGl_ShaderManager::~OpenGl_ShaderManager()
532{
533 myProgramList.Clear();
67312b79 534 if (!myPBREnvironment.IsNull())
535 {
536 myPBREnvironment->Release (myContext);
537 }
30f0ad28 538}
539
05e2200b 540// =======================================================================
541// function : clear
542// purpose :
543// =======================================================================
544void OpenGl_ShaderManager::clear()
545{
546 myProgramList.Clear();
547 myLightPrograms.Nullify();
6ef0d6f1 548 myUnlitPrograms = new OpenGl_SetOfPrograms();
549 myOutlinePrograms.Nullify();
05e2200b 550 myMapOfLightPrograms.Clear();
551 myFontProgram.Nullify();
ba00aab7 552 myBlitPrograms[0].Init (Handle(OpenGl_ShaderProgram)());
553 myBlitPrograms[1].Init (Handle(OpenGl_ShaderProgram)());
98b15dbf 554 myBoundBoxProgram.Nullify();
555 myBoundBoxVertBuffer.Nullify();
f978241f 556 for (Standard_Integer aModeIter = 0; aModeIter < Graphic3d_StereoMode_NB; ++aModeIter)
557 {
558 myStereoPrograms[aModeIter].Nullify();
559 }
05e2200b 560 switchLightPrograms();
561}
562
30f0ad28 563// =======================================================================
564// function : Create
565// purpose : Creates new shader program
566// =======================================================================
8625ef7e 567Standard_Boolean OpenGl_ShaderManager::Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
568 TCollection_AsciiString& theShareKey,
569 Handle(OpenGl_ShaderProgram)& theProgram)
30f0ad28 570{
392ac980 571 theProgram.Nullify();
572 if (theProxy.IsNull())
30f0ad28 573 {
8625ef7e 574 return Standard_False;
30f0ad28 575 }
392ac980 576
577 theShareKey = theProxy->GetId();
578 if (myContext->GetResource<Handle(OpenGl_ShaderProgram)> (theShareKey, theProgram))
579 {
05dd08ce 580 if (theProgram->Share())
581 {
582 myProgramList.Append (theProgram);
583 }
8625ef7e 584 return Standard_True;
392ac980 585 }
586
587 theProgram = new OpenGl_ShaderProgram (theProxy);
588 if (!theProgram->Initialize (myContext, theProxy->ShaderObjects()))
30f0ad28 589 {
392ac980 590 theProgram->Release (myContext);
591 theShareKey.Clear();
592 theProgram.Nullify();
8625ef7e 593 return Standard_False;
30f0ad28 594 }
30f0ad28 595
392ac980 596 myProgramList.Append (theProgram);
597 myContext->ShareResource (theShareKey, theProgram);
8625ef7e 598 return Standard_True;
30f0ad28 599}
600
601// =======================================================================
602// function : Unregister
603// purpose : Removes specified shader program from the manager
604// =======================================================================
392ac980 605void OpenGl_ShaderManager::Unregister (TCollection_AsciiString& theShareKey,
606 Handle(OpenGl_ShaderProgram)& theProgram)
30f0ad28 607{
608 for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
609 {
610 if (anIt.Value() == theProgram)
611 {
392ac980 612 if (!theProgram->UnShare())
613 {
614 theShareKey.Clear();
615 theProgram.Nullify();
616 return;
617 }
618
30f0ad28 619 myProgramList.Remove (anIt);
620 break;
621 }
622 }
623
624 const TCollection_AsciiString anID = theProgram->myProxy->GetId();
625 if (anID.IsEmpty())
626 {
627 myContext->DelayedRelease (theProgram);
628 theProgram.Nullify();
629 }
630 else
631 {
632 theProgram.Nullify();
05dd08ce 633 myContext->ReleaseResource (anID, Standard_True);
30f0ad28 634 }
635}
636
637// =======================================================================
638// function : ShaderPrograms
639// purpose : Returns list of registered shader programs
640// =======================================================================
641const OpenGl_ShaderProgramList& OpenGl_ShaderManager::ShaderPrograms() const
642{
643 return myProgramList;
644}
645
646// =======================================================================
647// function : Empty
648// purpose : Returns true if no program objects are attached
649// =======================================================================
650Standard_Boolean OpenGl_ShaderManager::IsEmpty() const
651{
652 return myProgramList.IsEmpty();
653}
654
256f9ac0 655// =======================================================================
656// function : switchLightPrograms
657// purpose :
658// =======================================================================
659void OpenGl_ShaderManager::switchLightPrograms()
660{
992ed6b3 661 const Handle(Graphic3d_LightSet)& aLights = myLightSourceState.LightSources();
dc89236f 662 if (aLights.IsNull())
256f9ac0 663 {
6ef0d6f1 664 if (!myMapOfLightPrograms.Find ("unlit", myLightPrograms))
665 {
666 myLightPrograms = new OpenGl_SetOfShaderPrograms (myUnlitPrograms);
667 myMapOfLightPrograms.Bind ("unlit", myLightPrograms);
668 }
dc89236f 669 return;
670 }
671
d84e8669 672 const TCollection_AsciiString aKey = genLightKey (aLights, myLightSourceState.HasShadowMaps());
256f9ac0 673 if (!myMapOfLightPrograms.Find (aKey, myLightPrograms))
674 {
675 myLightPrograms = new OpenGl_SetOfShaderPrograms();
676 myMapOfLightPrograms.Bind (aKey, myLightPrograms);
677 }
678}
679
ba00aab7 680// =======================================================================
681// function : UpdateSRgbState
682// purpose :
683// =======================================================================
684void OpenGl_ShaderManager::UpdateSRgbState()
685{
686 if (mySRgbState == myContext->ToRenderSRGB())
687 {
688 return;
689 }
690
691 mySRgbState = myContext->ToRenderSRGB();
692
693 // special cases - GLSL programs dealing with sRGB/linearRGB internally
694 myStereoPrograms[Graphic3d_StereoMode_Anaglyph].Nullify();
695}
696
30f0ad28 697// =======================================================================
698// function : UpdateLightSourceStateTo
699// purpose : Updates state of OCCT light sources
700// =======================================================================
67312b79 701void OpenGl_ShaderManager::UpdateLightSourceStateTo (const Handle(Graphic3d_LightSet)& theLights,
d84e8669 702 Standard_Integer theSpecIBLMapLevels,
703 const Handle(OpenGl_ShadowMapArray)& theShadowMaps)
30f0ad28 704{
705 myLightSourceState.Set (theLights);
67312b79 706 myLightSourceState.SetSpecIBLMapLevels (theSpecIBLMapLevels);
d84e8669 707 myLightSourceState.SetShadowMaps (theShadowMaps);
30f0ad28 708 myLightSourceState.Update();
256f9ac0 709 switchLightPrograms();
710}
711
7c3ef2f7 712// =======================================================================
713// function : UpdateLightSourceState
714// purpose :
715// =======================================================================
716void OpenGl_ShaderManager::UpdateLightSourceState()
717{
718 myLightSourceState.Update();
719}
720
256f9ac0 721// =======================================================================
722// function : SetShadingModel
723// purpose :
724// =======================================================================
c357e426 725void OpenGl_ShaderManager::SetShadingModel (const Graphic3d_TypeOfShadingModel theModel)
256f9ac0 726{
dc89236f 727 if (theModel == Graphic3d_TOSM_DEFAULT)
728 {
729 throw Standard_ProgramError ("OpenGl_ShaderManager::SetShadingModel() - attempt to set invalid Shading Model!");
730 }
731
256f9ac0 732 myShadingModel = theModel;
733 switchLightPrograms();
30f0ad28 734}
735
736// =======================================================================
737// function : SetProjectionState
738// purpose : Sets new state of OCCT projection transform
739// =======================================================================
c827ea3a 740void OpenGl_ShaderManager::UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix)
30f0ad28 741{
742 myProjectionState.Set (theProjectionMatrix);
743 myProjectionState.Update();
744}
745
746// =======================================================================
747// function : SetModelWorldState
748// purpose : Sets new state of OCCT model-world transform
749// =======================================================================
c827ea3a 750void OpenGl_ShaderManager::UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix)
30f0ad28 751{
752 myModelWorldState.Set (theModelWorldMatrix);
753 myModelWorldState.Update();
754}
755
756// =======================================================================
757// function : SetWorldViewState
758// purpose : Sets new state of OCCT world-view transform
759// =======================================================================
c827ea3a 760void OpenGl_ShaderManager::UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix)
30f0ad28 761{
762 myWorldViewState.Set (theWorldViewMatrix);
763 myWorldViewState.Update();
764}
765
30f0ad28 766// =======================================================================
8cf3bf84 767// function : pushLightSourceState
768// purpose :
30f0ad28 769// =======================================================================
8cf3bf84 770void OpenGl_ShaderManager::pushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
30f0ad28 771{
8613985b 772 theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
773 if (theProgram == myFfpProgram)
30f0ad28 774 {
8613985b 775 #if !defined(GL_ES_VERSION_2_0)
776 if (myContext->core11 == NULL)
777 {
778 return;
779 }
780
daf73ab7 781 GLenum aLightGlId = GL_LIGHT0;
daf73ab7 782 const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
992ed6b3 783 for (Graphic3d_LightSet::Iterator aLightIt (myLightSourceState.LightSources(), Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
784 aLightIt.More(); aLightIt.Next())
8613985b 785 {
992ed6b3 786 if (aLightGlId > GL_LIGHT7) // only 8 lights in FFP...
8613985b 787 {
992ed6b3 788 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
789 "Warning: light sources limit (8) has been exceeded within Fixed-function pipeline.");
790 continue;
8613985b 791 }
992ed6b3 792
793 bindLight (*aLightIt.Value(), aLightGlId, aModelView, myContext);
794 ++aLightGlId;
daf73ab7 795 }
8613985b 796
daf73ab7 797 // apply accumulated ambient color
992ed6b3 798 const Graphic3d_Vec4 anAmbient = !myLightSourceState.LightSources().IsNull()
799 ? myLightSourceState.LightSources()->AmbientColor()
800 : Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 1.0f);
daf73ab7 801 myContext->core11->glLightModelfv (GL_LIGHT_MODEL_AMBIENT, anAmbient.GetData());
8613985b 802
daf73ab7 803 // GL_LIGHTING is managed by drawers to switch between shaded / no lighting output,
804 // therefore managing the state here does not have any effect - do it just for consistency.
805 if (aLightGlId != GL_LIGHT0)
806 {
807 ::glEnable (GL_LIGHTING);
808 }
809 else
810 {
811 ::glDisable (GL_LIGHTING);
812 }
813 // switch off unused lights
814 for (; aLightGlId <= GL_LIGHT7; ++aLightGlId)
815 {
816 ::glDisable (aLightGlId);
8613985b 817 }
818 #endif
30f0ad28 819 return;
820 }
30f0ad28 821
daf73ab7 822 const Standard_Integer aNbLightsMax = theProgram->NbLightsMax();
823 const GLint anAmbientLoc = theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT);
824 if (aNbLightsMax == 0
825 && anAmbientLoc == OpenGl_ShaderProgram::INVALID_LOCATION)
01eaf654 826 {
daf73ab7 827 return;
01eaf654 828 }
829
daf73ab7 830 if (myLightTypeArray.Size() < aNbLightsMax)
831 {
832 myLightTypeArray .Resize (0, aNbLightsMax - 1, false);
833 myLightParamsArray.Resize (0, aNbLightsMax - 1, false);
834 }
835 for (Standard_Integer aLightIt = 0; aLightIt < aNbLightsMax; ++aLightIt)
836 {
9504a30d 837 myLightTypeArray.SetValue (aLightIt, -1);
daf73ab7 838 }
839
992ed6b3 840 if (myLightSourceState.LightSources().IsNull()
daf73ab7 841 || myLightSourceState.LightSources()->IsEmpty())
12381341 842 {
30f0ad28 843 theProgram->SetUniform (myContext,
12381341 844 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
845 0);
30f0ad28 846 theProgram->SetUniform (myContext,
daf73ab7 847 anAmbientLoc,
12381341 848 OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
01eaf654 849 theProgram->SetUniform (myContext,
850 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
9504a30d 851 aNbLightsMax,
852 &myLightTypeArray.First());
12381341 853 return;
854 }
30f0ad28 855
12381341 856 Standard_Integer aLightsNb = 0;
992ed6b3 857 for (Graphic3d_LightSet::Iterator anIter (myLightSourceState.LightSources(), Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
858 anIter.More(); anIter.Next())
12381341 859 {
992ed6b3 860 const Graphic3d_CLight& aLight = *anIter.Value();
861 if (aLightsNb >= aNbLightsMax)
12381341 862 {
daf73ab7 863 if (aNbLightsMax != 0)
864 {
865 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
866 TCollection_AsciiString("Warning: light sources limit (") + aNbLightsMax + ") has been exceeded.");
867 }
12381341 868 continue;
869 }
30f0ad28 870
9504a30d 871 Standard_Integer& aLightType = myLightTypeArray .ChangeValue (aLightsNb);
daf73ab7 872 OpenGl_ShaderLightParameters& aLightParams = myLightParamsArray.ChangeValue (aLightsNb);
992ed6b3 873 if (!aLight.IsEnabled()) // has no affect with Graphic3d_LightSet::IterationFilter_ExcludeDisabled - here just for consistency
7c3ef2f7 874 {
992ed6b3 875 // if it is desired to keep disabled light in the same order - we can replace it with a black light so that it will have no influence on result
9504a30d 876 aLightType = -1; // Graphic3d_TOLS_AMBIENT can be used instead
877 aLightParams.Color = OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f);
992ed6b3 878 ++aLightsNb;
879 continue;
7c3ef2f7 880 }
992ed6b3 881
ba00aab7 882 // ignoring OpenGl_Context::ToRenderSRGB() for light colors,
883 // as non-absolute colors for lights are rare and require tuning anyway
9504a30d 884 aLightType = aLight.Type();
992ed6b3 885 aLightParams.Color = aLight.PackedColor();
67312b79 886 aLightParams.Color.a() = aLight.Intensity(); // used by PBR and ignored by old shading model
37f80e16 887 aLightParams.Parameters = aLight.PackedParams();
888 switch (aLight.Type())
88b312d3 889 {
37f80e16 890 case Graphic3d_TOLS_AMBIENT:
891 {
892 break;
893 }
894 case Graphic3d_TOLS_DIRECTIONAL:
895 {
896 if (aLight.IsHeadlight())
897 {
898 const Graphic3d_Mat4& anOrientInv = myWorldViewState.WorldViewMatrixInverse();
899 aLightParams.Position = anOrientInv * Graphic3d_Vec4 (-aLight.PackedDirection(), 0.0f);
900 }
901 else
902 {
903 aLightParams.Position = Graphic3d_Vec4 (-aLight.PackedDirection(), 0.0f);
904 }
905 break;
906 }
907 case Graphic3d_TOLS_SPOT:
908 {
909 if (aLight.IsHeadlight())
910 {
911 const Graphic3d_Mat4& anOrientInv = myWorldViewState.WorldViewMatrixInverse();
912 aLightParams.Direction = anOrientInv * Graphic3d_Vec4 (aLight.PackedDirection(), 0.0f);
913 }
914 else
915 {
916 aLightParams.Direction = Graphic3d_Vec4 (aLight.PackedDirection(), 0.0f);
917 }
918 }
919 Standard_FALLTHROUGH
920 case Graphic3d_TOLS_POSITIONAL:
921 {
922 if (aLight.IsHeadlight())
923 {
924 aLightParams.Position.x() = static_cast<float>(aLight.Position().X());
925 aLightParams.Position.y() = static_cast<float>(aLight.Position().Y());
926 aLightParams.Position.z() = static_cast<float>(aLight.Position().Z());
927 const Graphic3d_Mat4& anOrientInv = myWorldViewState.WorldViewMatrixInverse();
928 aLightParams.Position = anOrientInv * Graphic3d_Vec4 (aLightParams.Position.xyz(), 1.0f);
929 }
930 else
931 {
932 aLightParams.Position.x() = static_cast<float>(aLight.Position().X() - myLocalOrigin.X());
933 aLightParams.Position.y() = static_cast<float>(aLight.Position().Y() - myLocalOrigin.Y());
934 aLightParams.Position.z() = static_cast<float>(aLight.Position().Z() - myLocalOrigin.Z());
935 aLightParams.Position.w() = 0.0f;
936 }
937 aLightParams.Direction.w() = aLight.Range();
938 break;
939 }
30f0ad28 940 }
12381341 941 ++aLightsNb;
942 }
30f0ad28 943
992ed6b3 944 const Graphic3d_Vec4& anAmbient = myLightSourceState.LightSources()->AmbientColor();
12381341 945 theProgram->SetUniform (myContext,
946 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
947 aLightsNb);
948 theProgram->SetUniform (myContext,
daf73ab7 949 anAmbientLoc,
12381341 950 anAmbient);
01eaf654 951 theProgram->SetUniform (myContext,
952 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
9504a30d 953 aNbLightsMax,
954 &myLightTypeArray.First());
12381341 955 if (aLightsNb > 0)
956 {
4fe9ad57 957 theProgram->SetUniform (myContext,
958 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_PARAMS),
959 aLightsNb * OpenGl_ShaderLightParameters::NbOfVec4(),
daf73ab7 960 myLightParamsArray.First().Packed());
30f0ad28 961 }
67312b79 962
963 if (const OpenGl_ShaderUniformLocation aLocation = theProgram->GetStateLocation (OpenGl_OCCT_NB_SPEC_IBL_LEVELS))
964 {
965 theProgram->SetUniform (myContext, aLocation, myLightSourceState.SpecIBLMapLevels());
966 }
d84e8669 967
968 // update shadow map variables
969 if (const OpenGl_ShaderUniformLocation aShadowMatLoc = theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SHADOWMAP_MATRICES))
970 {
971 if (myShadowMatArray.Size() < theProgram->NbShadowMaps())
972 {
973 myShadowMatArray.Resize (0, theProgram->NbShadowMaps() - 1, false);
974 }
975
976 Graphic3d_Vec2 aSizeBias;
977 if (myLightSourceState.HasShadowMaps())
978 {
979 aSizeBias.SetValues (1.0f / (float )myLightSourceState.ShadowMaps()->First()->Texture()->SizeX(),
980 myLightSourceState.ShadowMaps()->First()->ShadowMapBias());
981 const Standard_Integer aNbShadows = Min (theProgram->NbShadowMaps(), myLightSourceState.ShadowMaps()->Size());
982 for (Standard_Integer aShadowIter = 0; aShadowIter < aNbShadows; ++aShadowIter)
983 {
984 const Handle(OpenGl_ShadowMap)& aShadow = myLightSourceState.ShadowMaps()->Value (aShadowIter);
985 myShadowMatArray[aShadowIter] = aShadow->LightSourceMatrix();
986 }
987 }
988
989 theProgram->SetUniform (myContext, aShadowMatLoc, theProgram->NbShadowMaps(), &myShadowMatArray.First());
990 theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SHADOWMAP_SIZE_BIAS), aSizeBias);
991 }
30f0ad28 992}
993
994// =======================================================================
8cf3bf84 995// function : pushProjectionState
996// purpose :
30f0ad28 997// =======================================================================
8cf3bf84 998void OpenGl_ShaderManager::pushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const
30f0ad28 999{
8613985b 1000 theProgram->UpdateState (OpenGl_PROJECTION_STATE, myProjectionState.Index());
1001 if (theProgram == myFfpProgram)
1002 {
1003 #if !defined(GL_ES_VERSION_2_0)
1004 if (myContext->core11 != NULL)
1005 {
1006 myContext->core11->glMatrixMode (GL_PROJECTION);
1007 myContext->core11->glLoadMatrixf (myProjectionState.ProjectionMatrix());
1008 }
1009 #endif
1010 return;
1011 }
1012
30f0ad28 1013 theProgram->SetUniform (myContext,
1014 theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX),
1015 myProjectionState.ProjectionMatrix());
1016
1017 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE);
1018 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
1019 {
1020 theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse());
1021 }
1022
1023 theProgram->SetUniform (myContext,
1024 theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE),
1025 myProjectionState.ProjectionMatrix(), true);
1026
1027 aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE);
1028 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
1029 {
1030 theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse(), true);
1031 }
30f0ad28 1032}
1033
1034// =======================================================================
8cf3bf84 1035// function : pushModelWorldState
1036// purpose :
30f0ad28 1037// =======================================================================
8cf3bf84 1038void OpenGl_ShaderManager::pushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const
30f0ad28 1039{
8613985b 1040 theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
1041 if (theProgram == myFfpProgram)
1042 {
1043 #if !defined(GL_ES_VERSION_2_0)
1044 if (myContext->core11 != NULL)
1045 {
1046 const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
1047 myContext->core11->glMatrixMode (GL_MODELVIEW);
1048 myContext->core11->glLoadMatrixf (aModelView.GetData());
1049 theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
1050 }
1051 #endif
1052 return;
1053 }
1054
30f0ad28 1055 theProgram->SetUniform (myContext,
1056 theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX),
1057 myModelWorldState.ModelWorldMatrix());
1058
1059 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE);
1060 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
1061 {
1062 theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse());
1063 }
1064
1065 theProgram->SetUniform (myContext,
1066 theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE),
1067 myModelWorldState.ModelWorldMatrix(), true);
1068
1069 aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE);
1070 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
1071 {
1072 theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse(), true);
1073 }
30f0ad28 1074}
1075
1076// =======================================================================
8cf3bf84 1077// function : pushWorldViewState
1078// purpose :
30f0ad28 1079// =======================================================================
8cf3bf84 1080void OpenGl_ShaderManager::pushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const
30f0ad28 1081{
1082 if (myWorldViewState.Index() == theProgram->ActiveState (OpenGl_WORLD_VIEW_STATE))
1083 {
1084 return;
1085 }
1086
8613985b 1087 theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
1088 if (theProgram == myFfpProgram)
1089 {
1090 #if !defined(GL_ES_VERSION_2_0)
1091 if (myContext->core11 != NULL)
1092 {
1093 const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
1094 myContext->core11->glMatrixMode (GL_MODELVIEW);
1095 myContext->core11->glLoadMatrixf (aModelView.GetData());
1096 theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
1097 }
1098 #endif
1099 return;
1100 }
1101
30f0ad28 1102 theProgram->SetUniform (myContext,
1103 theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX),
1104 myWorldViewState.WorldViewMatrix());
1105
1106 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE);
1107 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
1108 {
1109 theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse());
1110 }
1111
1112 theProgram->SetUniform (myContext,
1113 theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE),
1114 myWorldViewState.WorldViewMatrix(), true);
1115
1116 aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE);
1117 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
1118 {
1119 theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse(), true);
1120 }
30f0ad28 1121}
1122
1123// =======================================================================
1124// function : UpdateClippingState
1125// purpose : Updates state of OCCT clipping planes
1126// =======================================================================
1127void OpenGl_ShaderManager::UpdateClippingState()
1128{
1129 myClippingState.Update();
1130}
1131
1132// =======================================================================
1133// function : RevertClippingState
1134// purpose : Reverts state of OCCT clipping planes
1135// =======================================================================
1136void OpenGl_ShaderManager::RevertClippingState()
1137{
1138 myClippingState.Revert();
1139}
1140
1141// =======================================================================
8cf3bf84 1142// function : pushClippingState
1143// purpose :
30f0ad28 1144// =======================================================================
8cf3bf84 1145void OpenGl_ShaderManager::pushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const
30f0ad28 1146{
12381341 1147 theProgram->UpdateState (OpenGl_CLIP_PLANES_STATE, myClippingState.Index());
8613985b 1148 if (theProgram == myFfpProgram)
1149 {
1150 #if !defined(GL_ES_VERSION_2_0)
1151 if (myContext->core11 == NULL)
1152 {
1153 return;
1154 }
1155
daf73ab7 1156 const Standard_Integer aNbMaxPlanes = myContext->MaxClipPlanes();
1157 if (myClipPlaneArrayFfp.Size() < aNbMaxPlanes)
1158 {
1159 myClipPlaneArrayFfp.Resize (0, aNbMaxPlanes - 1, false);
1160 }
1161
8613985b 1162 Standard_Integer aPlaneId = 0;
1163 Standard_Boolean toRestoreModelView = Standard_False;
25c35042 1164 const Handle(Graphic3d_ClipPlane)& aCappedChain = myContext->Clipping().CappedChain();
8613985b 1165 for (OpenGl_ClippingIterator aPlaneIter (myContext->Clipping()); aPlaneIter.More(); aPlaneIter.Next())
1166 {
1167 const Handle(Graphic3d_ClipPlane)& aPlane = aPlaneIter.Value();
25c35042 1168 if (aPlaneIter.IsDisabled()
1169 || aPlane->IsChain()
1170 || (aPlane == aCappedChain
1171 && myContext->Clipping().IsCappingEnableAllExcept()))
8613985b 1172 {
1173 continue;
1174 }
1175 else if (aPlaneId >= aNbMaxPlanes)
1176 {
daf73ab7 1177 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
8613985b 1178 TCollection_ExtendedString("Warning: clipping planes limit (") + aNbMaxPlanes + ") has been exceeded.");
1179 break;
1180 }
1181
1182 const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
daf73ab7 1183 OpenGl_Vec4d& aPlaneEq = myClipPlaneArrayFfp.ChangeValue (aPlaneId);
8613985b 1184 aPlaneEq.x() = anEquation.x();
1185 aPlaneEq.y() = anEquation.y();
1186 aPlaneEq.z() = anEquation.z();
1187 aPlaneEq.w() = anEquation.w();
1188 if (myHasLocalOrigin)
1189 {
1190 const gp_XYZ aPos = aPlane->ToPlane().Position().Location().XYZ() - myLocalOrigin;
1191 const Standard_Real aD = -(anEquation.x() * aPos.X() + anEquation.y() * aPos.Y() + anEquation.z() * aPos.Z());
1192 aPlaneEq.w() = aD;
1193 }
1194
1195 const GLenum anFfpPlaneID = GL_CLIP_PLANE0 + aPlaneId;
1196 if (anFfpPlaneID == GL_CLIP_PLANE0)
1197 {
1198 // set either identity or pure view matrix
1199 toRestoreModelView = Standard_True;
1200 myContext->core11->glMatrixMode (GL_MODELVIEW);
1201 myContext->core11->glLoadMatrixf (myWorldViewState.WorldViewMatrix().GetData());
1202 }
1203
1204 ::glEnable (anFfpPlaneID);
1205 myContext->core11->glClipPlane (anFfpPlaneID, aPlaneEq);
1206
1207 ++aPlaneId;
1208 }
1209
1210 // switch off unused lights
1211 for (; aPlaneId < aNbMaxPlanes; ++aPlaneId)
1212 {
1213 ::glDisable (GL_CLIP_PLANE0 + aPlaneId);
1214 }
1215
1216 // restore combined model-view matrix
1217 if (toRestoreModelView)
1218 {
1219 const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
1220 myContext->core11->glLoadMatrixf (aModelView.GetData());
1221 }
1222 #endif
1223 return;
1224 }
1225
12381341 1226 const GLint aLocEquations = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_EQUATIONS);
89a929ea 1227 if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION)
12381341 1228 {
1229 return;
1230 }
1231
daf73ab7 1232 const Standard_Integer aNbClipPlanesMax = theProgram->NbClipPlanesMax();
25c35042 1233 const Standard_Integer aNbPlanes = Min (myContext->Clipping().NbClippingOrCappingOn(), aNbClipPlanesMax);
3202bf1e 1234 if (aNbPlanes < 1)
12381341 1235 {
25c35042 1236 theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT), 0);
12381341 1237 return;
1238 }
1239
daf73ab7 1240 if (myClipPlaneArray.Size() < aNbClipPlanesMax)
1241 {
1242 myClipPlaneArray.Resize (0, aNbClipPlanesMax - 1, false);
25c35042 1243 myClipChainArray.Resize (0, aNbClipPlanesMax - 1, false);
daf73ab7 1244 }
1245
1246 Standard_Integer aPlaneId = 0;
25c35042 1247 const Handle(Graphic3d_ClipPlane)& aCappedChain = myContext->Clipping().CappedChain();
3202bf1e 1248 for (OpenGl_ClippingIterator aPlaneIter (myContext->Clipping()); aPlaneIter.More(); aPlaneIter.Next())
12381341 1249 {
3202bf1e 1250 const Handle(Graphic3d_ClipPlane)& aPlane = aPlaneIter.Value();
1251 if (aPlaneIter.IsDisabled())
30f0ad28 1252 {
12381341 1253 continue;
30f0ad28 1254 }
25c35042 1255
1256 if (myContext->Clipping().IsCappingDisableAllExcept())
89a929ea 1257 {
25c35042 1258 // enable only specific (sub) plane
1259 if (aPlane != aCappedChain)
1260 {
1261 continue;
1262 }
1263
1264 Standard_Integer aSubPlaneIndex = 1;
1265 for (const Graphic3d_ClipPlane* aSubPlaneIter = aCappedChain.get(); aSubPlaneIter != NULL; aSubPlaneIter = aSubPlaneIter->ChainNextPlane().get(), ++aSubPlaneIndex)
1266 {
1267 if (aSubPlaneIndex == myContext->Clipping().CappedSubPlane())
1268 {
1269 addClippingPlane (aPlaneId, *aSubPlaneIter, aSubPlaneIter->GetEquation(), 1);
1270 break;
1271 }
1272 }
89a929ea 1273 break;
1274 }
25c35042 1275 else if (aPlane == aCappedChain) // && myContext->Clipping().IsCappingEnableAllExcept()
1276 {
1277 // enable sub-planes within processed Chain as reversed and ORed, excluding filtered plane
1278 if (aPlaneId + aPlane->NbChainNextPlanes() - 1 > aNbClipPlanesMax)
1279 {
1280 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH,
1281 TCollection_AsciiString("Error: clipping planes limit (") + aNbClipPlanesMax + ") has been exceeded.");
1282 break;
1283 }
30f0ad28 1284
25c35042 1285 Standard_Integer aSubPlaneIndex = 1;
1286 for (const Graphic3d_ClipPlane* aSubPlaneIter = aPlane.get(); aSubPlaneIter != NULL; aSubPlaneIter = aSubPlaneIter->ChainNextPlane().get(), ++aSubPlaneIndex)
1287 {
1288 if (aSubPlaneIndex != -myContext->Clipping().CappedSubPlane())
1289 {
1290 addClippingPlane (aPlaneId, *aSubPlaneIter, aSubPlaneIter->ReversedEquation(), 1);
1291 }
1292 }
1293 }
1294 else
7c3ef2f7 1295 {
25c35042 1296 // normal case
1297 if (aPlaneId + aPlane->NbChainNextPlanes() > aNbClipPlanesMax)
1298 {
1299 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH,
1300 TCollection_AsciiString("Error: clipping planes limit (") + aNbClipPlanesMax + ") has been exceeded.");
1301 break;
1302 }
1303 for (const Graphic3d_ClipPlane* aSubPlaneIter = aPlane.get(); aSubPlaneIter != NULL; aSubPlaneIter = aSubPlaneIter->ChainNextPlane().get())
1304 {
1305 addClippingPlane (aPlaneId, *aSubPlaneIter, aSubPlaneIter->GetEquation(), aSubPlaneIter->NbChainNextPlanes());
1306 }
7c3ef2f7 1307 }
30f0ad28 1308 }
5495fa7e 1309
25c35042 1310 theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT), aPlaneId);
daf73ab7 1311 theProgram->SetUniform (myContext, aLocEquations, aNbClipPlanesMax, &myClipPlaneArray.First());
25c35042 1312 theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_CHAINS), aNbClipPlanesMax, &myClipChainArray.First());
30f0ad28 1313}
1314
8613985b 1315// =======================================================================
8cf3bf84 1316// function : pushMaterialState
8613985b 1317// purpose :
1318// =======================================================================
8cf3bf84 1319void OpenGl_ShaderManager::pushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
8613985b 1320{
8613985b 1321 const OpenGl_Material& aFrontMat = myMaterialState.FrontMaterial();
1322 const OpenGl_Material& aBackMat = myMaterialState.BackMaterial();
1323 theProgram->UpdateState (OpenGl_MATERIAL_STATE, myMaterialState.Index());
1324 if (theProgram == myFfpProgram)
1325 {
1326 #if !defined(GL_ES_VERSION_2_0)
1327 if (myContext->core11 == NULL)
1328 {
1329 return;
1330 }
1331
c40eb6b9 1332 if (myMaterialState.AlphaCutoff() < ShortRealLast())
1333 {
1334 glAlphaFunc (GL_GEQUAL, myMaterialState.AlphaCutoff());
1335 glEnable (GL_ALPHA_TEST);
1336 }
1337 else
1338 {
1339 glDisable (GL_ALPHA_TEST);
1340 }
1341
8613985b 1342 const GLenum aFrontFace = myMaterialState.ToDistinguish() ? GL_FRONT : GL_FRONT_AND_BACK;
67312b79 1343 myContext->core11->glMaterialfv(aFrontFace, GL_AMBIENT, aFrontMat.Common.Ambient.GetData());
1344 myContext->core11->glMaterialfv(aFrontFace, GL_DIFFUSE, aFrontMat.Common.Diffuse.GetData());
1345 myContext->core11->glMaterialfv(aFrontFace, GL_SPECULAR, aFrontMat.Common.Specular.GetData());
1346 myContext->core11->glMaterialfv(aFrontFace, GL_EMISSION, aFrontMat.Common.Emission.GetData());
1347 myContext->core11->glMaterialf (aFrontFace, GL_SHININESS, aFrontMat.Common.Shine());
8613985b 1348 if (myMaterialState.ToDistinguish())
1349 {
67312b79 1350 myContext->core11->glMaterialfv(GL_BACK, GL_AMBIENT, aBackMat.Common.Ambient.GetData());
1351 myContext->core11->glMaterialfv(GL_BACK, GL_DIFFUSE, aBackMat.Common.Diffuse.GetData());
1352 myContext->core11->glMaterialfv(GL_BACK, GL_SPECULAR, aBackMat.Common.Specular.GetData());
1353 myContext->core11->glMaterialfv(GL_BACK, GL_EMISSION, aBackMat.Common.Emission.GetData());
1354 myContext->core11->glMaterialf (GL_BACK, GL_SHININESS, aBackMat.Common.Shine());
8613985b 1355 }
1356 #endif
1357 return;
1358 }
1359
c40eb6b9 1360 theProgram->SetUniform (myContext,
1361 theProgram->GetStateLocation (OpenGl_OCCT_ALPHA_CUTOFF),
1362 myMaterialState.AlphaCutoff());
8613985b 1363 theProgram->SetUniform (myContext,
1364 theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE),
1365 myMaterialState.ToMapTexture() ? 1 : 0);
1366 theProgram->SetUniform (myContext,
1367 theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE),
1368 myMaterialState.ToDistinguish() ? 1 : 0);
1369
67312b79 1370 if (const OpenGl_ShaderUniformLocation& aLocPbrFront = theProgram->GetStateLocation (OpenGl_OCCT_PBR_FRONT_MATERIAL))
8613985b 1371 {
67312b79 1372 theProgram->SetUniform (myContext, aLocPbrFront, OpenGl_MaterialPBR::NbOfVec4(),
1373 aFrontMat.Pbr.Packed());
8613985b 1374 }
67312b79 1375 if (const OpenGl_ShaderUniformLocation aLocPbrBack = theProgram->GetStateLocation (OpenGl_OCCT_PBR_BACK_MATERIAL))
8613985b 1376 {
67312b79 1377 theProgram->SetUniform (myContext, aLocPbrBack, OpenGl_MaterialPBR::NbOfVec4(),
1378 aBackMat.Pbr.Packed());
1379 }
1380 if (const OpenGl_ShaderUniformLocation aLocFront = theProgram->GetStateLocation (OpenGl_OCCT_COMMON_FRONT_MATERIAL))
1381 {
1382 theProgram->SetUniform (myContext, aLocFront, OpenGl_MaterialCommon::NbOfVec4(),
1383 aFrontMat.Common.Packed());
1384 }
1385 if (const OpenGl_ShaderUniformLocation aLocBack = theProgram->GetStateLocation (OpenGl_OCCT_COMMON_BACK_MATERIAL))
1386 {
1387 theProgram->SetUniform (myContext, aLocBack, OpenGl_MaterialCommon::NbOfVec4(),
1388 aBackMat.Common.Packed());
8613985b 1389 }
1390}
1391
a1073ae2 1392// =======================================================================
8cf3bf84 1393// function : pushOitState
1394// purpose :
a1073ae2 1395// =======================================================================
8cf3bf84 1396void OpenGl_ShaderManager::pushOitState (const Handle(OpenGl_ShaderProgram)& theProgram) const
a1073ae2 1397{
a1073ae2 1398 const GLint aLocOutput = theProgram->GetStateLocation (OpenGl_OCCT_OIT_OUTPUT);
1399 if (aLocOutput != OpenGl_ShaderProgram::INVALID_LOCATION)
1400 {
1401 theProgram->SetUniform (myContext, aLocOutput, myOitState.ToEnableWrite());
1402 }
1403
1404 const GLint aLocDepthFactor = theProgram->GetStateLocation (OpenGl_OCCT_OIT_DEPTH_FACTOR);
1405 if (aLocDepthFactor != OpenGl_ShaderProgram::INVALID_LOCATION)
1406 {
1407 theProgram->SetUniform (myContext, aLocDepthFactor, myOitState.DepthFactor());
1408 }
1409}
1410
2a332745 1411// =======================================================================
1412// function : PushInteriorState
1413// purpose :
1414// =======================================================================
1415void OpenGl_ShaderManager::PushInteriorState (const Handle(OpenGl_ShaderProgram)& theProgram,
bf5f0ca2 1416 const Handle(Graphic3d_Aspects)& theAspect) const
2a332745 1417{
1418 if (theProgram.IsNull()
1419 || !theProgram->IsValid())
1420 {
1421 return;
1422 }
1423
2a332745 1424 if (const OpenGl_ShaderUniformLocation aLocLineWidth = theProgram->GetStateLocation (OpenGl_OCCT_LINE_WIDTH))
1425 {
1426 theProgram->SetUniform (myContext, aLocLineWidth, theAspect->EdgeWidth() * myContext->LineWidthScale());
1427 theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCCT_LINE_FEATHER), myContext->LineFeather() * myContext->LineWidthScale());
1428 }
1429 if (const OpenGl_ShaderUniformLocation aLocWireframeColor = theProgram->GetStateLocation (OpenGl_OCCT_WIREFRAME_COLOR))
1430 {
1431 if (theAspect->InteriorStyle() == Aspect_IS_HOLLOW)
1432 {
1433 theProgram->SetUniform (myContext, aLocWireframeColor, OpenGl_Vec4 (-1.0f, -1.0f, -1.0f, -1.0f));
1434 }
1435 else
1436 {
ba00aab7 1437 theProgram->SetUniform (myContext, aLocWireframeColor, myContext->Vec4FromQuantityColor (theAspect->EdgeColorRGBA()));
2a332745 1438 }
1439 }
1440 if (const OpenGl_ShaderUniformLocation aLocQuadModeState = theProgram->GetStateLocation (OpenGl_OCCT_QUAD_MODE_STATE))
1441 {
1442 theProgram->SetUniform (myContext, aLocQuadModeState, theAspect->ToSkipFirstEdge() ? 1 : 0);
1443 }
1444}
1445
30f0ad28 1446// =======================================================================
e135a155 1447// function : PushState
30f0ad28 1448// purpose : Pushes state of OCCT graphics parameters to the program
1449// =======================================================================
08669adf 1450void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram,
1451 Graphic3d_TypeOfShadingModel theShadingModel) const
30f0ad28 1452{
8613985b 1453 const Handle(OpenGl_ShaderProgram)& aProgram = !theProgram.IsNull() ? theProgram : myFfpProgram;
1454 PushClippingState (aProgram);
37f80e16 1455 PushLightSourceState (aProgram); // should be before PushWorldViewState()
8613985b 1456 PushWorldViewState (aProgram);
1457 PushModelWorldState (aProgram);
1458 PushProjectionState (aProgram);
8613985b 1459 PushMaterialState (aProgram);
a1073ae2 1460 PushOitState (aProgram);
8cf3bf84 1461
1462 if (!theProgram.IsNull())
1463 {
1464 if (const OpenGl_ShaderUniformLocation& aLocViewPort = theProgram->GetStateLocation (OpenGl_OCCT_VIEWPORT))
1465 {
1466 theProgram->SetUniform (myContext, aLocViewPort, OpenGl_Vec4 ((float )myContext->Viewport()[0], (float )myContext->Viewport()[1],
1467 (float )myContext->Viewport()[2], (float )myContext->Viewport()[3]));
1468 }
1469 }
08669adf 1470#if !defined(GL_ES_VERSION_2_0)
1471 else if (myContext->core11 != NULL)
1472 {
1473 // manage FFP lighting
1474 myContext->SetShadeModel (theShadingModel);
1475 if (theShadingModel == Graphic3d_TOSM_UNLIT)
1476 {
1477 glDisable (GL_LIGHTING);
1478 }
1479 else
1480 {
1481 glEnable (GL_LIGHTING);
1482 }
1483 }
1484#else
1485 (void )theShadingModel;
1486#endif
12381341 1487}
8625ef7e 1488
1489// =======================================================================
1490// function : prepareStdProgramFont
1491// purpose :
1492// =======================================================================
1493Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFont()
1494{
3b4c6945 1495 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
737e9a8d 1496 aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
3b4c6945 1497 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1498
6ef0d6f1 1499 TCollection_AsciiString aSrcVert = TCollection_AsciiString()
1500 + EOL"void main()"
3b4c6945 1501 EOL"{"
1502 EOL" TexCoord = occTexCoord.st;"
6ef0d6f1 1503 + THE_VERT_gl_Position
1504 + EOL"}";
b990e557 1505
4e1523ef 1506 TCollection_AsciiString
cc8cbabe 1507 aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).a; }";
4e1523ef 1508#if !defined(GL_ES_VERSION_2_0)
1509 if (myContext->core11 == NULL)
1510 {
cc8cbabe 1511 aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).r; }";
4e1523ef 1512 }
1513#endif
1514
3b4c6945 1515 TCollection_AsciiString aSrcFrag =
1516 aSrcGetAlpha
4e1523ef 1517 + EOL"void main()"
b990e557 1518 EOL"{"
1519 EOL" vec4 aColor = occColor;"
1520 EOL" aColor.a *= getAlpha();"
1521 EOL" if (aColor.a <= 0.285) discard;"
b17e5bae 1522 EOL" occSetFragColor (aColor);"
b990e557 1523 EOL"}";
8625ef7e 1524
3b4c6945 1525 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
d95f5ce1 1526 defaultGlslVersion (aProgramSrc, "font", 0);
737e9a8d 1527 aProgramSrc->SetDefaultSampler (false);
daf73ab7 1528 aProgramSrc->SetNbLightsMax (0);
d84e8669 1529 aProgramSrc->SetNbShadowMaps (0);
daf73ab7 1530 aProgramSrc->SetNbClipPlanesMax (0);
3b4c6945 1531 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
1532 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
8625ef7e 1533 TCollection_AsciiString aKey;
1534 if (!Create (aProgramSrc, aKey, myFontProgram))
1535 {
1536 myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1537 return Standard_False;
1538 }
1539 return Standard_True;
1540}
1541
ba00aab7 1542// =======================================================================
1543// function : BindFboBlitProgram
1544// purpose :
1545// =======================================================================
1546Standard_Boolean OpenGl_ShaderManager::BindFboBlitProgram (Standard_Integer theNbSamples,
1547 Standard_Boolean theIsFallback_sRGB)
1548{
1549 NCollection_Array1<Handle(OpenGl_ShaderProgram)>& aList = myBlitPrograms[theIsFallback_sRGB ? 1 : 0];
1550 Standard_Integer aNbSamples = Max (theNbSamples, 1);
1551 if (aNbSamples > aList.Upper())
1552 {
1553 aList.Resize (1, aNbSamples, true);
1554 }
1555
1556 Handle(OpenGl_ShaderProgram)& aProg = aList[aNbSamples];
1557 if (aProg.IsNull())
1558 {
1559 prepareStdProgramFboBlit (aProg, aNbSamples, theIsFallback_sRGB);
1560 }
1561 return !aProg.IsNull()
1562 && myContext->BindProgram (aProg);
1563}
1564
8625ef7e 1565// =======================================================================
b86bb3df 1566// function : prepareStdProgramFboBlit
1567// purpose :
1568// =======================================================================
ba00aab7 1569Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFboBlit (Handle(OpenGl_ShaderProgram)& theProgram,
1570 Standard_Integer theNbSamples,
1571 Standard_Boolean theIsFallback_sRGB)
b86bb3df 1572{
3b4c6945 1573 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
1574 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1575
b86bb3df 1576 TCollection_AsciiString aSrcVert =
b86bb3df 1577 EOL"void main()"
1578 EOL"{"
1579 EOL" TexCoord = occVertex.zw;"
1580 EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
1581 EOL"}";
1582
ba00aab7 1583 TCollection_AsciiString aSrcFrag;
1584 if (theNbSamples > 1)
1585 {
1586 #if defined(GL_ES_VERSION_2_0)
1587 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("highp sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
1588 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("highp sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
1589 #else
1590 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
1591 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
1592 #endif
1593 aSrcFrag = TCollection_AsciiString()
1594 + EOL"#define THE_NUM_SAMPLES " + theNbSamples
1595 + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
1596 + EOL"void main()"
1597 EOL"{"
1598 EOL" ivec2 aSize = textureSize (uColorSampler);"
1599 EOL" ivec2 anUV = ivec2 (vec2 (aSize) * TexCoord);"
1600 EOL" gl_FragDepth = texelFetch (uDepthSampler, anUV, THE_NUM_SAMPLES / 2 - 1).r;"
1601 EOL
1602 EOL" vec4 aColor = vec4 (0.0);"
1603 EOL" for (int aSample = 0; aSample < THE_NUM_SAMPLES; ++aSample)"
1604 EOL" {"
1605 EOL" vec4 aVal = texelFetch (uColorSampler, anUV, aSample);"
1606 EOL" aColor += aVal;"
1607 EOL" }"
1608 EOL" aColor /= float(THE_NUM_SAMPLES);"
1609 EOL"#ifdef THE_SHIFT_sRGB"
1610 EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
1611 EOL"#endif"
1612 EOL" occSetFragColor (aColor);"
1613 EOL"}";
1614 }
1615 else
1616 {
1617 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uColorSampler", Graphic3d_TOS_FRAGMENT));
1618 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uDepthSampler", Graphic3d_TOS_FRAGMENT));
1619 aSrcFrag = TCollection_AsciiString()
1620 + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
1621 + EOL"void main()"
b86bb3df 1622 EOL"{"
1623 EOL" gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;"
ba00aab7 1624 EOL" vec4 aColor = occTexture2D (uColorSampler, TexCoord);"
1625 EOL"#ifdef THE_SHIFT_sRGB"
1626 EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
1627 EOL"#endif"
1628 EOL" occSetFragColor (aColor);"
b86bb3df 1629 EOL"}";
ba00aab7 1630 }
b86bb3df 1631
3b4c6945 1632 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
b86bb3df 1633#if defined(GL_ES_VERSION_2_0)
ba00aab7 1634 if (myContext->IsGlGreaterEqual (3, 1))
1635 {
1636 // required for MSAA sampler
1637 aProgramSrc->SetHeader ("#version 310 es");
1638 }
1639 else if (myContext->IsGlGreaterEqual (3, 0))
b86bb3df 1640 {
1641 aProgramSrc->SetHeader ("#version 300 es");
1642 }
1ce0716b 1643 else if (myContext->extFragDepth)
1644 {
1645 aProgramSrc->SetHeader ("#extension GL_EXT_frag_depth : enable"
1646 EOL"#define gl_FragDepth gl_FragDepthEXT");
1647 }
b86bb3df 1648 else
1649 {
1650 // there is no way to draw into depth buffer
1651 aSrcFrag =
b86bb3df 1652 EOL"void main()"
1653 EOL"{"
b17e5bae 1654 EOL" occSetFragColor (occTexture2D (uColorSampler, TexCoord));"
b86bb3df 1655 EOL"}";
1656 }
4e1523ef 1657#else
1658 if (myContext->core32 != NULL)
1659 {
1660 aProgramSrc->SetHeader ("#version 150");
1661 }
b86bb3df 1662#endif
ba00aab7 1663 TCollection_AsciiString anId = "occt_blit";
1664 if (theNbSamples > 1)
1665 {
1666 anId += TCollection_AsciiString ("_msaa") + theNbSamples;
1667 }
1668 if (theIsFallback_sRGB)
1669 {
1670 anId += "_gamma";
1671 }
1672 aProgramSrc->SetId (anId);
737e9a8d 1673 aProgramSrc->SetDefaultSampler (false);
daf73ab7 1674 aProgramSrc->SetNbLightsMax (0);
d84e8669 1675 aProgramSrc->SetNbShadowMaps (0);
daf73ab7 1676 aProgramSrc->SetNbClipPlanesMax (0);
3b4c6945 1677 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
1678 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
b86bb3df 1679 TCollection_AsciiString aKey;
ba00aab7 1680 if (!Create (aProgramSrc, aKey, theProgram))
b86bb3df 1681 {
ba00aab7 1682 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
b86bb3df 1683 return Standard_False;
1684 }
1685
ba00aab7 1686 myContext->BindProgram (theProgram);
1687 theProgram->SetSampler (myContext, "uColorSampler", Graphic3d_TextureUnit_0);
1688 theProgram->SetSampler (myContext, "uDepthSampler", Graphic3d_TextureUnit_1);
b86bb3df 1689 myContext->BindProgram (NULL);
1690 return Standard_True;
1691}
1692
a1073ae2 1693// =======================================================================
1694// function : prepareStdProgramOitCompositing
1695// purpose :
1696// =======================================================================
1697Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitCompositing (const Standard_Boolean theMsaa)
1698{
1699 Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram[theMsaa ? 1 : 0];
1700 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1701 TCollection_AsciiString aSrcVert, aSrcFrag;
1702
3b4c6945 1703 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
1704 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1705
a1073ae2 1706 aSrcVert =
a1073ae2 1707 EOL"void main()"
1708 EOL"{"
1709 EOL" TexCoord = occVertex.zw;"
1710 EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
1711 EOL"}";
1712
1713 if (!theMsaa)
1714 {
3b4c6945 1715 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uAccumTexture", Graphic3d_TOS_FRAGMENT));
1716 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uWeightTexture", Graphic3d_TOS_FRAGMENT));
a1073ae2 1717 aSrcFrag =
a1073ae2 1718 EOL"void main()"
1719 EOL"{"
1720 EOL" vec4 aAccum = occTexture2D (uAccumTexture, TexCoord);"
1721 EOL" float aWeight = occTexture2D (uWeightTexture, TexCoord).r;"
b17e5bae 1722 EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
a1073ae2 1723 EOL"}";
1724 #if !defined(GL_ES_VERSION_2_0)
1725 if (myContext->IsGlGreaterEqual (3, 2))
1726 {
1727 aProgramSrc->SetHeader ("#version 150");
1728 }
1729 #else
1730 if (myContext->IsGlGreaterEqual (3, 0))
1731 {
1732 aProgramSrc->SetHeader ("#version 300 es");
1733 }
1734 #endif
1735 }
1736 else
1737 {
3b4c6945 1738 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uAccumTexture", Graphic3d_TOS_FRAGMENT));
1739 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uWeightTexture", Graphic3d_TOS_FRAGMENT));
a1073ae2 1740 aSrcFrag =
a1073ae2 1741 EOL"void main()"
1742 EOL"{"
e3744452 1743 EOL" ivec2 aTexel = ivec2 (vec2 (textureSize (uAccumTexture)) * TexCoord);"
a1073ae2 1744 EOL" vec4 aAccum = texelFetch (uAccumTexture, aTexel, gl_SampleID);"
1745 EOL" float aWeight = texelFetch (uWeightTexture, aTexel, gl_SampleID).r;"
b17e5bae 1746 EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
a1073ae2 1747 EOL"}";
1748 #if !defined(GL_ES_VERSION_2_0)
1749 if (myContext->IsGlGreaterEqual (4, 0))
1750 {
1751 aProgramSrc->SetHeader ("#version 400");
1752 }
1753 #else
e3744452 1754 if (myContext->IsGlGreaterEqual (3, 2))
a1073ae2 1755 {
e3744452 1756 aProgramSrc->SetHeader ("#version 320 es");
1757 }
1758 else if (myContext->IsGlGreaterEqual (3, 0))
1759 {
1760 aProgramSrc->SetHeader ("#version 300 es"); // with GL_OES_sample_variables extension
a1073ae2 1761 }
1762 #endif
1763 }
1764
d95f5ce1 1765 aProgramSrc->SetId (theMsaa ? "occt_weight-oit-msaa" : "occt_weight-oit");
737e9a8d 1766 aProgramSrc->SetDefaultSampler (false);
daf73ab7 1767 aProgramSrc->SetNbLightsMax (0);
d84e8669 1768 aProgramSrc->SetNbShadowMaps (0);
daf73ab7 1769 aProgramSrc->SetNbClipPlanesMax (0);
3b4c6945 1770 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
1771 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
a1073ae2 1772 TCollection_AsciiString aKey;
1773 if (!Create (aProgramSrc, aKey, aProgram))
1774 {
1775 aProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1776 return Standard_False;
1777 }
1778
1779 myContext->BindProgram (aProgram);
cc8cbabe 1780 aProgram->SetSampler (myContext, "uAccumTexture", Graphic3d_TextureUnit_0);
1781 aProgram->SetSampler (myContext, "uWeightTexture", Graphic3d_TextureUnit_1);
a1073ae2 1782 myContext->BindProgram (Handle(OpenGl_ShaderProgram)());
1783 return Standard_True;
1784}
1785
299e0ab9 1786// =======================================================================
1787// function : pointSpriteAlphaSrc
1788// purpose :
1789// =======================================================================
737e9a8d 1790TCollection_AsciiString OpenGl_ShaderManager::pointSpriteAlphaSrc (Standard_Integer theBits)
299e0ab9 1791{
737e9a8d 1792 TCollection_AsciiString aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").a; }";
299e0ab9 1793#if !defined(GL_ES_VERSION_2_0)
fd59283a 1794 if (myContext->core11 == NULL
737e9a8d 1795 && (theBits & OpenGl_PO_PointSpriteA) == OpenGl_PO_PointSpriteA)
299e0ab9 1796 {
737e9a8d 1797 aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").r; }";
299e0ab9 1798 }
fd59283a 1799#else
1800 (void )theBits;
299e0ab9 1801#endif
299e0ab9 1802 return aSrcGetAlpha;
1803}
1804
2a332745 1805// =======================================================================
1806// function : defaultGlslVersion
1807// purpose :
1808// =======================================================================
1809int OpenGl_ShaderManager::defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
d95f5ce1 1810 const TCollection_AsciiString& theName,
2a332745 1811 int theBits,
1812 bool theUsesDerivates) const
1813{
1814 int aBits = theBits;
59515ca6 1815 const bool toUseDerivates = theUsesDerivates
72f6dc61 1816 || (theBits & OpenGl_PO_StippleLine) != 0
1817 || (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal;
2a332745 1818#if !defined(GL_ES_VERSION_2_0)
1819 if (myContext->core32 != NULL)
1820 {
1821 theProgram->SetHeader ("#version 150");
1822 }
1823 else
1824 {
1e1158c7 1825 const bool toUseMat2x3 = (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal;
1826 if (toUseMat2x3) // TangentSpaceNormal() function uses mat2x3 type
1827 {
1828 if (myContext->IsGlGreaterEqual (2, 1))
1829 {
1830 theProgram->SetHeader ("#version 120");
1831 }
1832 }
67312b79 1833 if ((theBits & OpenGl_PO_StippleLine) != 0
1834 || theProgram->IsPBR())
2a332745 1835 {
1836 if (myContext->IsGlGreaterEqual (3, 0))
1837 {
1838 theProgram->SetHeader ("#version 130");
1839 }
59515ca6 1840 else if (myContext->CheckExtension ("GL_EXT_gpu_shader4")) // myContext->hasGlslBitwiseOps == OpenGl_FeatureInExtensions
2a332745 1841 {
853af31f 1842 // GL_EXT_gpu_shader4 defines GLSL type "unsigned int", while core GLSL specs define type "uint"
1843 theProgram->SetHeader ("#extension GL_EXT_gpu_shader4 : enable\n"
1844 "#define uint unsigned int");
2a332745 1845 }
2a332745 1846 }
1847 }
59515ca6 1848 (void )toUseDerivates;
2a332745 1849#else
565baee6 1850
1851#if defined(__EMSCRIPTEN__)
1852 if (myContext->IsGlGreaterEqual (3, 0))
1853 {
1854 // consider this is browser responsibility to provide working WebGL 2.0 implementation
1855 // and black-list broken drivers (there is no OpenGL ES greater than 3.0)
1856 theProgram->SetHeader ("#version 300 es");
1857 }
1858#endif
2a332745 1859 // prefer "100 es" on OpenGL ES 3.0- devices (save the features unavailable before "300 es")
1860 // and "300 es" on OpenGL ES 3.1+ devices
1861 if (myContext->IsGlGreaterEqual (3, 1))
1862 {
1863 if ((theBits & OpenGl_PO_NeedsGeomShader) != 0)
1864 {
1865 theProgram->SetHeader (myContext->hasGeometryStage != OpenGl_FeatureInExtensions ? "#version 320 es" : "#version 310 es");
1866 }
1867 else
1868 {
1869 theProgram->SetHeader ("#version 300 es");
1870 }
1871 }
1872 else
1873 {
67312b79 1874 if (theProgram->IsPBR()
1875 && myContext->IsGlGreaterEqual (3, 0))
1876 {
1877 theProgram->SetHeader ("#version 300 es");
1878 }
2a332745 1879 if ((theBits & OpenGl_PO_WriteOit) != 0
1880 || (theBits & OpenGl_PO_StippleLine) != 0)
1881 {
1882 if (myContext->IsGlGreaterEqual (3, 0))
1883 {
1884 theProgram->SetHeader ("#version 300 es");
1885 }
1886 else
1887 {
1888 aBits = aBits & ~OpenGl_PO_WriteOit;
59515ca6 1889 if (!myContext->oesStdDerivatives)
1890 {
1891 aBits = aBits & ~OpenGl_PO_StippleLine;
1892 }
2a332745 1893 }
1894 }
59515ca6 1895 if (toUseDerivates)
2a332745 1896 {
1897 if (myContext->IsGlGreaterEqual (3, 0))
1898 {
1899 theProgram->SetHeader ("#version 300 es");
1900 }
1901 else if (myContext->oesStdDerivatives)
1902 {
1903 theProgram->SetHeader ("#extension GL_OES_standard_derivatives : enable");
1904 }
1905 }
1906 }
1907#endif
d95f5ce1 1908
1909 // should fit OpenGl_PO_NB
1910 char aBitsStr[64];
1911 Sprintf (aBitsStr, "%04x", aBits);
1912 theProgram->SetId (TCollection_AsciiString ("occt_") + theName + aBitsStr);
2a332745 1913 return aBits;
1914}
1915
1916// =======================================================================
1917// function : prepareGeomMainSrc
1918// purpose :
1919// =======================================================================
1920TCollection_AsciiString OpenGl_ShaderManager::prepareGeomMainSrc (OpenGl_ShaderObject::ShaderVariableList& theUnifoms,
1921 OpenGl_ShaderObject::ShaderVariableList& theStageInOuts,
1922 Standard_Integer theBits)
1923{
1924 if ((theBits & OpenGl_PO_NeedsGeomShader) == 0)
1925 {
1926 return TCollection_AsciiString();
1927 }
1928
1929 TCollection_AsciiString aSrcMainGeom =
1930 EOL"void main()"
1931 EOL"{";
1932
1933 if ((theBits & OpenGl_PO_MeshEdges) != 0)
1934 {
1935 theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_GEOMETRY));
1936 theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("bool occIsQuadMode", Graphic3d_TOS_GEOMETRY));
1937 theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_GEOMETRY));
1938 theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_FRAGMENT));
1939 theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineFeather", Graphic3d_TOS_FRAGMENT));
1940 theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occWireframeColor", Graphic3d_TOS_FRAGMENT));
1941 theStageInOuts.Append(OpenGl_ShaderObject::ShaderVariable ("vec3 EdgeDistance", Graphic3d_TOS_GEOMETRY | Graphic3d_TOS_FRAGMENT));
1942
1943 aSrcMainGeom = TCollection_AsciiString()
1944 + EOL"vec3 ViewPortTransform (vec4 theVec)"
1945 EOL"{"
1946 EOL" vec3 aWinCoord = theVec.xyz / theVec.w;"
1947 EOL" aWinCoord = aWinCoord * 0.5 + 0.5;"
1948 EOL" aWinCoord.xy = aWinCoord.xy * occViewport.zw + occViewport.xy;"
1949 EOL" return aWinCoord;"
1950 EOL"}"
1951 + aSrcMainGeom
1952 + EOL" vec3 aSideA = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[1].gl_Position);"
1953 EOL" vec3 aSideB = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
1954 EOL" vec3 aSideC = ViewPortTransform (gl_in[1].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
1955 EOL" float aQuadArea = abs (aSideB.x * aSideC.y - aSideB.y * aSideC.x);"
1956 EOL" vec3 aLenABC = vec3 (length (aSideA), length (aSideB), length (aSideC));"
1957 EOL" vec3 aHeightABC = vec3 (aQuadArea) / aLenABC;"
1958 EOL" aHeightABC = max (aHeightABC, vec3 (10.0 * occLineWidth));" // avoid shrunk presentation disappearing at distance
1959 EOL" float aQuadModeHeightC = occIsQuadMode ? occLineWidth + 1.0 : 0.0;";
1960 }
1961
1962 for (Standard_Integer aVertIter = 0; aVertIter < 3; ++aVertIter)
1963 {
1964 const TCollection_AsciiString aVertIndex (aVertIter);
1965 // pass variables from Vertex shader to Fragment shader through Geometry shader
1966 for (OpenGl_ShaderObject::ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next())
1967 {
1968 if (aVarListIter.Value().Stages == (Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT))
1969 {
1970 const TCollection_AsciiString aVarName = aVarListIter.Value().Name.Token (" ", 2);
d84e8669 1971 if (aVarName.Value (aVarName.Length()) == ']')
1972 {
1973 // copy the whole array
1974 const TCollection_AsciiString aVarName2 = aVarName.Token ("[", 1);
1975 aSrcMainGeom += TCollection_AsciiString()
1976 + EOL" geomOut." + aVarName2 + " = geomIn[" + aVertIndex + "]." + aVarName2 + ";";
1977 }
1978 else
1979 {
1980 aSrcMainGeom += TCollection_AsciiString()
1981 + EOL" geomOut." + aVarName + " = geomIn[" + aVertIndex + "]." + aVarName + ";";
1982 }
2a332745 1983 }
1984 }
1985
1986 if ((theBits & OpenGl_PO_MeshEdges) != 0)
1987 {
1988 switch (aVertIter)
1989 {
1990 case 0: aSrcMainGeom += EOL" EdgeDistance = vec3 (aHeightABC[0], 0.0, aQuadModeHeightC);"; break;
1991 case 1: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, aHeightABC[1], aQuadModeHeightC);"; break;
1992 case 2: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, 0.0, aHeightABC[2]);"; break;
1993 }
1994 }
1995 aSrcMainGeom += TCollection_AsciiString()
1996 + EOL" gl_Position = gl_in[" + aVertIndex + "].gl_Position;"
1997 EOL" EmitVertex();";
1998 }
1999 aSrcMainGeom +=
2000 EOL" EndPrimitive();"
2001 EOL"}";
2002
2003 return aSrcMainGeom;
2004}
2005
b86bb3df 2006// =======================================================================
dc89236f 2007// function : prepareStdProgramUnlit
8625ef7e 2008// purpose :
2009// =======================================================================
dc89236f 2010Standard_Boolean OpenGl_ShaderManager::prepareStdProgramUnlit (Handle(OpenGl_ShaderProgram)& theProgram,
6ef0d6f1 2011 Standard_Integer theBits,
2012 Standard_Boolean theIsOutline)
8625ef7e 2013{
2014 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
2a332745 2015 TCollection_AsciiString aSrcVert, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcVertEndMain;
2016 TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
8625ef7e 2017 TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
2a332745 2018 TCollection_AsciiString aSrcFragMainGetColor = EOL" occSetFragColor (getFinalColor());";
3b4c6945 2019 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
2a332745 2020
737e9a8d 2021 if ((theBits & OpenGl_PO_IsPoint) != 0)
8625ef7e 2022 {
2023 #if defined(GL_ES_VERSION_2_0)
2024 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
2025 #endif
8625ef7e 2026
737e9a8d 2027 if ((theBits & OpenGl_PO_PointSprite) != 0)
8625ef7e 2028 {
737e9a8d 2029 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
2030 if ((theBits & OpenGl_PO_PointSpriteA) != OpenGl_PO_PointSpriteA)
6ef0d6f1 2031 {
2032 aSrcFragGetColor =
737e9a8d 2033 EOL"vec4 getColor(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord "); }";
2034 }
72f6dc61 2035 else if ((theBits & OpenGl_PO_TextureRGB) != 0
737e9a8d 2036 && (theBits & OpenGl_PO_VertColor) == 0)
2037 {
72f6dc61 2038 aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
737e9a8d 2039 aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
2040 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2041 aSrcVertExtraMain +=
2042 EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
2043 aSrcFragGetColor =
2044 EOL"vec4 getColor(void) { return VertColor; }";
6ef0d6f1 2045 }
299e0ab9 2046
fd59283a 2047 aSrcGetAlpha = pointSpriteAlphaSrc (theBits);
2048
2049 #if !defined(GL_ES_VERSION_2_0)
2050 if (myContext->core11 != NULL
2051 && myContext->IsGlGreaterEqual (2, 1))
2052 {
2053 aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
2054 }
2055 #endif
2056
2057 aSrcFragMainGetColor =
2058 EOL" vec4 aColor = getColor();"
2059 EOL" aColor.a = getAlpha();"
2060 EOL" if (aColor.a <= 0.1) discard;"
b17e5bae 2061 EOL" occSetFragColor (aColor);";
fd59283a 2062 }
2063 else
2064 {
72f6dc61 2065 if ((theBits & OpenGl_PO_TextureRGB) != 0
737e9a8d 2066 && (theBits & OpenGl_PO_VertColor) == 0)
2067 {
72f6dc61 2068 aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
737e9a8d 2069 aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
2070 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2071 aSrcVertExtraMain +=
2072 EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
2073 aSrcFragGetColor =
2074 EOL"vec4 getColor(void) { return VertColor; }";
2075 }
2076
fd59283a 2077 aSrcFragMainGetColor =
2078 EOL" vec4 aColor = getColor();"
2079 EOL" if (aColor.a <= 0.1) discard;"
b17e5bae 2080 EOL" occSetFragColor (aColor);";
fd59283a 2081 }
8625ef7e 2082 }
6c6aadb1 2083 else
2084 {
72f6dc61 2085 if ((theBits & OpenGl_PO_HasTextures) != 0)
3b4c6945 2086 {
737e9a8d 2087 aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
3b4c6945 2088 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
3b4c6945 2089
72f6dc61 2090 if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureEnv)
2091 {
2092 aSrcVertExtraFunc = THE_FUNC_transformNormal_view;
6c6aadb1 2093
72f6dc61 2094 aSrcVertExtraMain +=
2095 EOL" vec4 aPosition = occWorldViewMatrix * occModelWorldMatrix * occVertex;"
2096 EOL" vec3 aNormal = transformNormal (occNormal);"
2097 EOL" vec3 aReflect = reflect (normalize (aPosition.xyz), aNormal);"
2098 EOL" aReflect.z += 1.0;"
2099 EOL" TexCoord = vec4(aReflect.xy * inversesqrt (dot (aReflect, aReflect)) * 0.5 + vec2 (0.5), 0.0, 1.0);";
e135a155 2100
72f6dc61 2101 aSrcFragGetColor =
2102 EOL"vec4 getColor(void) { return occTexture2D (occSamplerBaseColor, TexCoord.st); }";
2103 }
2104 else
2105 {
2106 aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
2107 aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
e135a155 2108
72f6dc61 2109 aSrcFragGetColor =
2110 EOL"vec4 getColor(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w); }";
2111 }
e135a155 2112 }
6c6aadb1 2113 }
8625ef7e 2114 if ((theBits & OpenGl_PO_VertColor) != 0)
2115 {
3b4c6945 2116 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
8625ef7e 2117 aSrcVertExtraMain += EOL" VertColor = occVertColor;";
8625ef7e 2118 aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }";
2119 }
daf73ab7 2120
2121 int aNbClipPlanes = 0;
1a7ece8f 2122 if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
8625ef7e 2123 {
3b4c6945 2124 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2125 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
8625ef7e 2126 aSrcVertExtraMain +=
2127 EOL" PositionWorld = occModelWorldMatrix * occVertex;"
2128 EOL" Position = occWorldViewMatrix * PositionWorld;";
1a7ece8f 2129
2a332745 2130 if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
2131 {
2132 aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
2133 aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
2134 ? THE_FRAG_CLIP_CHAINS_N
2135 : THE_FRAG_CLIP_PLANES_N;
2136 }
2137 else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
1a7ece8f 2138 {
daf73ab7 2139 aNbClipPlanes = 1;
1a7ece8f 2140 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
2141 }
2142 else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
2143 {
daf73ab7 2144 aNbClipPlanes = 2;
25c35042 2145 aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
2146 ? THE_FRAG_CLIP_CHAINS_2
2147 : THE_FRAG_CLIP_PLANES_2;
1a7ece8f 2148 }
8625ef7e 2149 }
a1073ae2 2150 if ((theBits & OpenGl_PO_WriteOit) != 0)
2151 {
b17e5bae 2152 aProgramSrc->SetNbFragmentOutputs (2);
2153 aProgramSrc->SetWeightOitOutput (true);
a1073ae2 2154 }
8625ef7e 2155
6ef0d6f1 2156 if (theIsOutline)
2157 {
2158 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occOrthoScale", Graphic3d_TOS_VERTEX));
2159 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occSilhouetteThickness", Graphic3d_TOS_VERTEX));
2160 aSrcVertEndMain = THE_VERT_gl_Position_OUTLINE;
2161 }
2162 else if ((theBits & OpenGl_PO_StippleLine) != 0)
ac116c22 2163 {
d95f5ce1 2164 const Standard_Integer aBits = defaultGlslVersion (aProgramSrc, "unlit", theBits);
2a332745 2165 if ((aBits & OpenGl_PO_StippleLine) != 0)
ac116c22 2166 {
59515ca6 2167 if (myContext->hasGlslBitwiseOps != OpenGl_FeatureNotAvailable)
2168 {
2169 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int occStipplePattern", Graphic3d_TOS_FRAGMENT));
2170 }
2171 else
2172 {
2173 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("bool occStipplePattern[16]", Graphic3d_TOS_FRAGMENT));
2174 }
2175 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occStippleFactor", Graphic3d_TOS_FRAGMENT));
8cf3bf84 2176 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_VERTEX));
3b4c6945 2177 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 ScreenSpaceCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
ac116c22 2178 aSrcVertEndMain =
8cf3bf84 2179 EOL" vec2 aPosition = gl_Position.xy / gl_Position.w;"
2180 EOL" aPosition = aPosition * 0.5 + 0.5;"
2181 EOL" ScreenSpaceCoord = aPosition.xy * occViewport.zw + occViewport.xy;";
59515ca6 2182 aSrcFragMainGetColor = TCollection_AsciiString()
2183 + EOL" vec2 anAxis = vec2 (0.0, 1.0);"
8cf3bf84 2184 EOL" if (abs (dFdx (ScreenSpaceCoord.x)) - abs (dFdy (ScreenSpaceCoord.y)) > 0.001)"
2185 EOL" {"
2186 EOL" anAxis = vec2 (1.0, 0.0);"
2187 EOL" }"
8cf3bf84 2188 EOL" float aRotatePoint = dot (gl_FragCoord.xy, anAxis);"
59515ca6 2189 + (myContext->hasGlslBitwiseOps != OpenGl_FeatureNotAvailable
2190 ? EOL" uint aBit = uint (floor (aRotatePoint / occStippleFactor + 0.5)) & 15U;"
2191 EOL" if ((uint (occStipplePattern) & (1U << aBit)) == 0U) discard;"
2192 : EOL" int aBit = int (mod (floor (aRotatePoint / occStippleFactor + 0.5), 16.0));"
2193 EOL" if (!occStipplePattern[aBit]) discard;")
2194 + EOL" vec4 aColor = getFinalColor();"
ac116c22 2195 EOL" if (aColor.a <= 0.1) discard;"
b17e5bae 2196 EOL" occSetFragColor (aColor);";
ac116c22 2197 }
2198 else
2199 {
3b4c6945 2200 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, "Warning: stipple lines in GLSL will be ignored.");
ac116c22 2201 }
2202 }
2203
8625ef7e 2204 aSrcVert =
e135a155 2205 aSrcVertExtraFunc
8625ef7e 2206 + EOL"void main()"
2207 EOL"{"
2208 + aSrcVertExtraMain
6ef0d6f1 2209 + THE_VERT_gl_Position
ac116c22 2210 + aSrcVertEndMain
2211 + EOL"}";
8625ef7e 2212
2a332745 2213 TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
2214 aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
2215 ? THE_FRAG_WIREFRAME_COLOR
2216 : EOL"#define getFinalColor getColor";
2217
8625ef7e 2218 aSrcFrag =
3b4c6945 2219 aSrcFragGetColor
299e0ab9 2220 + aSrcGetAlpha
8625ef7e 2221 + EOL"void main()"
2222 EOL"{"
2223 + aSrcFragExtraMain
2224 + aSrcFragMainGetColor
2225 + EOL"}";
2226
6ef0d6f1 2227 defaultGlslVersion (aProgramSrc, theIsOutline ? "outline" : "unlit", theBits);
737e9a8d 2228 aProgramSrc->SetDefaultSampler (false);
daf73ab7 2229 aProgramSrc->SetNbLightsMax (0);
d84e8669 2230 aProgramSrc->SetNbShadowMaps (0);
daf73ab7 2231 aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
c40eb6b9 2232 aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
2a332745 2233 const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
2234 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
2235 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
2236 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
8625ef7e 2237 TCollection_AsciiString aKey;
2238 if (!Create (aProgramSrc, aKey, theProgram))
2239 {
2240 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
2241 return Standard_False;
2242 }
2243 return Standard_True;
2244}
2245
299e0ab9 2246// =======================================================================
2247// function : pointSpriteShadingSrc
2248// purpose :
2249// =======================================================================
737e9a8d 2250TCollection_AsciiString OpenGl_ShaderManager::pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc,
2251 Standard_Integer theBits)
299e0ab9 2252{
2253 TCollection_AsciiString aSrcFragGetColor;
737e9a8d 2254 if ((theBits & OpenGl_PO_PointSpriteA) == OpenGl_PO_PointSpriteA)
299e0ab9 2255 {
fd59283a 2256 aSrcFragGetColor = pointSpriteAlphaSrc (theBits) +
299e0ab9 2257 EOL"vec4 getColor(void)"
2258 EOL"{"
2259 EOL" vec4 aColor = " + theBaseColorSrc + ";"
2260 EOL" aColor.a = getAlpha();"
2261 EOL" if (aColor.a <= 0.1) discard;"
2262 EOL" return aColor;"
2263 EOL"}";
2264 }
737e9a8d 2265 else if ((theBits & OpenGl_PO_PointSprite) == OpenGl_PO_PointSprite)
299e0ab9 2266 {
2267 aSrcFragGetColor = TCollection_AsciiString() +
2268 EOL"vec4 getColor(void)"
2269 EOL"{"
2270 EOL" vec4 aColor = " + theBaseColorSrc + ";"
737e9a8d 2271 EOL" aColor = occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ") * aColor;"
299e0ab9 2272 EOL" if (aColor.a <= 0.1) discard;"
2273 EOL" return aColor;"
2274 EOL"}";
2275 }
2276
2277 return aSrcFragGetColor;
2278}
2279
256f9ac0 2280// =======================================================================
2281// function : stdComputeLighting
2282// purpose :
2283// =======================================================================
daf73ab7 2284TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting (Standard_Integer& theNbLights,
67312b79 2285 Standard_Boolean theHasVertColor,
72f6dc61 2286 Standard_Boolean theIsPBR,
d84e8669 2287 Standard_Boolean theHasEmissive,
2288 Standard_Boolean theHasShadowMap)
256f9ac0 2289{
256f9ac0 2290 TCollection_AsciiString aLightsFunc, aLightsLoop;
daf73ab7 2291 theNbLights = 0;
992ed6b3 2292 const Handle(Graphic3d_LightSet)& aLights = myLightSourceState.LightSources();
2293 if (!aLights.IsNull())
256f9ac0 2294 {
d84e8669 2295 const bool hasShadowMap = theHasShadowMap && myLightSourceState.HasShadowMaps();
992ed6b3 2296 theNbLights = aLights->NbEnabled();
2297 if (theNbLights <= THE_NB_UNROLLED_LIGHTS_MAX)
2298 {
2299 Standard_Integer anIndex = 0;
d84e8669 2300 if (hasShadowMap)
2301 {
2302 for (Graphic3d_LightSet::Iterator aLightIter (aLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
2303 aLightIter.More(); aLightIter.Next())
2304 {
2305 if (aLightIter.Value()->Type() == Graphic3d_TOLS_DIRECTIONAL
2306 && aLightIter.Value()->ToCastShadows())
2307 {
2308 aLightsLoop = aLightsLoop + EOL" directionalLight (" + anIndex + ", theNormal, theView, theIsFront,"
2309 EOL" occDirectionalLightShadow (" + anIndex + ", theNormal));";
2310 ++anIndex;
2311 }
2312 }
2313 }
992ed6b3 2314 for (Graphic3d_LightSet::Iterator aLightIter (aLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
d84e8669 2315 aLightIter.More(); aLightIter.Next())
992ed6b3 2316 {
2317 switch (aLightIter.Value()->Type())
2318 {
2319 case Graphic3d_TOLS_AMBIENT:
d84e8669 2320 {
992ed6b3 2321 break; // skip ambient
d84e8669 2322 }
992ed6b3 2323 case Graphic3d_TOLS_DIRECTIONAL:
d84e8669 2324 {
2325 if (hasShadowMap
2326 && aLightIter.Value()->ToCastShadows())
2327 {
2328 break;
2329 }
2330 aLightsLoop = aLightsLoop + EOL" directionalLight (" + anIndex + ", theNormal, theView, theIsFront, 1.0);";
2331 ++anIndex;
992ed6b3 2332 break;
d84e8669 2333 }
992ed6b3 2334 case Graphic3d_TOLS_POSITIONAL:
d84e8669 2335 {
992ed6b3 2336 aLightsLoop = aLightsLoop + EOL" pointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
d84e8669 2337 ++anIndex;
992ed6b3 2338 break;
d84e8669 2339 }
992ed6b3 2340 case Graphic3d_TOLS_SPOT:
d84e8669 2341 {
992ed6b3 2342 aLightsLoop = aLightsLoop + EOL" spotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
d84e8669 2343 ++anIndex;
992ed6b3 2344 break;
d84e8669 2345 }
992ed6b3 2346 }
2347 }
2348 }
2349 else
256f9ac0 2350 {
992ed6b3 2351 theNbLights = roundUpMaxLightSources (theNbLights);
2352 bool isFirstInLoop = true;
2353 aLightsLoop = aLightsLoop +
2354 EOL" for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)"
2355 EOL" {"
2356 EOL" int aType = occLight_Type (anIndex);";
2357 if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
256f9ac0 2358 {
992ed6b3 2359 isFirstInLoop = false;
2360 aLightsLoop +=
2361 EOL" if (aType == OccLightType_Direct)"
2362 EOL" {"
d84e8669 2363 EOL" directionalLight (anIndex, theNormal, theView, theIsFront, 1.0);"
992ed6b3 2364 EOL" }";
2365 }
2366 if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
2367 {
2368 if (!isFirstInLoop)
2369 {
2370 aLightsLoop += EOL" else ";
2371 }
2372 isFirstInLoop = false;
2373 aLightsLoop +=
2374 EOL" if (aType == OccLightType_Point)"
2375 EOL" {"
2376 EOL" pointLight (anIndex, theNormal, theView, aPoint, theIsFront);"
2377 EOL" }";
2378 }
2379 if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
2380 {
2381 if (!isFirstInLoop)
2382 {
2383 aLightsLoop += EOL" else ";
2384 }
2385 isFirstInLoop = false;
2386 aLightsLoop +=
2387 EOL" if (aType == OccLightType_Spot)"
2388 EOL" {"
2389 EOL" spotLight (anIndex, theNormal, theView, aPoint, theIsFront);"
2390 EOL" }";
256f9ac0 2391 }
992ed6b3 2392 aLightsLoop += EOL" }";
f68acbf4 2393 }
67312b79 2394
2395 if (theIsPBR)
2396 {
2397 aLightsFunc += Shaders_PBRDistribution_glsl;
2398 aLightsFunc += Shaders_PBRGeometry_glsl;
2399 aLightsFunc += Shaders_PBRFresnel_glsl;
2400 aLightsFunc += Shaders_PBRCookTorrance_glsl;
2401 aLightsFunc += Shaders_PBRIllumination_glsl;
2402 }
2403
992ed6b3 2404 if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) == 1
67312b79 2405 && theNbLights == 1
d84e8669 2406 && !theIsPBR
2407 && !hasShadowMap)
f68acbf4 2408 {
2409 // use the version with hard-coded first index
d84e8669 2410 aLightsLoop = EOL" directionalLightFirst(theNormal, theView, theIsFront, 1.0);";
f68acbf4 2411 aLightsFunc += THE_FUNC_directionalLightFirst;
2412 }
992ed6b3 2413 else if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
f68acbf4 2414 {
d84e8669 2415 if (hasShadowMap)
2416 {
2417 aLightsFunc += Shaders_DirectionalLightShadow_glsl;
2418 }
67312b79 2419 aLightsFunc += theIsPBR ? THE_FUNC_PBR_directionalLight : THE_FUNC_directionalLight;
f68acbf4 2420 }
992ed6b3 2421 if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
f68acbf4 2422 {
67312b79 2423 aLightsFunc += theIsPBR ? THE_FUNC_PBR_pointLight : THE_FUNC_pointLight;
f68acbf4 2424 }
992ed6b3 2425 if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
f68acbf4 2426 {
67312b79 2427 aLightsFunc += theIsPBR ? THE_FUNC_PBR_spotLight : THE_FUNC_spotLight;
256f9ac0 2428 }
2429 }
2430
abdf0b10 2431 TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();";
2432 TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();";
2433 if (theHasVertColor)
2434 {
2435 aGetMatAmbient = "getVertColor();";
2436 aGetMatDiffuse = "getVertColor();";
2437 }
2438
67312b79 2439 if (!theIsPBR)
2440 {
2441 return TCollection_AsciiString()
256f9ac0 2442 + THE_FUNC_lightDef
88b312d3 2443 + Shaders_PointLightAttenuation_glsl
256f9ac0 2444 + aLightsFunc
2445 + EOL
2446 EOL"vec4 computeLighting (in vec3 theNormal,"
2447 EOL" in vec3 theView,"
2448 EOL" in vec4 thePoint,"
2449 EOL" in bool theIsFront)"
2450 EOL"{"
2451 EOL" Ambient = occLightAmbient.rgb;"
2452 EOL" Diffuse = vec3 (0.0);"
2453 EOL" Specular = vec3 (0.0);"
2454 EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
2455 + aLightsLoop
363bc51b 2456 + EOL" vec4 aMatAmbient = " + aGetMatAmbient
2457 + EOL" vec4 aMatDiffuse = " + aGetMatDiffuse
2458 + EOL" vec4 aMatSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();"
72f6dc61 2459 EOL" vec3 aColor = Ambient * aMatAmbient.rgb + Diffuse * aMatDiffuse.rgb + Specular * aMatSpecular.rgb;"
2460 EOL" occTextureOcclusion(aColor, TexCoord.st);"
2461 + (theHasEmissive
2462 ? EOL" vec4 aMatEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
2463 EOL" aColor += aMatEmission.rgb;" : "")
2464 + EOL" return vec4 (aColor, aMatDiffuse.a);"
256f9ac0 2465 EOL"}";
67312b79 2466 }
2467 else
2468 {
2469 return TCollection_AsciiString()
2470 + THE_FUNC_PBR_lightDef
88b312d3 2471 + Shaders_PointLightAttenuation_glsl
67312b79 2472 + aLightsFunc
2473 + EOL
2474 EOL"vec4 computeLighting (in vec3 theNormal,"
2475 EOL" in vec3 theView,"
2476 EOL" in vec4 thePoint,"
2477 EOL" in bool theIsFront)"
2478 EOL"{"
2479 EOL" DirectLighting = vec3(0.0);"
c8bead47 2480 EOL" BaseColor = " + (theHasVertColor ? "getVertColor();" : "occTextureColor(occPBRMaterial_Color (theIsFront), TexCoord.st / TexCoord.w);")
2481 + EOL" Emission = occTextureEmissive(occPBRMaterial_Emission (theIsFront), TexCoord.st / TexCoord.w);"
2482 EOL" Metallic = occTextureMetallic(occPBRMaterial_Metallic (theIsFront), TexCoord.st / TexCoord.w);"
2483 EOL" NormalizedRoughness = occTextureRoughness(occPBRMaterial_NormalizedRoughness (theIsFront), TexCoord.st / TexCoord.w);"
72f6dc61 2484 EOL" Roughness = occRoughness (NormalizedRoughness);"
2485 EOL" IOR = occPBRMaterial_IOR (theIsFront);"
67312b79 2486 EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
2487 + aLightsLoop
2488 + EOL" vec3 aColor = DirectLighting;"
2489 EOL" vec3 anIndirectLightingSpec = occPBRFresnel (BaseColor.rgb, Metallic, IOR);"
72f6dc61 2490 EOL" vec2 aCoeff = occTexture2D (occEnvLUT, vec2(abs(dot(theView, theNormal)), NormalizedRoughness)).xy;"
67312b79 2491 EOL" anIndirectLightingSpec *= aCoeff.x;"
2492 EOL" anIndirectLightingSpec += aCoeff.y;"
72f6dc61 2493 EOL" anIndirectLightingSpec *= occTextureCubeLod (occSpecIBLMap, -reflect (theView, theNormal), NormalizedRoughness * float (occNbSpecIBLLevels - 1)).rgb;"
2494 EOL" vec3 aRefractionCoeff = 1.0 - occPBRFresnel (BaseColor.rgb, Metallic, NormalizedRoughness, IOR, abs(dot(theView, theNormal)));"
67312b79 2495 EOL" aRefractionCoeff *= (1.0 - Metallic);"
2496 EOL" vec3 anIndirectLightingDiff = aRefractionCoeff * BaseColor.rgb * BaseColor.a;"
2497 EOL" anIndirectLightingDiff *= occDiffIBLMap (theNormal).rgb;"
2498 EOL" aColor += occLightAmbient.rgb * (anIndirectLightingDiff + anIndirectLightingSpec);"
2499 EOL" aColor += Emission;"
c8bead47 2500 EOL" occTextureOcclusion(aColor, TexCoord.st / TexCoord.w);"
67312b79 2501 EOL" return vec4 (aColor, mix(1.0, BaseColor.a, aRefractionCoeff.x));"
2502 EOL"}";
2503 }
256f9ac0 2504}
2505
8625ef7e 2506// =======================================================================
2507// function : prepareStdProgramGouraud
2508// purpose :
2509// =======================================================================
2510Standard_Boolean OpenGl_ShaderManager::prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram,
2511 const Standard_Integer theBits)
2512{
2513 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
3b4c6945 2514 TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraMain;
2a332745 2515 TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
6c6aadb1 2516 TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
3b4c6945 2517 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
2518
737e9a8d 2519 if ((theBits & OpenGl_PO_IsPoint) != 0)
8625ef7e 2520 {
2521 #if defined(GL_ES_VERSION_2_0)
2522 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
2523 #endif
299e0ab9 2524
737e9a8d 2525 if ((theBits & OpenGl_PO_PointSprite) != 0)
6c6aadb1 2526 {
737e9a8d 2527 #if !defined(GL_ES_VERSION_2_0)
2528 if (myContext->core11 != NULL
2529 && myContext->IsGlGreaterEqual (2, 1))
2530 {
2531 aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
2532 }
2533 #endif
299e0ab9 2534
737e9a8d 2535 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
299e0ab9 2536 aSrcFragGetColor = pointSpriteShadingSrc ("gl_FrontFacing ? FrontColor : BackColor", theBits);
6c6aadb1 2537 }
737e9a8d 2538
72f6dc61 2539 if ((theBits & OpenGl_PO_TextureRGB) != 0
737e9a8d 2540 && (theBits & OpenGl_PO_VertColor) == 0)
2541 {
72f6dc61 2542 aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
737e9a8d 2543 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
2544 aSrcVertColor = EOL"vec4 getVertColor(void) { return occTexture2D (occSamplerBaseColor, occTexCoord.xy); }";
2545 }
6c6aadb1 2546 }
2547 else
2548 {
72f6dc61 2549 if ((theBits & OpenGl_PO_TextureRGB) != 0)
6c6aadb1 2550 {
72f6dc61 2551 aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
737e9a8d 2552 aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
3b4c6945 2553 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
79f4f036 2554 aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
6c6aadb1 2555
2556 aSrcFragGetColor =
2557 EOL"vec4 getColor(void)"
2558 EOL"{"
2559 EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
cc8cbabe 2560 EOL" return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w) * aColor;"
6c6aadb1 2561 EOL"}";
2562 }
2563 }
299e0ab9 2564
2565 if ((theBits & OpenGl_PO_VertColor) != 0)
2566 {
2567 aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
2568 }
2569
daf73ab7 2570 int aNbClipPlanes = 0;
1a7ece8f 2571 if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
8625ef7e 2572 {
3b4c6945 2573 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2574 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
8625ef7e 2575 aSrcVertExtraMain +=
2576 EOL" PositionWorld = aPositionWorld;"
2577 EOL" Position = aPosition;";
1a7ece8f 2578
2a332745 2579 if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
2580 {
2581 aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
2582 aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
2583 ? THE_FRAG_CLIP_CHAINS_N
2584 : THE_FRAG_CLIP_PLANES_N;
2585 }
2586 else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
1a7ece8f 2587 {
daf73ab7 2588 aNbClipPlanes = 1;
1a7ece8f 2589 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
2590 }
2591 else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
2592 {
daf73ab7 2593 aNbClipPlanes = 2;
25c35042 2594 aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
2595 ? THE_FRAG_CLIP_CHAINS_2
2596 : THE_FRAG_CLIP_PLANES_2;
1a7ece8f 2597 }
8625ef7e 2598 }
a1073ae2 2599 if ((theBits & OpenGl_PO_WriteOit) != 0)
2600 {
b17e5bae 2601 aProgramSrc->SetNbFragmentOutputs (2);
2602 aProgramSrc->SetWeightOitOutput (true);
a1073ae2 2603 }
8625ef7e 2604
3b4c6945 2605 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 FrontColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2606 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 BackColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2607
daf73ab7 2608 Standard_Integer aNbLights = 0;
d84e8669 2609 const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, !aSrcVertColor.IsEmpty(), false, true, false);
8625ef7e 2610 aSrcVert = TCollection_AsciiString()
67312b79 2611 + THE_FUNC_transformNormal_view
8625ef7e 2612 + EOL
abdf0b10 2613 + aSrcVertColor
256f9ac0 2614 + aLights
8625ef7e 2615 + EOL"void main()"
2616 EOL"{"
2617 EOL" vec4 aPositionWorld = occModelWorldMatrix * occVertex;"
2618 EOL" vec4 aPosition = occWorldViewMatrix * aPositionWorld;"
2619 EOL" vec3 aNormal = transformNormal (occNormal);"
2620 EOL" vec3 aView = vec3 (0.0, 0.0, 1.0);"
d84e8669 2621 EOL" FrontColor = computeLighting (aNormal, aView, aPosition, true);"
2622 EOL" BackColor = computeLighting (aNormal, aView, aPosition, false);"
8625ef7e 2623 + aSrcVertExtraMain
6ef0d6f1 2624 + THE_VERT_gl_Position
2625 + EOL"}";
8625ef7e 2626
2a332745 2627 TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
2628 aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
2629 ? THE_FRAG_WIREFRAME_COLOR
2630 : EOL"#define getFinalColor getColor";
2631
8625ef7e 2632 aSrcFrag = TCollection_AsciiString()
6c6aadb1 2633 + aSrcFragGetColor
8625ef7e 2634 + EOL"void main()"
2635 EOL"{"
2636 + aSrcFragExtraMain
2a332745 2637 + EOL" occSetFragColor (getFinalColor());"
a1073ae2 2638 + EOL"}";
8625ef7e 2639
d84e8669 2640 const TCollection_AsciiString aProgId = TCollection_AsciiString ("gouraud-") + genLightKey (myLightSourceState.LightSources(), false) + "-";
d95f5ce1 2641 defaultGlslVersion (aProgramSrc, aProgId, theBits);
737e9a8d 2642 aProgramSrc->SetDefaultSampler (false);
daf73ab7 2643 aProgramSrc->SetNbLightsMax (aNbLights);
d84e8669 2644 aProgramSrc->SetNbShadowMaps (0);
daf73ab7 2645 aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
c40eb6b9 2646 aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
2a332745 2647 const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
2648 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
2649 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
2650 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
8625ef7e 2651 TCollection_AsciiString aKey;
2652 if (!Create (aProgramSrc, aKey, theProgram))
2653 {
2654 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
2655 return Standard_False;
2656 }
2657 return Standard_True;
2658}
2659
2660// =======================================================================
2661// function : prepareStdProgramPhong
2662// purpose :
2663// =======================================================================
2664Standard_Boolean OpenGl_ShaderManager::prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram,
8c3237d4 2665 const Standard_Integer theBits,
67312b79 2666 const Standard_Boolean theIsFlatNormal,
2667 const Standard_Boolean theIsPBR)
8625ef7e 2668{
67312b79 2669 TCollection_AsciiString aPosition = theIsPBR ? "PositionWorld" : "Position";
2670 TCollection_AsciiString aPhongCompLight = TCollection_AsciiString() +
2671 "computeLighting (normalize (Normal), normalize (View), " + aPosition + ", gl_FrontFacing)";
8c3237d4 2672 const bool isFlatNormal = theIsFlatNormal
c39bb31b 2673 && myContext->hasFlatShading != OpenGl_FeatureNotAvailable;
2674 const char* aDFdxSignReversion = "";
2675#if defined(GL_ES_VERSION_2_0)
2676 if (isFlatNormal != theIsFlatNormal)
2677 {
2678 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
2679 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
2680 "Warning: flat shading requires OpenGL ES 3.0+ or GL_OES_standard_derivatives extension.");
2681 }
2682 else if (isFlatNormal
6997ff1c 2683 && myContext->Vendor().Search("qualcomm") != -1)
c39bb31b 2684 {
2685 // workaround Adreno driver bug computing reversed normal using dFdx/dFdy
2686 aDFdxSignReversion = "-";
2687 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
2688 "Warning: applied workaround for flat shading normal computation using dFdx/dFdy on Adreno");
2689 }
8c3237d4 2690#endif
8625ef7e 2691 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
67312b79 2692 aProgramSrc->SetPBR (theIsPBR);
2693
3b4c6945 2694 TCollection_AsciiString aSrcVert, aSrcVertExtraFunc, aSrcVertExtraMain;
9504a30d 2695 TCollection_AsciiString aSrcFrag, aSrcFragGetVertColor, aSrcFragExtraMain;
67312b79 2696 TCollection_AsciiString aSrcFragGetColor = TCollection_AsciiString() + EOL"vec4 getColor(void) { return " + aPhongCompLight + "; }";
3b4c6945 2697 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
737e9a8d 2698 if ((theBits & OpenGl_PO_IsPoint) != 0)
8625ef7e 2699 {
2700 #if defined(GL_ES_VERSION_2_0)
2701 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
2702 #endif
6c6aadb1 2703
737e9a8d 2704 if ((theBits & OpenGl_PO_PointSprite) != 0)
6c6aadb1 2705 {
737e9a8d 2706 #if !defined(GL_ES_VERSION_2_0)
2707 if (myContext->core11 != NULL
2708 && myContext->IsGlGreaterEqual (2, 1))
2709 {
2710 aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
2711 }
2712 #endif
299e0ab9 2713
737e9a8d 2714 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
67312b79 2715 aSrcFragGetColor = pointSpriteShadingSrc (aPhongCompLight, theBits);
6c6aadb1 2716 }
737e9a8d 2717
72f6dc61 2718 if ((theBits & OpenGl_PO_TextureRGB) != 0
737e9a8d 2719 && (theBits & OpenGl_PO_VertColor) == 0)
2720 {
72f6dc61 2721 aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
737e9a8d 2722 aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
2723 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2724
2725 aSrcVertExtraMain += EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
2726 aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
2727 }
6c6aadb1 2728 }
2729 else
2730 {
72f6dc61 2731 if ((theBits & OpenGl_PO_TextureRGB) != 0)
6c6aadb1 2732 {
737e9a8d 2733 aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
3b4c6945 2734 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
79f4f036 2735 aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
6c6aadb1 2736
72f6dc61 2737 Standard_Integer aTextureBits = Graphic3d_TextureSetBits_BaseColor | Graphic3d_TextureSetBits_Occlusion | Graphic3d_TextureSetBits_Emissive;
67312b79 2738 if (!theIsPBR)
2739 {
2740 aSrcFragGetColor = TCollection_AsciiString() +
2741 EOL"vec4 getColor(void)"
2742 EOL"{"
72f6dc61 2743 EOL" vec2 aTexUV = TexCoord.st / TexCoord.w;"
67312b79 2744 EOL" vec4 aColor = " + aPhongCompLight + ";"
72f6dc61 2745 EOL" aColor *= occTexture2D(occSamplerBaseColor, aTexUV);"
2746 EOL" vec3 anEmission = occTextureEmissive((gl_FrontFacing ? occFrontMaterial_Emission() : occBackMaterial_Emission()).rgb, aTexUV);"
2747 EOL" aColor.rgb += anEmission;"
2748 EOL" return aColor;"
67312b79 2749 EOL"}";
2750 }
2751 else
2752 {
72f6dc61 2753 aTextureBits |= Graphic3d_TextureSetBits_MetallicRoughness;
2754 }
2755 if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal
2756 && !isFlatNormal)
2757 {
2758 if (myContext->hasFlatShading != OpenGl_FeatureNotAvailable)
2759 {
2760 aTextureBits |= Graphic3d_TextureSetBits_Normal;
2761 }
2762 else
2763 {
2764 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
2765 "Warning: ignoring Normal Map texture due to hardware capabilities");
2766 }
67312b79 2767 }
72f6dc61 2768 aProgramSrc->SetTextureSetBits (aTextureBits);
6c6aadb1 2769 }
2770 }
2771
299e0ab9 2772 if ((theBits & OpenGl_PO_VertColor) != 0)
2773 {
3b4c6945 2774 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
299e0ab9 2775 aSrcVertExtraMain += EOL" VertColor = occVertColor;";
3b4c6945 2776 aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
299e0ab9 2777 }
2778
daf73ab7 2779 int aNbClipPlanes = 0;
1a7ece8f 2780 if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
8625ef7e 2781 {
2a332745 2782 if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
2783 {
2784 aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
2785 aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
2786 ? THE_FRAG_CLIP_CHAINS_N
2787 : THE_FRAG_CLIP_PLANES_N;
2788 }
2789 else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
1a7ece8f 2790 {
daf73ab7 2791 aNbClipPlanes = 1;
1a7ece8f 2792 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
2793 }
2794 else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
2795 {
daf73ab7 2796 aNbClipPlanes = 2;
25c35042 2797 aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
2798 ? THE_FRAG_CLIP_CHAINS_2
2799 : THE_FRAG_CLIP_PLANES_2;
1a7ece8f 2800 }
8625ef7e 2801 }
a1073ae2 2802 if ((theBits & OpenGl_PO_WriteOit) != 0)
2803 {
b17e5bae 2804 aProgramSrc->SetNbFragmentOutputs (2);
2805 aProgramSrc->SetWeightOitOutput (true);
a1073ae2 2806 }
8625ef7e 2807
3b4c6945 2808 if (isFlatNormal)
2809 {
3b4c6945 2810 aSrcFragExtraMain += TCollection_AsciiString()
67312b79 2811 + EOL" Normal = " + aDFdxSignReversion + "normalize (cross (dFdx (" + aPosition + ".xyz / " + aPosition + ".w), dFdy (" + aPosition + ".xyz / " + aPosition + ".w)));"
3b4c6945 2812 EOL" if (!gl_FrontFacing) { Normal = -Normal; }";
2813 }
2814 else
2815 {
72f6dc61 2816 aStageInOuts.Append(OpenGl_ShaderObject::ShaderVariable("vec3 vNormal", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2817 aSrcVertExtraFunc += THE_FUNC_transformNormal_world;
2818 aSrcVertExtraMain += EOL" vNormal = transformNormal (occNormal);";
9504a30d 2819 aSrcFragExtraMain += EOL" Normal = vNormal;";
72f6dc61 2820
2821 if ((theBits & OpenGl_PO_IsPoint) == 0
2822 && (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal
2823 && myContext->hasFlatShading != OpenGl_FeatureNotAvailable)
2824 {
78607702 2825 aSrcFrag += Shaders_TangentSpaceNormal_glsl;
72f6dc61 2826 // apply normal map texture
2827 aSrcFragExtraMain +=
2828 EOL"#if defined(THE_HAS_TEXTURE_NORMAL)"
c8bead47 2829 EOL" vec2 aTexCoord = TexCoord.st / TexCoord.w;"
2830 EOL" vec4 aMapNormalValue = occTextureNormal(aTexCoord);"
72f6dc61 2831 EOL" if (aMapNormalValue.w > 0.5)"
2832 EOL" {"
c8bead47 2833 EOL" mat2 aDeltaUVMatrix = mat2 (dFdx(aTexCoord), dFdy(aTexCoord));"
72f6dc61 2834 EOL" mat2x3 aDeltaVectorMatrix = mat2x3 (dFdx (PositionWorld.xyz), dFdy (PositionWorld.xyz));"
78607702 2835 EOL" Normal = TangentSpaceNormal (aDeltaUVMatrix, aDeltaVectorMatrix, aMapNormalValue.xyz, Normal, !gl_FrontFacing);"
72f6dc61 2836 EOL" }"
2837 EOL"#endif";
2838 }
2839 if (!theIsPBR)
2840 {
2841 aSrcFragExtraMain +=
2842 EOL" Normal = normalize ((occWorldViewMatrixInverseTranspose * vec4 (Normal, 0.0)).xyz);";
2843 }
3b4c6945 2844 }
2845
2846 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2847 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2848 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 View", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
d84e8669 2849 if (myLightSourceState.HasShadowMaps())
2850 {
2851 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 occShadowMapMatrices[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX));
2852 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occShadowMapSamplers[THE_NB_SHADOWMAPS]", Graphic3d_TOS_FRAGMENT));
2853 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 occShadowMapSizeBias", Graphic3d_TOS_FRAGMENT));
2854
2855 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PosLightSpace[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2856 aSrcVertExtraMain +=
2857 EOL" for (int aShadowIter = 0; aShadowIter < THE_NB_SHADOWMAPS; ++aShadowIter)"
2858 EOL" {"
2859 EOL" PosLightSpace[aShadowIter] = occShadowMapMatrices[aShadowIter] * PositionWorld;"
2860 EOL" }";
2861 }
3b4c6945 2862
8625ef7e 2863 aSrcVert = TCollection_AsciiString()
3b4c6945 2864 + aSrcVertExtraFunc
8625ef7e 2865 + EOL"void main()"
2866 EOL"{"
2867 EOL" PositionWorld = occModelWorldMatrix * occVertex;"
2868 EOL" Position = occWorldViewMatrix * PositionWorld;"
67312b79 2869 EOL" if (occProjectionMatrix[3][3] == 1.0)"
2870 EOL" {"
2871 EOL" View = vec3(0.0, 0.0, 1.0);"
2872 EOL" }"
2873 EOL" else"
2874 EOL" {"
2875 EOL" View = -Position.xyz;"
2876 EOL" }"
2877 + (theIsPBR ? EOL" View = (occWorldViewMatrixInverse * vec4(View, 0.0)).xyz;" : "")
8625ef7e 2878 + aSrcVertExtraMain
6ef0d6f1 2879 + THE_VERT_gl_Position
2880 + EOL"}";
8625ef7e 2881
2a332745 2882 TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
2883 aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
2884 ? THE_FRAG_WIREFRAME_COLOR
2885 : EOL"#define getFinalColor getColor";
2886
daf73ab7 2887 Standard_Integer aNbLights = 0;
d84e8669 2888 Standard_Integer aNbShadowMaps = myLightSourceState.HasShadowMaps()
2889 ? myLightSourceState.LightSources()->NbCastShadows()
2890 : 0;
72f6dc61 2891 const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, !aSrcFragGetVertColor.IsEmpty(), theIsPBR,
2892 (theBits & OpenGl_PO_TextureRGB) == 0
d84e8669 2893 || (theBits & OpenGl_PO_IsPoint) != 0,
2894 myLightSourceState.HasShadowMaps());
78607702 2895 aSrcFrag += TCollection_AsciiString()
8625ef7e 2896 + EOL
6c6aadb1 2897 + aSrcFragGetVertColor
9504a30d 2898 + EOL"vec3 Normal;"
256f9ac0 2899 + aLights
6c6aadb1 2900 + aSrcFragGetColor
8625ef7e 2901 + EOL
2902 EOL"void main()"
2903 EOL"{"
2904 + aSrcFragExtraMain
2a332745 2905 + EOL" occSetFragColor (getFinalColor());"
a1073ae2 2906 + EOL"}";
8625ef7e 2907
d84e8669 2908 const TCollection_AsciiString aProgId = TCollection_AsciiString (theIsFlatNormal ? "flat-" : "phong-") + (theIsPBR ? "pbr-" : "")
2909 + genLightKey (myLightSourceState.LightSources(), aNbShadowMaps > 0) + "-";
d95f5ce1 2910 defaultGlslVersion (aProgramSrc, aProgId, theBits, isFlatNormal);
737e9a8d 2911 aProgramSrc->SetDefaultSampler (false);
daf73ab7 2912 aProgramSrc->SetNbLightsMax (aNbLights);
d84e8669 2913 aProgramSrc->SetNbShadowMaps (aNbShadowMaps);
daf73ab7 2914 aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
c40eb6b9 2915 aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
67312b79 2916
2a332745 2917 const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
2918 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
2919 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
2920 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
8625ef7e 2921 TCollection_AsciiString aKey;
2922 if (!Create (aProgramSrc, aKey, theProgram))
2923 {
2924 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
2925 return Standard_False;
2926 }
2927 return Standard_True;
2928}
2929
38a0206f 2930// =======================================================================
f978241f 2931// function : prepareStdProgramStereo
38a0206f 2932// purpose :
2933// =======================================================================
f978241f 2934Standard_Boolean OpenGl_ShaderManager::prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
2935 const Graphic3d_StereoMode theStereoMode)
38a0206f 2936{
2937 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
3b4c6945 2938 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
2939
2940 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
38a0206f 2941 TCollection_AsciiString aSrcVert =
38a0206f 2942 EOL"void main()"
2943 EOL"{"
2944 EOL" TexCoord = occVertex.zw;"
2945 EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
2946 EOL"}";
2947
f978241f 2948 TCollection_AsciiString aSrcFrag;
3b4c6945 2949 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uLeftSampler", Graphic3d_TOS_FRAGMENT));
2950 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uRightSampler", Graphic3d_TOS_FRAGMENT));
d95f5ce1 2951 const char* aName = "stereo";
f978241f 2952 switch (theStereoMode)
2953 {
2954 case Graphic3d_StereoMode_Anaglyph:
2955 {
d95f5ce1 2956 aName = "anaglyph";
3b4c6945 2957 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 uMultL", Graphic3d_TOS_FRAGMENT));
2958 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 uMultR", Graphic3d_TOS_FRAGMENT));
ba00aab7 2959 const TCollection_AsciiString aNormalize = mySRgbState
2960 ? EOL"#define sRgb2linear(theColor) theColor"
2961 EOL"#define linear2sRgb(theColor) theColor"
2962 : EOL"#define sRgb2linear(theColor) pow(theColor, vec4(2.2, 2.2, 2.2, 1.0))"
2963 EOL"#define linear2sRgb(theColor) pow(theColor, 1.0 / vec4(2.2, 2.2, 2.2, 1.0))";
2964 aSrcFrag = aNormalize
2965 + EOL"void main()"
2966 EOL"{"
2967 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
2968 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
2969 EOL" aColorL = sRgb2linear (aColorL);"
2970 EOL" aColorR = sRgb2linear (aColorR);"
2971 EOL" vec4 aColor = uMultR * aColorR + uMultL * aColorL;"
2972 EOL" occSetFragColor (linear2sRgb (aColor));"
2973 EOL"}";
f978241f 2974 break;
2975 }
2976 case Graphic3d_StereoMode_RowInterlaced:
2977 {
d95f5ce1 2978 aName = "row-interlaced";
f978241f 2979 aSrcFrag =
f978241f 2980 EOL"void main()"
2981 EOL"{"
2982 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
2983 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
6e66a3fa 2984 EOL" if (int (mod (gl_FragCoord.y - 1023.5, 2.0)) != 1)"
f978241f 2985 EOL" {"
b17e5bae 2986 EOL" occSetFragColor (aColorL);"
f978241f 2987 EOL" }"
2988 EOL" else"
2989 EOL" {"
b17e5bae 2990 EOL" occSetFragColor (aColorR);"
f978241f 2991 EOL" }"
2992 EOL"}";
2993 break;
2994 }
2995 case Graphic3d_StereoMode_ColumnInterlaced:
2996 {
d95f5ce1 2997 aName = "column-interlaced";
f978241f 2998 aSrcFrag =
f978241f 2999 EOL"void main()"
3000 EOL"{"
3001 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
3002 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
6e66a3fa 3003 EOL" if (int (mod (gl_FragCoord.x - 1023.5, 2.0)) == 1)"
f978241f 3004 EOL" {"
b17e5bae 3005 EOL" occSetFragColor (aColorL);"
f978241f 3006 EOL" }"
3007 EOL" else"
3008 EOL" {"
b17e5bae 3009 EOL" occSetFragColor (aColorR);"
f978241f 3010 EOL" }"
3011 EOL"}";
3012 break;
3013 }
3014 case Graphic3d_StereoMode_ChessBoard:
3015 {
d95f5ce1 3016 aName = "chessboard";
f978241f 3017 aSrcFrag =
f978241f 3018 EOL"void main()"
3019 EOL"{"
3020 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
3021 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
6e66a3fa 3022 EOL" bool isEvenX = int(mod(floor(gl_FragCoord.x - 1023.5), 2.0)) != 1;"
3023 EOL" bool isEvenY = int(mod(floor(gl_FragCoord.y - 1023.5), 2.0)) == 1;"
f978241f 3024 EOL" if ((isEvenX && isEvenY) || (!isEvenX && !isEvenY))"
3025 EOL" {"
b17e5bae 3026 EOL" occSetFragColor (aColorL);"
f978241f 3027 EOL" }"
3028 EOL" else"
3029 EOL" {"
b17e5bae 3030 EOL" occSetFragColor (aColorR);"
f978241f 3031 EOL" }"
3032 EOL"}";
3033 break;
3034 }
3035 case Graphic3d_StereoMode_SideBySide:
3036 {
d95f5ce1 3037 aName = "sidebyside";
f978241f 3038 aSrcFrag =
f978241f 3039 EOL"void main()"
3040 EOL"{"
3041 EOL" vec2 aTexCoord = vec2 (TexCoord.x * 2.0, TexCoord.y);"
3042 EOL" if (TexCoord.x > 0.5)"
3043 EOL" {"
3044 EOL" aTexCoord.x -= 1.0;"
3045 EOL" }"
3046 EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
3047 EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
3048 EOL" if (TexCoord.x <= 0.5)"
3049 EOL" {"
b17e5bae 3050 EOL" occSetFragColor (aColorL);"
f978241f 3051 EOL" }"
3052 EOL" else"
3053 EOL" {"
b17e5bae 3054 EOL" occSetFragColor (aColorR);"
f978241f 3055 EOL" }"
3056 EOL"}";
3057 break;
3058 }
3059 case Graphic3d_StereoMode_OverUnder:
3060 {
d95f5ce1 3061 aName = "overunder";
f978241f 3062 aSrcFrag =
f978241f 3063 EOL"void main()"
3064 EOL"{"
3065 EOL" vec2 aTexCoord = vec2 (TexCoord.x, TexCoord.y * 2.0);"
3066 EOL" if (TexCoord.y > 0.5)"
3067 EOL" {"
3068 EOL" aTexCoord.y -= 1.0;"
3069 EOL" }"
3070 EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
3071 EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
3072 EOL" if (TexCoord.y <= 0.5)"
3073 EOL" {"
b17e5bae 3074 EOL" occSetFragColor (aColorL);"
f978241f 3075 EOL" }"
3076 EOL" else"
3077 EOL" {"
b17e5bae 3078 EOL" occSetFragColor (aColorR);"
f978241f 3079 EOL" }"
3080 EOL"}";
3081 break;
3082 }
3083 case Graphic3d_StereoMode_QuadBuffer:
3084 case Graphic3d_StereoMode_SoftPageFlip:
b40cdc2b 3085 case Graphic3d_StereoMode_OpenVR:
f978241f 3086 default:
3087 {
3088 /*const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[Graphic3d_StereoMode_QuadBuffer];
3089 if (!aProgram.IsNull())
3090 {
3091 return aProgram->IsValid();
3092 }*/
3093 aSrcFrag =
f978241f 3094 EOL"void main()"
3095 EOL"{"
3096 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
3097 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
3098 EOL" aColorL.b = 0.0;"
3099 EOL" aColorL.g = 0.0;"
3100 EOL" aColorR.r = 0.0;"
b17e5bae 3101 EOL" occSetFragColor (aColorL + aColorR);"
f978241f 3102 EOL"}";
3103 break;
3104 }
3105 }
38a0206f 3106
d95f5ce1 3107 defaultGlslVersion (aProgramSrc, aName, 0);
737e9a8d 3108 aProgramSrc->SetDefaultSampler (false);
daf73ab7 3109 aProgramSrc->SetNbLightsMax (0);
d84e8669 3110 aProgramSrc->SetNbShadowMaps (0);
daf73ab7 3111 aProgramSrc->SetNbClipPlanesMax (0);
3b4c6945 3112 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
3113 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
38a0206f 3114 TCollection_AsciiString aKey;
f978241f 3115 if (!Create (aProgramSrc, aKey, theProgram))
38a0206f 3116 {
f978241f 3117 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
38a0206f 3118 return Standard_False;
3119 }
3120
f978241f 3121 myContext->BindProgram (theProgram);
cc8cbabe 3122 theProgram->SetSampler (myContext, "uLeftSampler", Graphic3d_TextureUnit_0);
3123 theProgram->SetSampler (myContext, "uRightSampler", Graphic3d_TextureUnit_1);
38a0206f 3124 myContext->BindProgram (NULL);
3125 return Standard_True;
3126}
3127
98b15dbf 3128// =======================================================================
3129// function : prepareStdProgramBoundBox
3130// purpose :
3131// =======================================================================
3132Standard_Boolean OpenGl_ShaderManager::prepareStdProgramBoundBox()
3133{
3134 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
3b4c6945 3135
3136 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
3137 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 occBBoxCenter", Graphic3d_TOS_VERTEX));
3138 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 occBBoxSize", Graphic3d_TOS_VERTEX));
3139
98b15dbf 3140 TCollection_AsciiString aSrcVert =
98b15dbf 3141 EOL"void main()"
3142 EOL"{"
3143 EOL" vec4 aCenter = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
3144 EOL" vec4 aPos = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
3145 EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * aPos;"
3146 EOL"}";
3147
3148 TCollection_AsciiString aSrcFrag =
3149 EOL"void main()"
3150 EOL"{"
3151 EOL" occSetFragColor (occColor);"
3152 EOL"}";
3153
d95f5ce1 3154 defaultGlslVersion (aProgramSrc, "bndbox", 0);
737e9a8d 3155 aProgramSrc->SetDefaultSampler (false);
98b15dbf 3156 aProgramSrc->SetNbLightsMax (0);
d84e8669 3157 aProgramSrc->SetNbShadowMaps (0);
98b15dbf 3158 aProgramSrc->SetNbClipPlanesMax (0);
3b4c6945 3159 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
3160 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
98b15dbf 3161 TCollection_AsciiString aKey;
3162 if (!Create (aProgramSrc, aKey, myBoundBoxProgram))
3163 {
3164 myBoundBoxProgram = new OpenGl_ShaderProgram(); // just mark as invalid
3165 return Standard_False;
3166 }
3167
3168 const OpenGl_Vec4 aMin (-0.5f, -0.5f, -0.5f, 1.0f);
3169 const OpenGl_Vec4 anAxisShifts[3] =
3170 {
3171 OpenGl_Vec4 (1.0f, 0.0f, 0.0f, 0.0f),
3172 OpenGl_Vec4 (0.0f, 1.0f, 0.0f, 0.0f),
3173 OpenGl_Vec4 (0.0f, 0.0f, 1.0f, 0.0f)
3174 };
3175
3176 const OpenGl_Vec4 aLookup1 (0.0f, 1.0f, 0.0f, 1.0f);
3177 const OpenGl_Vec4 aLookup2 (0.0f, 0.0f, 1.0f, 1.0f);
3178 OpenGl_Vec4 aLinesVertices[24];
3179 for (int anAxis = 0, aVertex = 0; anAxis < 3; ++anAxis)
3180 {
3181 for (int aCompIter = 0; aCompIter < 4; ++aCompIter)
3182 {
3183 aLinesVertices[aVertex++] = aMin
3184 + anAxisShifts[(anAxis + 1) % 3] * aLookup1[aCompIter]
3185 + anAxisShifts[(anAxis + 2) % 3] * aLookup2[aCompIter];
3186
3187 aLinesVertices[aVertex++] = aMin
3188 + anAxisShifts[anAxis]
3189 + anAxisShifts[(anAxis + 1) % 3] * aLookup1[aCompIter]
3190 + anAxisShifts[(anAxis + 2) % 3] * aLookup2[aCompIter];
3191 }
3192 }
3193 if (myContext->ToUseVbo())
3194 {
3195 myBoundBoxVertBuffer = new OpenGl_VertexBuffer();
3196 if (myBoundBoxVertBuffer->Init (myContext, 4, 24, aLinesVertices[0].GetData()))
3197 {
3198 myContext->ShareResource ("OpenGl_ShaderManager_BndBoxVbo", myBoundBoxVertBuffer);
3199 return Standard_True;
3200 }
3201 }
3202 myBoundBoxVertBuffer = new OpenGl_VertexBufferCompat();
3203 myBoundBoxVertBuffer->Init (myContext, 4, 24, aLinesVertices[0].GetData());
3204 myContext->ShareResource ("OpenGl_ShaderManager_BndBoxVbo", myBoundBoxVertBuffer);
3205 return Standard_True;
3206}
3207
67312b79 3208// =======================================================================
3209// function : preparePBREnvBakingProgram
3210// purpose :
3211// =======================================================================
3212Standard_Boolean OpenGl_ShaderManager::preparePBREnvBakingProgram()
3213{
3214 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
3215 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
3216
3217 TCollection_AsciiString aSrcVert = TCollection_AsciiString()
3218 + THE_FUNC_cubemap_vector_transform
3219 + Shaders_PBREnvBaking_vs;
3220
3221 TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
3222 + THE_FUNC_cubemap_vector_transform
3223 + Shaders_PBRDistribution_glsl
3224 + Shaders_PBREnvBaking_fs;
3225
3226 // constant array definition requires OpenGL 2.1+ or OpenGL ES 3.0+
3227#if defined(GL_ES_VERSION_2_0)
3228 aProgramSrc->SetHeader ("#version 300 es");
3229#else
3230 aProgramSrc->SetHeader ("#version 120");
3231#endif
3232
3233 defaultGlslVersion (aProgramSrc, "pbr_env_baking", 0);
3234 aProgramSrc->SetDefaultSampler (false);
3235 aProgramSrc->SetNbLightsMax (0);
d84e8669 3236 aProgramSrc->SetNbShadowMaps (0);
67312b79 3237 aProgramSrc->SetNbClipPlanesMax (0);
3238 aProgramSrc->SetPBR (true);
3239 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
3240 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
3241 TCollection_AsciiString aKey;
3242 if (!Create (aProgramSrc, aKey, myPBREnvBakingProgram))
3243 {
3244 myPBREnvBakingProgram = new OpenGl_ShaderProgram(); // just mark as invalid
3245 return Standard_False;
3246 }
3247
3248 return Standard_True;
3249}
3250
077a220c 3251// =======================================================================
3252// function : GetBgCubeMapProgram
3253// purpose :
3254// =======================================================================
3255const Handle(Graphic3d_ShaderProgram)& OpenGl_ShaderManager::GetBgCubeMapProgram ()
3256{
3257 if (myBgCubeMapProgram.IsNull())
3258 {
67312b79 3259 myBgCubeMapProgram = new Graphic3d_ShaderProgram();
077a220c 3260
3261 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
3262 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable("vec3 ViewDirection", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
077a220c 3263 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("samplerCube occSampler0", Graphic3d_TOS_FRAGMENT));
67312b79 3264 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int uYCoeff", Graphic3d_TOS_VERTEX));
3265 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int uZCoeff", Graphic3d_TOS_VERTEX));
077a220c 3266
67312b79 3267 TCollection_AsciiString aSrcVert = TCollection_AsciiString()
3268 + THE_FUNC_cubemap_vector_transform
3269 + EOL"void main()"
077a220c 3270 EOL"{"
cdc54fb0 3271 EOL" ViewDirection = cubemapVectorTransform (occVertex.xyz, uYCoeff, uZCoeff);"
3272 EOL" vec4 aPos = occProjectionMatrix * occWorldViewMatrix * vec4(occVertex.xyz, 1.0);"
4b52faa5 3273 // setting Z to W ensures that final Z will be 1.0 after perspective division, (w/w=1))
3274 // which allows rendering skybox after everything else with depth test enabled (GL_LEQUAL)
cdc54fb0 3275 EOL" gl_Position = aPos.xyww;"
077a220c 3276 EOL"}";
3277
4b52faa5 3278 TCollection_AsciiString aDepthClamp;
3279 if (!myContext->arbDepthClamp)
3280 {
3281 // workaround Z clamping issues on some GPUs
3282 aDepthClamp = EOL" gl_FragDepth = clamp (gl_FragDepth, 0.0, 1.0);";
3283 #if defined(GL_ES_VERSION_2_0)
3284 if (myContext->IsGlGreaterEqual (3, 0))
3285 {
3286 myBgCubeMapProgram->SetHeader ("#version 300 es");
3287 }
3288 else if (myContext->extFragDepth)
3289 {
3290 myBgCubeMapProgram->SetHeader ("#extension GL_EXT_frag_depth : enable"
3291 EOL"#define gl_FragDepth gl_FragDepthEXT");
3292 }
3293 else
3294 {
3295 aDepthClamp.Clear();
3296 }
3297 #endif
3298 }
3299
3300 TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
3301 + EOL"#define occEnvCubemap occSampler0"
077a220c 3302 EOL"void main()"
3303 EOL"{"
67312b79 3304 EOL" occSetFragColor (vec4(occTextureCube (occEnvCubemap, ViewDirection).rgb, 1.0));"
4b52faa5 3305 + aDepthClamp
3306 + EOL"}";
077a220c 3307
67312b79 3308 defaultGlslVersion (myBgCubeMapProgram, "background_cubemap", 0);
3309 myBgCubeMapProgram->SetDefaultSampler (false);
3310 myBgCubeMapProgram->SetNbLightsMax (0);
d84e8669 3311 myBgCubeMapProgram->SetNbShadowMaps (0);
67312b79 3312 myBgCubeMapProgram->SetNbClipPlanesMax (0);
3313 myBgCubeMapProgram->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
3314 myBgCubeMapProgram->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
077a220c 3315 }
3316
3317 return myBgCubeMapProgram;
3318}
3319
8625ef7e 3320// =======================================================================
3321// function : bindProgramWithState
3322// purpose :
3323// =======================================================================
08669adf 3324Standard_Boolean OpenGl_ShaderManager::bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram,
3325 Graphic3d_TypeOfShadingModel theShadingModel)
8625ef7e 3326{
8613985b 3327 const Standard_Boolean isBound = myContext->BindProgram (theProgram);
3328 if (isBound
3329 && !theProgram.IsNull())
8625ef7e 3330 {
8613985b 3331 theProgram->ApplyVariables (myContext);
8625ef7e 3332 }
08669adf 3333 PushState (theProgram, theShadingModel);
8613985b 3334 return isBound;
8625ef7e 3335}
737e9a8d 3336
3337// =======================================================================
3338// function : BindMarkerProgram
3339// purpose :
3340// =======================================================================
3341Standard_Boolean OpenGl_ShaderManager::BindMarkerProgram (const Handle(OpenGl_TextureSet)& theTextures,
3342 Graphic3d_TypeOfShadingModel theShadingModel,
3343 Graphic3d_AlphaMode theAlphaMode,
3344 Standard_Boolean theHasVertColor,
3345 const Handle(OpenGl_ShaderProgram)& theCustomProgram)
3346{
3347 if (!theCustomProgram.IsNull()
3348 || myContext->caps->ffpEnable)
3349 {
08669adf 3350 return bindProgramWithState (theCustomProgram, theShadingModel);
737e9a8d 3351 }
3352
3353 Standard_Integer aBits = getProgramBits (theTextures, theAlphaMode, Aspect_IS_SOLID, theHasVertColor, false, false);
3354 if (!theTextures.IsNull()
3355 && theTextures->HasPointSprite())
3356 {
3357 aBits |= theTextures->Last()->IsAlpha() ? OpenGl_PO_PointSpriteA : OpenGl_PO_PointSprite;
3358 }
3359 else
3360 {
3361 aBits |= OpenGl_PO_PointSimple;
3362 }
3363 Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theShadingModel, aBits);
08669adf 3364 return bindProgramWithState (aProgram, theShadingModel);
737e9a8d 3365}