1 // Copyright (c) 2013-2021 OPEN CASCADE SAS
3 // This file is part of Open CASCADE Technology software library.
5 // This library is free software; you can redistribute it and/or modify it under
6 // the terms of the GNU Lesser General Public License version 2.1 as published
7 // by the Free Software Foundation, with special exception defined in the file
8 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
9 // distribution for complete text of the license and disclaimer of any warranty.
11 // Alternatively, this file may be used under the terms of Open CASCADE
12 // commercial license or contractual agreement.
14 #include <Graphic3d_ShaderManager.hxx>
16 #include <Graphic3d_LightSet.hxx>
17 #include <Graphic3d_ShaderProgram.hxx>
18 #include <Message.hxx>
20 #include "../Shaders/Shaders_DirectionalLightShadow_glsl.pxx"
21 #include "../Shaders/Shaders_PBRDistribution_glsl.pxx"
22 #include "../Shaders/Shaders_PBRDirectionalLight_glsl.pxx"
23 #include "../Shaders/Shaders_PBRGeometry_glsl.pxx"
24 #include "../Shaders/Shaders_PBRFresnel_glsl.pxx"
25 #include "../Shaders/Shaders_PBRCookTorrance_glsl.pxx"
26 #include "../Shaders/Shaders_PBRIllumination_glsl.pxx"
27 #include "../Shaders/Shaders_PBRPointLight_glsl.pxx"
28 #include "../Shaders/Shaders_PBRSpotLight_glsl.pxx"
29 #include "../Shaders/Shaders_PBREnvBaking_fs.pxx"
30 #include "../Shaders/Shaders_PBREnvBaking_vs.pxx"
31 #include "../Shaders/Shaders_PhongDirectionalLight_glsl.pxx"
32 #include "../Shaders/Shaders_PhongPointLight_glsl.pxx"
33 #include "../Shaders/Shaders_PhongSpotLight_glsl.pxx"
34 #include "../Shaders/Shaders_PointLightAttenuation_glsl.pxx"
35 #include "../Shaders/Shaders_TangentSpaceNormal_glsl.pxx"
37 IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderManager, Standard_Transient)
41 //! Number specifying maximum number of light sources to prepare a GLSL program with unrolled loop.
42 const Standard_Integer THE_NB_UNROLLED_LIGHTS_MAX = 32;
44 //! Compute the size of array storing holding light sources definition.
45 static Standard_Integer roundUpMaxLightSources (Standard_Integer theNbLights)
47 Standard_Integer aMaxLimit = THE_NB_UNROLLED_LIGHTS_MAX;
48 for (; aMaxLimit < theNbLights; aMaxLimit *= 2) {}
54 //! Compute TexCoord value in Vertex Shader
55 const char THE_VARY_TexCoord_Trsf[] =
56 EOL" float aRotSin = occTextureTrsf_RotationSin();"
57 EOL" float aRotCos = occTextureTrsf_RotationCos();"
58 EOL" vec2 aTex2 = vec2 (occTexCoord.x * aRotCos - occTexCoord.y * aRotSin,"
59 EOL" occTexCoord.x * aRotSin + occTexCoord.y * aRotCos);"
60 EOL" aTex2 = (aTex2 + occTextureTrsf_Translation()) * occTextureTrsf_Scale();"
61 EOL" TexCoord = vec4(aTex2, occTexCoord.zw);";
63 //! Auxiliary function to flip gl_PointCoord vertically
64 #define THE_VEC2_glPointCoord "vec2 (gl_PointCoord.x, 1.0 - gl_PointCoord.y)"
66 //! Auxiliary function to transform normal from model to view coordinate system.
67 const char THE_FUNC_transformNormal_view[] =
68 EOL"vec3 transformNormal (in vec3 theNormal)"
70 EOL" vec4 aResult = occWorldViewMatrixInverseTranspose"
71 EOL" * occModelWorldMatrixInverseTranspose"
72 EOL" * vec4 (theNormal, 0.0);"
73 EOL" return normalize (aResult.xyz);"
76 //! The same function as THE_FUNC_transformNormal but is used in PBR pipeline.
77 //! The normals are expected to be in world coordinate system in PBR pipeline.
78 const char THE_FUNC_transformNormal_world[] =
79 EOL"vec3 transformNormal (in vec3 theNormal)"
81 EOL" vec4 aResult = occModelWorldMatrixInverseTranspose"
82 EOL" * vec4 (theNormal, 0.0);"
83 EOL" return normalize (aResult.xyz);"
86 //! Global shader variable for color definition with lighting enabled.
87 const char THE_FUNC_lightDef[] =
88 EOL"vec3 Ambient;" //!< Ambient contribution of light sources
89 EOL"vec3 Diffuse;" //!< Diffuse contribution of light sources
90 EOL"vec3 Specular;"; //!< Specular contribution of light sources
92 //! Global shader variable for color definition with lighting enabled.
93 const char THE_FUNC_PBR_lightDef[] =
94 EOL"vec3 DirectLighting;" //!< Accumulator of direct lighting from light sources
95 EOL"vec4 BaseColor;" //!< Base color (albedo) of material for PBR
96 EOL"float Metallic;" //!< Metallic coefficient of material
97 EOL"float NormalizedRoughness;" //!< Normalized roughness coefficient of material
98 EOL"float Roughness;" //!< Roughness coefficient of material
99 EOL"vec3 Emission;" //!< Light intensity emitted by material
100 EOL"float IOR;"; //!< Material's index of refraction
102 //! The same as Shaders_PhongDirectionalLight_glsl but for the light with zero index
103 //! (avoids limitations on some mobile devices).
104 const char THE_FUNC_directionalLightFirst[] =
105 EOL"void directionalLightFirst (in vec3 theNormal,"
106 EOL" in vec3 theView,"
107 EOL" in bool theIsFront,"
108 EOL" in float theShadow)"
110 EOL" vec3 aLight = vec3 (occWorldViewMatrix * vec4 (occLight_Position (0), 0.0));"
112 EOL" vec3 aHalf = normalize (aLight + theView);"
114 EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
115 EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
116 EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
118 EOL" float aSpecl = 0.0;"
119 EOL" if (aNdotL > 0.0)"
121 EOL" aSpecl = pow (aNdotH, occMaterial_Shininess(theIsFront));"
124 EOL" Diffuse += occLight_Diffuse(0) * aNdotL * theShadow;"
125 EOL" Specular += occLight_Specular(0) * aSpecl * theShadow;"
128 //! Returns the real cubemap fetching direction considering sides orientation, memory layout and vertical flip.
129 const char THE_FUNC_cubemap_vector_transform[] =
130 EOL"vec3 cubemapVectorTransform (in vec3 theVector,"
131 EOL" in int theYCoeff,"
132 EOL" in int theZCoeff)"
134 EOL" theVector = theVector.yzx;"
135 EOL" theVector.y *= float(theYCoeff);"
136 EOL" theVector.z *= float(theZCoeff);"
137 EOL" return theVector;"
140 //! Process clipping planes in Fragment Shader.
141 //! Should be added at the beginning of the main() function.
142 const char THE_FRAG_CLIP_PLANES_N[] =
143 EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount; ++aPlaneIter)"
145 EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
146 EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
152 //! Process chains of clipping planes in Fragment Shader.
153 const char THE_FRAG_CLIP_CHAINS_N[] =
154 EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount;)"
156 EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
157 EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
159 EOL" if (occClipPlaneChains[aPlaneIter] == 1)"
163 EOL" aPlaneIter += 1;"
167 EOL" aPlaneIter += occClipPlaneChains[aPlaneIter];"
171 //! Process 1 clipping plane in Fragment Shader.
172 const char THE_FRAG_CLIP_PLANES_1[] =
173 EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
174 EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0)"
179 //! Process 2 clipping planes in Fragment Shader.
180 const char THE_FRAG_CLIP_PLANES_2[] =
181 EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
182 EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];"
183 EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
184 EOL" || dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
189 //! Process a chain of 2 clipping planes in Fragment Shader (3/4 section).
190 const char THE_FRAG_CLIP_CHAINS_2[] =
191 EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
192 EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];"
193 EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
194 EOL" && dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
199 //! Modify color for Wireframe presentation.
200 const char THE_FRAG_WIREFRAME_COLOR[] =
201 EOL"vec4 getFinalColor(void)"
203 EOL" float aDistance = min (min (EdgeDistance[0], EdgeDistance[1]), EdgeDistance[2]);"
204 EOL" bool isHollow = occWireframeColor.a < 0.0;"
205 EOL" float aMixVal = smoothstep (occLineWidth - occLineFeather * 0.5, occLineWidth + occLineFeather * 0.5, aDistance);"
206 EOL" vec4 aMixColor = isHollow"
207 EOL" ? vec4 (getColor().rgb, 1.0 - aMixVal)" // edges only (of interior color)
208 EOL" : mix (occWireframeColor, getColor(), aMixVal);" // interior + edges
209 EOL" return aMixColor;"
212 //! Compute gl_Position vertex shader output.
213 const char THE_VERT_gl_Position[] =
214 EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;";
216 //! Displace gl_Position alongside vertex normal for outline rendering.
217 //! This code adds silhouette only for smooth surfaces of closed primitive, and produces visual artifacts on sharp edges.
218 const char THE_VERT_gl_Position_OUTLINE[] =
219 EOL" float anOutlineDisp = occOrthoScale > 0.0 ? occOrthoScale : gl_Position.w;"
220 EOL" vec4 anOutlinePos = occVertex + vec4 (occNormal * (occSilhouetteThickness * anOutlineDisp), 0.0);"
221 EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * anOutlinePos;";
225 // =======================================================================
226 // function : genLightKey
228 // =======================================================================
229 TCollection_AsciiString Graphic3d_ShaderManager::genLightKey (const Handle(Graphic3d_LightSet)& theLights,
230 const bool theHasShadowMap) const
232 if (theLights->NbEnabled() <= THE_NB_UNROLLED_LIGHTS_MAX)
234 return theHasShadowMap
235 ? TCollection_AsciiString ("ls_") + theLights->KeyEnabledLong()
236 : TCollection_AsciiString ("l_") + theLights->KeyEnabledLong();
239 const Standard_Integer aMaxLimit = roundUpMaxLightSources (theLights->NbEnabled());
240 return TCollection_AsciiString ("l_") + theLights->KeyEnabledShort() + aMaxLimit;
243 // =======================================================================
244 // function : Graphic3d_ShaderManager
246 // =======================================================================
247 Graphic3d_ShaderManager::Graphic3d_ShaderManager (Aspect_GraphicsLibrary theGapi)
249 // desktop defines a dedicated API for point size, with gl_PointSize added later to GLSL
250 myHasFlatShading (true),
251 myToReverseDFdxSign (false),
252 mySetPointSize (myGapi == Aspect_GraphicsLibrary_OpenGLES),
253 myUseRedAlpha (false),
254 myToEmulateDepthClamp (true),
257 memset (myGlslExtensions, 0, sizeof(myGlslExtensions));
260 // =======================================================================
261 // function : ~Graphic3d_ShaderManager
263 // =======================================================================
264 Graphic3d_ShaderManager::~Graphic3d_ShaderManager()
269 // =======================================================================
270 // function : hasGlslBitwiseOps
272 // =======================================================================
273 bool Graphic3d_ShaderManager::hasGlslBitwiseOps() const
277 case Aspect_GraphicsLibrary_OpenGL:
279 return IsGapiGreaterEqual (3, 0)
280 || myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_gpu_shader4];
282 case Aspect_GraphicsLibrary_OpenGLES:
284 return IsGapiGreaterEqual (3, 0);
290 // =======================================================================
291 // function : defaultGlslVersion
293 // =======================================================================
294 int Graphic3d_ShaderManager::defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
295 const TCollection_AsciiString& theName,
297 bool theUsesDerivates) const
300 const bool toUseDerivates = theUsesDerivates
301 || (theBits & Graphic3d_ShaderFlags_StippleLine) != 0
302 || (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal;
305 case Aspect_GraphicsLibrary_OpenGL:
307 if (IsGapiGreaterEqual (3, 2))
309 theProgram->SetHeader ("#version 150");
313 // TangentSpaceNormal() function uses mat2x3 type
314 const bool toUseMat2x3 = (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal;
315 // gl_PointCoord has been added since GLSL 1.2
316 const bool toUsePointCoord = (theBits & Graphic3d_ShaderFlags_PointSprite) != 0;
317 if (toUseMat2x3 || toUsePointCoord)
319 if (IsGapiGreaterEqual (2, 1))
321 theProgram->SetHeader ("#version 120");
324 if ((theBits & Graphic3d_ShaderFlags_StippleLine) != 0
325 || theProgram->IsPBR())
327 if (IsGapiGreaterEqual (3, 0))
329 theProgram->SetHeader ("#version 130");
331 else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_gpu_shader4])
333 // GL_EXT_gpu_shader4 defines GLSL type "unsigned int", while core GLSL specs define type "uint"
334 theProgram->SetHeader ("#extension GL_EXT_gpu_shader4 : enable\n"
335 "#define uint unsigned int");
339 (void )toUseDerivates;
342 case Aspect_GraphicsLibrary_OpenGLES:
344 #if defined(__EMSCRIPTEN__)
345 if (IsGapiGreaterEqual (3, 0))
347 // consider this is browser responsibility to provide working WebGL 2.0 implementation
348 // and black-list broken drivers (there is no OpenGL ES greater than 3.0)
349 theProgram->SetHeader ("#version 300 es");
352 // prefer "100 es" on OpenGL ES 3.0- devices (save the features unavailable before "300 es")
353 // and "300 es" on OpenGL ES 3.1+ devices
354 if (IsGapiGreaterEqual (3, 1))
356 if ((theBits & Graphic3d_ShaderFlags_NeedsGeomShader) != 0)
358 theProgram->SetHeader (IsGapiGreaterEqual (3, 2) ? "#version 320 es" : "#version 310 es");
362 theProgram->SetHeader ("#version 300 es");
367 TCollection_AsciiString aGles2Extensions;
368 if (theProgram->IsPBR())
370 if (IsGapiGreaterEqual (3, 0))
372 theProgram->SetHeader ("#version 300 es");
374 else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_shader_texture_lod])
376 aGles2Extensions += "#extension GL_EXT_shader_texture_lod : enable\n"
377 "#define textureCubeLod textureCubeLodEXT\n";
380 if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0
381 || (theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0
382 || (theBits & Graphic3d_ShaderFlags_StippleLine) != 0)
384 if (IsGapiGreaterEqual (3, 0))
386 theProgram->SetHeader ("#version 300 es");
390 aBits = aBits & ~Graphic3d_ShaderFlags_WriteOit;
391 aBits = aBits & ~Graphic3d_ShaderFlags_OitDepthPeeling;
392 if (!myGlslExtensions[Graphic3d_GlslExtension_GL_OES_standard_derivatives])
394 aBits = aBits & ~Graphic3d_ShaderFlags_StippleLine;
400 if (IsGapiGreaterEqual (3, 0))
402 theProgram->SetHeader ("#version 300 es");
404 else if (myGlslExtensions[Graphic3d_GlslExtension_GL_OES_standard_derivatives])
406 aGles2Extensions += "#extension GL_OES_standard_derivatives : enable\n";
410 if (!aGles2Extensions.IsEmpty())
412 theProgram->SetHeader (aGles2Extensions);
419 // should fit Graphic3d_ShaderFlags_NB
421 Sprintf (aBitsStr, "%04x", aBits);
422 theProgram->SetId (TCollection_AsciiString ("occt_") + theName + aBitsStr);
426 // =======================================================================
427 // function : defaultOitGlslVersion
429 // =======================================================================
430 void Graphic3d_ShaderManager::defaultOitGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
431 const TCollection_AsciiString& theName,
436 case Aspect_GraphicsLibrary_OpenGL:
440 if (IsGapiGreaterEqual (4, 0))
442 theProgram->SetHeader ("#version 400");
447 if (IsGapiGreaterEqual (3, 2))
449 theProgram->SetHeader ("#version 150");
454 case Aspect_GraphicsLibrary_OpenGLES:
458 if (IsGapiGreaterEqual (3, 2))
460 theProgram->SetHeader ("#version 320 es");
462 else if (IsGapiGreaterEqual (3, 0))
464 theProgram->SetHeader ("#version 300 es"); // with GL_OES_sample_variables extension
469 if (IsGapiGreaterEqual (3, 0))
471 theProgram->SetHeader ("#version 300 es");
477 theProgram->SetId (TCollection_AsciiString ("occt_") + theName + (theMsaa ? "_msaa" : ""));
480 // =======================================================================
481 // function : getStdProgramFont
483 // =======================================================================
484 Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramFont() const
486 Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
487 aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
488 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
490 TCollection_AsciiString aSrcVert = TCollection_AsciiString()
493 EOL" TexCoord = occTexCoord.st;"
494 + THE_VERT_gl_Position
497 TCollection_AsciiString
498 aSrcGetAlpha = myUseRedAlpha
499 ? EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).r; }"
500 : EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).a; }";
502 TCollection_AsciiString aSrcFrag =
506 EOL" vec4 aColor = occColor;"
507 EOL" aColor.a *= getAlpha();"
508 EOL" if (aColor.a <= 0.285) discard;"
509 EOL" occSetFragColor (aColor);"
512 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
513 defaultGlslVersion (aProgramSrc, "font", 0);
514 aProgramSrc->SetDefaultSampler (false);
515 aProgramSrc->SetNbLightsMax (0);
516 aProgramSrc->SetNbShadowMaps (0);
517 aProgramSrc->SetNbClipPlanesMax (0);
518 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
519 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
523 // =======================================================================
524 // function : getStdProgramFboBlit
526 // =======================================================================
527 Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramFboBlit (Standard_Integer theNbSamples,
528 Standard_Boolean theIsFallback_sRGB) const
530 Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
531 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
533 TCollection_AsciiString aSrcVert =
536 EOL" TexCoord = occVertex.zw;"
537 EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
540 TCollection_AsciiString aSrcFrag;
541 if (theNbSamples > 1)
543 if (myGapi == Aspect_GraphicsLibrary_OpenGLES)
545 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("highp sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
546 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("highp sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
550 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
551 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
554 aSrcFrag = TCollection_AsciiString()
555 + EOL"#define THE_NUM_SAMPLES " + theNbSamples
556 + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
559 EOL" ivec2 aSize = textureSize (uColorSampler);"
560 EOL" ivec2 anUV = ivec2 (vec2 (aSize) * TexCoord);"
561 EOL" gl_FragDepth = texelFetch (uDepthSampler, anUV, THE_NUM_SAMPLES / 2 - 1).r;"
563 EOL" vec4 aColor = vec4 (0.0);"
564 EOL" for (int aSample = 0; aSample < THE_NUM_SAMPLES; ++aSample)"
566 EOL" vec4 aVal = texelFetch (uColorSampler, anUV, aSample);"
567 EOL" aColor += aVal;"
569 EOL" aColor /= float(THE_NUM_SAMPLES);"
570 EOL"#ifdef THE_SHIFT_sRGB"
571 EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
573 EOL" occSetFragColor (aColor);"
578 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uColorSampler", Graphic3d_TOS_FRAGMENT));
579 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uDepthSampler", Graphic3d_TOS_FRAGMENT));
580 aSrcFrag = TCollection_AsciiString()
581 + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
584 EOL" gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;"
585 EOL" vec4 aColor = occTexture2D (uColorSampler, TexCoord);"
586 EOL"#ifdef THE_SHIFT_sRGB"
587 EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
589 EOL" occSetFragColor (aColor);"
593 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
596 case Aspect_GraphicsLibrary_OpenGL:
598 if (IsGapiGreaterEqual (3, 2))
600 aProgramSrc->SetHeader ("#version 150");
604 case Aspect_GraphicsLibrary_OpenGLES:
606 if (IsGapiGreaterEqual (3, 1))
608 // required for MSAA sampler
609 aProgramSrc->SetHeader ("#version 310 es");
611 else if (IsGapiGreaterEqual (3, 0))
613 aProgramSrc->SetHeader ("#version 300 es");
615 else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_frag_depth])
617 aProgramSrc->SetHeader ("#extension GL_EXT_frag_depth : enable"
618 EOL"#define gl_FragDepth gl_FragDepthEXT");
622 // there is no way to draw into depth buffer
626 EOL" occSetFragColor (occTexture2D (uColorSampler, TexCoord));"
633 TCollection_AsciiString anId = "occt_blit";
634 if (theNbSamples > 1)
636 anId += TCollection_AsciiString ("_msaa") + theNbSamples;
638 if (theIsFallback_sRGB)
642 aProgramSrc->SetId (anId);
643 aProgramSrc->SetDefaultSampler (false);
644 aProgramSrc->SetNbLightsMax (0);
645 aProgramSrc->SetNbShadowMaps (0);
646 aProgramSrc->SetNbClipPlanesMax (0);
647 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
648 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
652 // =======================================================================
653 // function : getStdProgramOitCompositing
655 // =======================================================================
656 Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramOitCompositing (const Standard_Boolean theMsaa) const
658 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
659 TCollection_AsciiString aSrcVert, aSrcFrag;
661 Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
662 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
667 EOL" TexCoord = occVertex.zw;"
668 EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
673 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uAccumTexture", Graphic3d_TOS_FRAGMENT));
674 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uWeightTexture", Graphic3d_TOS_FRAGMENT));
678 EOL" vec4 aAccum = occTexture2D (uAccumTexture, TexCoord);"
679 EOL" float aWeight = occTexture2D (uWeightTexture, TexCoord).r;"
680 EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
685 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uAccumTexture", Graphic3d_TOS_FRAGMENT));
686 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uWeightTexture", Graphic3d_TOS_FRAGMENT));
690 EOL" ivec2 aTexel = ivec2 (vec2 (textureSize (uAccumTexture)) * TexCoord);"
691 EOL" vec4 aAccum = texelFetch (uAccumTexture, aTexel, gl_SampleID);"
692 EOL" float aWeight = texelFetch (uWeightTexture, aTexel, gl_SampleID).r;"
693 EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
696 defaultOitGlslVersion (aProgramSrc, "weight_oit", theMsaa);
698 aProgramSrc->SetDefaultSampler (false);
699 aProgramSrc->SetNbLightsMax (0);
700 aProgramSrc->SetNbShadowMaps (0);
701 aProgramSrc->SetNbClipPlanesMax (0);
702 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
703 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
707 // =======================================================================
708 // function : getStdProgramOitDepthPeelingBlend
710 // =======================================================================
711 Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramOitDepthPeelingBlend (Standard_Boolean theMsaa) const
713 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
714 TCollection_AsciiString aSrcVert, aSrcFrag;
716 Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
720 EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
723 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable (theMsaa
724 ? "sampler2DMS uDepthPeelingBackColor"
725 : "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
726 aSrcFrag = TCollection_AsciiString()
729 EOL" #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
730 + EOL" occFragColor = texelFetch (uDepthPeelingBackColor, ivec2 (gl_FragCoord.xy), THE_SAMPLE_ID);"
731 EOL" if (occFragColor.a == 0.0) { discard; }"
734 defaultOitGlslVersion (aProgramSrc, "oit_peeling_blend", theMsaa);
735 aProgramSrc->SetDefaultSampler (false);
736 aProgramSrc->SetNbLightsMax (0);
737 aProgramSrc->SetNbClipPlanesMax (0);
738 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
739 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
743 // =======================================================================
744 // function : getStdProgramOitDepthPeelingFlush
746 // =======================================================================
747 Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramOitDepthPeelingFlush (Standard_Boolean theMsaa) const
749 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
750 TCollection_AsciiString aSrcVert, aSrcFrag;
752 Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
756 EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
759 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable (theMsaa
760 ? "sampler2DMS uDepthPeelingFrontColor"
761 : "sampler2D uDepthPeelingFrontColor", Graphic3d_TOS_FRAGMENT));
762 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable (theMsaa
763 ? "sampler2DMS uDepthPeelingBackColor"
764 : "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
765 aSrcFrag = TCollection_AsciiString()
768 EOL" #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
769 + EOL" ivec2 aFragCoord = ivec2 (gl_FragCoord.xy);"
770 EOL" vec4 aFrontColor = texelFetch (uDepthPeelingFrontColor, aFragCoord, THE_SAMPLE_ID);"
771 EOL" vec4 aBackColor = texelFetch (uDepthPeelingBackColor, aFragCoord, THE_SAMPLE_ID);"
772 EOL" float anAlphaMult = 1.0 - aFrontColor.a;"
773 EOL" occFragColor = vec4 (aFrontColor.rgb + anAlphaMult * aBackColor.rgb, aFrontColor.a + aBackColor.a);"
776 defaultOitGlslVersion (aProgramSrc, "oit_peeling_flush", theMsaa);
777 aProgramSrc->SetDefaultSampler (false);
778 aProgramSrc->SetNbLightsMax (0);
779 aProgramSrc->SetNbClipPlanesMax (0);
780 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
781 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
785 // =======================================================================
786 // function : pointSpriteAlphaSrc
788 // =======================================================================
789 TCollection_AsciiString Graphic3d_ShaderManager::pointSpriteAlphaSrc (Standard_Integer theBits) const
791 const bool isAlpha = (theBits & Graphic3d_ShaderFlags_PointSpriteA) == Graphic3d_ShaderFlags_PointSpriteA;
792 return isAlpha && myUseRedAlpha
793 ? EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").r; }"
794 : EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").a; }";
797 // =======================================================================
798 // function : pointSpriteShadingSrc
800 // =======================================================================
801 TCollection_AsciiString Graphic3d_ShaderManager::pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc,
802 Standard_Integer theBits) const
804 TCollection_AsciiString aSrcFragGetColor;
805 if ((theBits & Graphic3d_ShaderFlags_PointSpriteA) == Graphic3d_ShaderFlags_PointSpriteA)
807 aSrcFragGetColor = pointSpriteAlphaSrc (theBits) +
808 EOL"vec4 getColor(void)"
810 EOL" vec4 aColor = " + theBaseColorSrc + ";"
811 EOL" aColor.a = getAlpha();"
812 EOL" if (aColor.a <= 0.1) discard;"
816 else if ((theBits & Graphic3d_ShaderFlags_PointSprite) == Graphic3d_ShaderFlags_PointSprite)
818 aSrcFragGetColor = TCollection_AsciiString() +
819 EOL"vec4 getColor(void)"
821 EOL" vec4 aColor = " + theBaseColorSrc + ";"
822 EOL" aColor = occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ") * aColor;"
823 EOL" if (aColor.a <= 0.1) discard;"
828 return aSrcFragGetColor;
831 //! Prepare GLSL source for geometry shader according to parameters.
832 static TCollection_AsciiString prepareGeomMainSrc (Graphic3d_ShaderObject::ShaderVariableList& theUnifoms,
833 Graphic3d_ShaderObject::ShaderVariableList& theStageInOuts,
834 Standard_Integer theBits)
836 if ((theBits & Graphic3d_ShaderFlags_NeedsGeomShader) == 0)
838 return TCollection_AsciiString();
841 TCollection_AsciiString aSrcMainGeom =
845 if ((theBits & Graphic3d_ShaderFlags_MeshEdges) != 0)
847 theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_GEOMETRY));
848 theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("bool occIsQuadMode", Graphic3d_TOS_GEOMETRY));
849 theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_GEOMETRY));
850 theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_FRAGMENT));
851 theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occLineFeather", Graphic3d_TOS_FRAGMENT));
852 theUnifoms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 occWireframeColor", Graphic3d_TOS_FRAGMENT));
853 theStageInOuts.Append(Graphic3d_ShaderObject::ShaderVariable ("vec3 EdgeDistance", Graphic3d_TOS_GEOMETRY | Graphic3d_TOS_FRAGMENT));
855 aSrcMainGeom = TCollection_AsciiString()
856 + EOL"vec3 ViewPortTransform (vec4 theVec)"
858 EOL" vec3 aWinCoord = theVec.xyz / theVec.w;"
859 EOL" aWinCoord = aWinCoord * 0.5 + 0.5;"
860 EOL" aWinCoord.xy = aWinCoord.xy * occViewport.zw + occViewport.xy;"
861 EOL" return aWinCoord;"
864 + EOL" vec3 aSideA = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[1].gl_Position);"
865 EOL" vec3 aSideB = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
866 EOL" vec3 aSideC = ViewPortTransform (gl_in[1].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
867 EOL" float aQuadArea = abs (aSideB.x * aSideC.y - aSideB.y * aSideC.x);"
868 EOL" vec3 aLenABC = vec3 (length (aSideA), length (aSideB), length (aSideC));"
869 EOL" vec3 aHeightABC = vec3 (aQuadArea) / aLenABC;"
870 EOL" aHeightABC = max (aHeightABC, vec3 (10.0 * occLineWidth));" // avoid shrunk presentation disappearing at distance
871 EOL" float aQuadModeHeightC = occIsQuadMode ? occLineWidth + 1.0 : 0.0;";
874 for (Standard_Integer aVertIter = 0; aVertIter < 3; ++aVertIter)
876 const TCollection_AsciiString aVertIndex (aVertIter);
877 // pass variables from Vertex shader to Fragment shader through Geometry shader
878 for (Graphic3d_ShaderObject::ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next())
880 if (aVarListIter.Value().Stages == (Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT))
882 const TCollection_AsciiString aVarName = aVarListIter.Value().Name.Token (" ", 2);
883 if (aVarName.Value (aVarName.Length()) == ']')
885 // copy the whole array
886 const TCollection_AsciiString aVarName2 = aVarName.Token ("[", 1);
887 aSrcMainGeom += TCollection_AsciiString()
888 + EOL" geomOut." + aVarName2 + " = geomIn[" + aVertIndex + "]." + aVarName2 + ";";
892 aSrcMainGeom += TCollection_AsciiString()
893 + EOL" geomOut." + aVarName + " = geomIn[" + aVertIndex + "]." + aVarName + ";";
898 if ((theBits & Graphic3d_ShaderFlags_MeshEdges) != 0)
902 case 0: aSrcMainGeom += EOL" EdgeDistance = vec3 (aHeightABC[0], 0.0, aQuadModeHeightC);"; break;
903 case 1: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, aHeightABC[1], aQuadModeHeightC);"; break;
904 case 2: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, 0.0, aHeightABC[2]);"; break;
907 aSrcMainGeom += TCollection_AsciiString()
908 + EOL" gl_Position = gl_in[" + aVertIndex + "].gl_Position;"
912 EOL" EndPrimitive();"
918 // =======================================================================
919 // function : getStdProgramUnlit
921 // =======================================================================
922 Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramUnlit (Standard_Integer theBits,
923 Standard_Boolean theIsOutline) const
925 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
926 TCollection_AsciiString aSrcVert, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcVertEndMain;
927 TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
928 TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
929 TCollection_AsciiString aSrcFragMainGetColor = EOL" occSetFragColor (getFinalColor());";
930 Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
932 if ((theBits & Graphic3d_ShaderFlags_IsPoint) != 0)
936 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
939 if ((theBits & Graphic3d_ShaderFlags_PointSprite) != 0)
941 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
942 if ((theBits & Graphic3d_ShaderFlags_PointSpriteA) != Graphic3d_ShaderFlags_PointSpriteA)
945 EOL"vec4 getColor(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord "); }";
947 else if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
948 && (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
950 aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
951 aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
952 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
954 EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
956 EOL"vec4 getColor(void) { return VertColor; }";
959 aSrcGetAlpha = pointSpriteAlphaSrc (theBits);
960 aSrcFragMainGetColor =
961 EOL" vec4 aColor = getColor();"
962 EOL" aColor.a = getAlpha();"
963 EOL" if (aColor.a <= 0.1) discard;"
964 EOL" occSetFragColor (aColor);";
968 if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
969 && (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
971 aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
972 aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
973 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
975 EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
977 EOL"vec4 getColor(void) { return VertColor; }";
980 aSrcFragMainGetColor =
981 EOL" vec4 aColor = getColor();"
982 EOL" if (aColor.a <= 0.1) discard;"
983 EOL" occSetFragColor (aColor);";
988 if ((theBits & Graphic3d_ShaderFlags_HasTextures) != 0)
990 aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
991 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
993 if ((theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureEnv)
995 aSrcVertExtraFunc = THE_FUNC_transformNormal_view;
998 EOL" vec4 aPosition = occWorldViewMatrix * occModelWorldMatrix * occVertex;"
999 EOL" vec3 aNormal = transformNormal (occNormal);"
1000 EOL" vec3 aReflect = reflect (normalize (aPosition.xyz), aNormal);"
1001 EOL" aReflect.z += 1.0;"
1002 EOL" TexCoord = vec4(aReflect.xy * inversesqrt (dot (aReflect, aReflect)) * 0.5 + vec2 (0.5), 0.0, 1.0);";
1005 EOL"vec4 getColor(void) { return occTexture2D (occSamplerBaseColor, TexCoord.st); }";
1009 aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
1010 aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
1013 EOL"vec4 getColor(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w); }";
1017 if ((theBits & Graphic3d_ShaderFlags_VertColor) != 0)
1019 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1020 aSrcVertExtraMain += EOL" VertColor = occVertColor;";
1021 aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }";
1024 int aNbClipPlanes = 0;
1025 if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) != 0)
1027 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1028 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1029 aSrcVertExtraMain +=
1030 EOL" PositionWorld = occModelWorldMatrix * occVertex;"
1031 EOL" Position = occWorldViewMatrix * PositionWorld;";
1033 if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) == Graphic3d_ShaderFlags_ClipPlanesN)
1035 aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
1036 aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
1037 ? THE_FRAG_CLIP_CHAINS_N
1038 : THE_FRAG_CLIP_PLANES_N;
1040 else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes1) != 0)
1043 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
1045 else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes2) != 0)
1048 aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
1049 ? THE_FRAG_CLIP_CHAINS_2
1050 : THE_FRAG_CLIP_PLANES_2;
1053 if ((theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0)
1055 aProgramSrc->SetNbFragmentOutputs (3);
1056 aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
1058 else if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0)
1060 aProgramSrc->SetNbFragmentOutputs (2);
1061 aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
1066 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occOrthoScale", Graphic3d_TOS_VERTEX));
1067 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occSilhouetteThickness", Graphic3d_TOS_VERTEX));
1068 aSrcVertEndMain = THE_VERT_gl_Position_OUTLINE;
1070 else if ((theBits & Graphic3d_ShaderFlags_StippleLine) != 0)
1072 const Standard_Integer aBits = defaultGlslVersion (aProgramSrc, "unlit", theBits);
1073 if ((aBits & Graphic3d_ShaderFlags_StippleLine) != 0)
1075 if (hasGlslBitwiseOps())
1077 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("int occStipplePattern", Graphic3d_TOS_FRAGMENT));
1081 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("bool occStipplePattern[16]", Graphic3d_TOS_FRAGMENT));
1083 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occStippleFactor", Graphic3d_TOS_FRAGMENT));
1084 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_VERTEX));
1085 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 ScreenSpaceCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1087 EOL" vec2 aPosition = gl_Position.xy / gl_Position.w;"
1088 EOL" aPosition = aPosition * 0.5 + 0.5;"
1089 EOL" ScreenSpaceCoord = aPosition.xy * occViewport.zw + occViewport.xy;";
1090 aSrcFragMainGetColor = TCollection_AsciiString()
1091 + EOL" vec2 anAxis = vec2 (0.0, 1.0);"
1092 EOL" if (abs (dFdx (ScreenSpaceCoord.x)) - abs (dFdy (ScreenSpaceCoord.y)) > 0.001)"
1094 EOL" anAxis = vec2 (1.0, 0.0);"
1096 EOL" float aRotatePoint = dot (gl_FragCoord.xy, anAxis);"
1097 + (hasGlslBitwiseOps()
1098 ? EOL" uint aBit = uint (floor (aRotatePoint / occStippleFactor + 0.5)) & 15U;"
1099 EOL" if ((uint (occStipplePattern) & (1U << aBit)) == 0U) discard;"
1100 : EOL" int aBit = int (mod (floor (aRotatePoint / occStippleFactor + 0.5), 16.0));"
1101 EOL" if (!occStipplePattern[aBit]) discard;")
1102 + EOL" vec4 aColor = getFinalColor();"
1103 EOL" if (aColor.a <= 0.1) discard;"
1104 EOL" occSetFragColor (aColor);";
1108 Message::SendWarning ("Warning: stipple lines in GLSL will be ignored");
1117 + THE_VERT_gl_Position
1121 TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
1122 aSrcFragGetColor += (theBits & Graphic3d_ShaderFlags_MeshEdges) != 0
1123 ? THE_FRAG_WIREFRAME_COLOR
1124 : EOL"#define getFinalColor getColor";
1131 EOL" if (occFragEarlyReturn()) { return; }"
1133 + aSrcFragMainGetColor
1136 defaultGlslVersion (aProgramSrc, theIsOutline ? "outline" : "unlit", theBits);
1137 aProgramSrc->SetDefaultSampler (false);
1138 aProgramSrc->SetNbLightsMax (0);
1139 aProgramSrc->SetNbShadowMaps (0);
1140 aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
1141 aProgramSrc->SetAlphaTest ((theBits & Graphic3d_ShaderFlags_AlphaTest) != 0);
1142 const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
1143 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
1144 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
1145 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
1149 // =======================================================================
1150 // function : stdComputeLighting
1152 // =======================================================================
1153 TCollection_AsciiString Graphic3d_ShaderManager::stdComputeLighting (Standard_Integer& theNbLights,
1154 const Handle(Graphic3d_LightSet)& theLights,
1155 Standard_Boolean theHasVertColor,
1156 Standard_Boolean theIsPBR,
1157 Standard_Boolean theHasTexColor,
1158 Standard_Integer theNbShadowMaps) const
1160 TCollection_AsciiString aLightsFunc, aLightsLoop;
1162 if (!theLights.IsNull())
1164 theNbLights = theLights->NbEnabled();
1165 if (theNbLights <= THE_NB_UNROLLED_LIGHTS_MAX)
1167 Standard_Integer anIndex = 0;
1168 if (theNbShadowMaps > 0)
1170 for (Graphic3d_LightSet::Iterator aLightIter (theLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
1171 aLightIter.More(); aLightIter.Next())
1173 if (aLightIter.Value()->Type() == Graphic3d_TOLS_DIRECTIONAL
1174 && aLightIter.Value()->ToCastShadows())
1176 aLightsLoop = aLightsLoop + EOL" occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront,"
1177 EOL" occDirectionalLightShadow (occShadowMapSamplers[" + anIndex + "], " + anIndex + ", theNormal));";
1182 for (Graphic3d_LightSet::Iterator aLightIter (theLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
1183 aLightIter.More(); aLightIter.Next())
1185 switch (aLightIter.Value()->Type())
1187 case Graphic3d_TOLS_AMBIENT:
1189 break; // skip ambient
1191 case Graphic3d_TOLS_DIRECTIONAL:
1193 if (theNbShadowMaps > 0
1194 && aLightIter.Value()->ToCastShadows())
1198 aLightsLoop = aLightsLoop + EOL" occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront, 1.0);";
1202 case Graphic3d_TOLS_POSITIONAL:
1204 aLightsLoop = aLightsLoop + EOL" occPointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
1208 case Graphic3d_TOLS_SPOT:
1210 aLightsLoop = aLightsLoop + EOL" occSpotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
1219 theNbLights = roundUpMaxLightSources (theNbLights);
1220 bool isFirstInLoop = true;
1221 aLightsLoop = aLightsLoop +
1222 EOL" for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)"
1224 EOL" int aType = occLight_Type (anIndex);";
1225 if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
1227 isFirstInLoop = false;
1229 EOL" if (aType == OccLightType_Direct)"
1231 EOL" occDirectionalLight (anIndex, theNormal, theView, theIsFront, 1.0);"
1234 if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
1238 aLightsLoop += EOL" else ";
1240 isFirstInLoop = false;
1242 EOL" if (aType == OccLightType_Point)"
1244 EOL" occPointLight (anIndex, theNormal, theView, aPoint, theIsFront);"
1247 if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
1251 aLightsLoop += EOL" else ";
1253 isFirstInLoop = false;
1255 EOL" if (aType == OccLightType_Spot)"
1257 EOL" occSpotLight (anIndex, theNormal, theView, aPoint, theIsFront);"
1260 aLightsLoop += EOL" }";
1265 aLightsFunc += Shaders_PBRDistribution_glsl;
1266 aLightsFunc += Shaders_PBRGeometry_glsl;
1267 aLightsFunc += Shaders_PBRFresnel_glsl;
1268 aLightsFunc += Shaders_PBRCookTorrance_glsl;
1269 aLightsFunc += Shaders_PBRIllumination_glsl;
1272 if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) == 1
1275 && theNbShadowMaps == 0)
1277 // use the version with hard-coded first index
1278 aLightsLoop = EOL" directionalLightFirst(theNormal, theView, theIsFront, 1.0);";
1279 aLightsFunc += THE_FUNC_directionalLightFirst;
1281 else if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
1283 if (theNbShadowMaps > 0)
1285 aLightsFunc += Shaders_DirectionalLightShadow_glsl;
1287 aLightsFunc += theIsPBR ? Shaders_PBRDirectionalLight_glsl : Shaders_PhongDirectionalLight_glsl;
1289 if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
1291 aLightsFunc += theIsPBR ? Shaders_PBRPointLight_glsl : Shaders_PhongPointLight_glsl;
1293 if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
1295 aLightsFunc += theIsPBR ? Shaders_PBRSpotLight_glsl : Shaders_PhongSpotLight_glsl;
1299 TCollection_AsciiString aGetMatAmbient = "occMaterial_Ambient(theIsFront);";
1300 TCollection_AsciiString aGetMatDiffuse = "occMaterial_Diffuse(theIsFront);";
1301 if (theHasVertColor)
1303 aGetMatAmbient = "getVertColor().rgb;";
1304 aGetMatDiffuse = "getVertColor();";
1309 return TCollection_AsciiString()
1311 + Shaders_PointLightAttenuation_glsl
1314 EOL"vec4 computeLighting (in vec3 theNormal,"
1315 EOL" in vec3 theView,"
1316 EOL" in vec4 thePoint,"
1317 EOL" in bool theIsFront)"
1319 EOL" Ambient = occLightAmbient.rgb;"
1320 EOL" Diffuse = vec3 (0.0);"
1321 EOL" Specular = vec3 (0.0);"
1322 EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
1324 + EOL" vec3 aMatAmbient = " + aGetMatAmbient
1325 + EOL" vec4 aMatDiffuse = " + aGetMatDiffuse
1326 + EOL" vec3 aMatSpecular = occMaterial_Specular(theIsFront);"
1327 EOL" vec4 aColor = vec4(Ambient * aMatAmbient + Diffuse * aMatDiffuse.rgb + Specular * aMatSpecular, aMatDiffuse.a);"
1329 EOL"#if defined(THE_HAS_TEXTURE_COLOR) && defined(FRAGMENT_SHADER)"
1330 EOL" aColor *= occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w);"
1332 + EOL" occMaterialOcclusion(aColor.rgb, TexCoord.st / TexCoord.w);"
1333 EOL" vec3 aMatEmission = occMaterialEmission(theIsFront, TexCoord.st / TexCoord.w);"
1334 EOL" aColor.rgb += aMatEmission.rgb;"
1335 EOL" return aColor;"
1340 return TCollection_AsciiString()
1341 + THE_FUNC_PBR_lightDef
1342 + Shaders_PointLightAttenuation_glsl
1345 EOL"vec4 computeLighting (in vec3 theNormal,"
1346 EOL" in vec3 theView,"
1347 EOL" in vec4 thePoint,"
1348 EOL" in bool theIsFront)"
1350 EOL" DirectLighting = vec3(0.0);"
1351 EOL" BaseColor = " + (theHasVertColor ? "getVertColor();" : "occMaterialBaseColor(theIsFront, TexCoord.st / TexCoord.w);")
1352 + EOL" Emission = occMaterialEmission(theIsFront, TexCoord.st / TexCoord.w);"
1353 EOL" Metallic = occMaterialMetallic(theIsFront, TexCoord.st / TexCoord.w);"
1354 EOL" NormalizedRoughness = occMaterialRoughness(theIsFront, TexCoord.st / TexCoord.w);"
1355 EOL" Roughness = occRoughness (NormalizedRoughness);"
1356 EOL" IOR = occPBRMaterial_IOR (theIsFront);"
1357 EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
1359 + EOL" vec3 aColor = DirectLighting;"
1360 EOL" vec3 anIndirectLightingSpec = occPBRFresnel (BaseColor.rgb, Metallic, IOR);"
1361 EOL" vec2 aCoeff = occTexture2D (occEnvLUT, vec2(abs(dot(theView, theNormal)), NormalizedRoughness)).xy;"
1362 EOL" anIndirectLightingSpec *= aCoeff.x;"
1363 EOL" anIndirectLightingSpec += aCoeff.y;"
1364 EOL" anIndirectLightingSpec *= occTextureCubeLod (occSpecIBLMap, -reflect (theView, theNormal), NormalizedRoughness * float (occNbSpecIBLLevels - 1)).rgb;"
1365 EOL" vec3 aRefractionCoeff = 1.0 - occPBRFresnel (BaseColor.rgb, Metallic, NormalizedRoughness, IOR, abs(dot(theView, theNormal)));"
1366 EOL" aRefractionCoeff *= (1.0 - Metallic);"
1367 EOL" vec3 anIndirectLightingDiff = aRefractionCoeff * BaseColor.rgb * BaseColor.a;"
1368 EOL" anIndirectLightingDiff *= occDiffIBLMap (theNormal).rgb;"
1369 EOL" aColor += occLightAmbient.rgb * (anIndirectLightingDiff + anIndirectLightingSpec);"
1370 EOL" aColor += Emission;"
1371 EOL" occMaterialOcclusion(aColor, TexCoord.st / TexCoord.w);"
1372 EOL" return vec4 (aColor, mix(1.0, BaseColor.a, aRefractionCoeff.x));"
1377 // =======================================================================
1378 // function : getStdProgramGouraud
1380 // =======================================================================
1381 Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramGouraud (const Handle(Graphic3d_LightSet)& theLights,
1382 Standard_Integer theBits) const
1384 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1385 TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraMain;
1386 TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
1387 TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
1388 Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
1389 bool toUseTexColor = false;
1390 if ((theBits & Graphic3d_ShaderFlags_IsPoint) != 0)
1394 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
1397 if ((theBits & Graphic3d_ShaderFlags_PointSprite) != 0)
1399 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
1400 aSrcFragGetColor = pointSpriteShadingSrc ("gl_FrontFacing ? FrontColor : BackColor", theBits);
1403 if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
1404 && (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
1406 aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
1407 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
1408 aSrcVertColor = EOL"vec4 getVertColor(void) { return occTexture2D (occSamplerBaseColor, occTexCoord.xy); }";
1413 if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0)
1415 toUseTexColor = true;
1416 aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
1417 aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
1418 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1419 aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
1422 EOL"vec4 getColor(void)"
1424 EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
1425 EOL" return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w) * aColor;"
1430 if ((theBits & Graphic3d_ShaderFlags_VertColor) != 0)
1432 aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
1435 int aNbClipPlanes = 0;
1436 if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) != 0)
1438 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1439 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1440 aSrcVertExtraMain +=
1441 EOL" PositionWorld = aPositionWorld;"
1442 EOL" Position = aPosition;";
1444 if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) == Graphic3d_ShaderFlags_ClipPlanesN)
1446 aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
1447 aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
1448 ? THE_FRAG_CLIP_CHAINS_N
1449 : THE_FRAG_CLIP_PLANES_N;
1451 else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes1) != 0)
1454 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
1456 else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes2) != 0)
1459 aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
1460 ? THE_FRAG_CLIP_CHAINS_2
1461 : THE_FRAG_CLIP_PLANES_2;
1464 if ((theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0)
1466 aProgramSrc->SetNbFragmentOutputs (3);
1467 aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
1469 else if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0)
1471 aProgramSrc->SetNbFragmentOutputs (2);
1472 aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
1475 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 FrontColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1476 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 BackColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1478 Standard_Integer aNbLights = 0;
1479 const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, theLights, !aSrcVertColor.IsEmpty(), false, toUseTexColor, 0);
1480 aSrcVert = TCollection_AsciiString()
1481 + THE_FUNC_transformNormal_view
1487 EOL" vec4 aPositionWorld = occModelWorldMatrix * occVertex;"
1488 EOL" vec4 aPosition = occWorldViewMatrix * aPositionWorld;"
1489 EOL" vec3 aNormal = transformNormal (occNormal);"
1490 EOL" vec3 aView = vec3 (0.0, 0.0, 1.0);"
1491 EOL" FrontColor = computeLighting (aNormal, aView, aPosition, true);"
1492 EOL" BackColor = computeLighting (aNormal, aView, aPosition, false);"
1494 + THE_VERT_gl_Position
1497 TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
1498 aSrcFragGetColor += (theBits & Graphic3d_ShaderFlags_MeshEdges) != 0
1499 ? THE_FRAG_WIREFRAME_COLOR
1500 : EOL"#define getFinalColor getColor";
1502 aSrcFrag = TCollection_AsciiString()
1506 EOL" if (occFragEarlyReturn()) { return; }"
1508 + EOL" occSetFragColor (getFinalColor());"
1511 const TCollection_AsciiString aProgId = TCollection_AsciiString ("gouraud-") + genLightKey (theLights, false) + "-";
1512 defaultGlslVersion (aProgramSrc, aProgId, theBits);
1513 aProgramSrc->SetDefaultSampler (false);
1514 aProgramSrc->SetNbLightsMax (aNbLights);
1515 aProgramSrc->SetNbShadowMaps (0);
1516 aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
1517 aProgramSrc->SetAlphaTest ((theBits & Graphic3d_ShaderFlags_AlphaTest) != 0);
1518 const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
1519 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
1520 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
1521 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
1525 // =======================================================================
1526 // function : getStdProgramPhong
1528 // =======================================================================
1529 Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramPhong (const Handle(Graphic3d_LightSet)& theLights,
1530 const Standard_Integer theBits,
1531 const Standard_Boolean theIsFlatNormal,
1532 const Standard_Boolean theIsPBR,
1533 const Standard_Integer theNbShadowMaps) const
1535 TCollection_AsciiString aPosition = theIsPBR ? "PositionWorld" : "Position";
1536 TCollection_AsciiString aPhongCompLight = TCollection_AsciiString() +
1537 "computeLighting (normalize (Normal), normalize (View), " + aPosition + ", gl_FrontFacing)";
1538 const bool isFlatNormal = theIsFlatNormal && myHasFlatShading;
1539 const char* aDFdxSignReversion = myToReverseDFdxSign ? "-" : "";
1540 bool toUseTexColor = false;
1541 if (isFlatNormal != theIsFlatNormal)
1543 Message::SendWarning ("Warning: flat shading requires OpenGL ES 3.0+ or GL_OES_standard_derivatives extension");
1545 else if (isFlatNormal && myToReverseDFdxSign)
1547 Message::SendWarning ("Warning: applied workaround for GLSL flat shading normal computation using dFdx/dFdy on Adreno");
1550 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1551 aProgramSrc->SetPBR (theIsPBR);
1553 TCollection_AsciiString aSrcVert, aSrcVertExtraFunc, aSrcVertExtraMain;
1554 TCollection_AsciiString aSrcFrag, aSrcFragGetVertColor, aSrcFragExtraMain;
1555 TCollection_AsciiString aSrcFragGetColor = TCollection_AsciiString() + EOL"vec4 getColor(void) { return " + aPhongCompLight + "; }";
1556 Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
1557 if ((theBits & Graphic3d_ShaderFlags_IsPoint) != 0)
1561 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
1564 if ((theBits & Graphic3d_ShaderFlags_PointSprite) != 0)
1566 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
1567 aSrcFragGetColor = pointSpriteShadingSrc (aPhongCompLight, theBits);
1570 if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
1571 && (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
1573 aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
1574 aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
1575 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1577 aSrcVertExtraMain += EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
1578 aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
1583 if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0)
1585 toUseTexColor = true;
1586 aUniforms .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
1587 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1588 aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
1590 Standard_Integer aTextureBits = Graphic3d_TextureSetBits_BaseColor | Graphic3d_TextureSetBits_Occlusion | Graphic3d_TextureSetBits_Emissive;
1593 aTextureBits |= Graphic3d_TextureSetBits_MetallicRoughness;
1595 if ((theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal
1598 if (myHasFlatShading)
1600 aTextureBits |= Graphic3d_TextureSetBits_Normal;
1604 Message::SendWarning ("Warning: ignoring Normal Map texture in GLSL due to hardware capabilities");
1607 aProgramSrc->SetTextureSetBits (aTextureBits);
1611 if ((theBits & Graphic3d_ShaderFlags_VertColor) != 0)
1613 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1614 aSrcVertExtraMain += EOL" VertColor = occVertColor;";
1615 aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
1618 int aNbClipPlanes = 0;
1619 if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) != 0)
1621 if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) == Graphic3d_ShaderFlags_ClipPlanesN)
1623 aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
1624 aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
1625 ? THE_FRAG_CLIP_CHAINS_N
1626 : THE_FRAG_CLIP_PLANES_N;
1628 else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes1) != 0)
1631 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
1633 else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes2) != 0)
1636 aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
1637 ? THE_FRAG_CLIP_CHAINS_2
1638 : THE_FRAG_CLIP_PLANES_2;
1641 if ((theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0)
1643 aProgramSrc->SetNbFragmentOutputs (3);
1644 aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
1646 else if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0)
1648 aProgramSrc->SetNbFragmentOutputs (2);
1649 aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
1654 aSrcFragExtraMain += TCollection_AsciiString()
1655 + EOL" Normal = " + aDFdxSignReversion + "normalize (cross (dFdx (" + aPosition + ".xyz / " + aPosition + ".w), dFdy (" + aPosition + ".xyz / " + aPosition + ".w)));"
1656 EOL" if (!gl_FrontFacing) { Normal = -Normal; }";
1660 aStageInOuts.Append(Graphic3d_ShaderObject::ShaderVariable("vec3 vNormal", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1661 aSrcVertExtraFunc += THE_FUNC_transformNormal_world;
1662 aSrcVertExtraMain += EOL" vNormal = transformNormal (occNormal);";
1663 aSrcFragExtraMain += EOL" Normal = vNormal;";
1665 if ((theBits & Graphic3d_ShaderFlags_IsPoint) == 0
1666 && (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal
1667 && myHasFlatShading)
1669 aSrcFrag += Shaders_TangentSpaceNormal_glsl;
1670 // apply normal map texture
1671 aSrcFragExtraMain +=
1672 EOL"#if defined(THE_HAS_TEXTURE_NORMAL)"
1673 EOL" vec2 aTexCoord = TexCoord.st / TexCoord.w;"
1674 EOL" vec4 aMapNormalValue = occTextureNormal(aTexCoord);"
1675 EOL" if (aMapNormalValue.w > 0.5)"
1677 EOL" mat2 aDeltaUVMatrix = mat2 (dFdx(aTexCoord), dFdy(aTexCoord));"
1678 EOL" mat2x3 aDeltaVectorMatrix = mat2x3 (dFdx (PositionWorld.xyz), dFdy (PositionWorld.xyz));"
1679 EOL" Normal = TangentSpaceNormal (aDeltaUVMatrix, aDeltaVectorMatrix, aMapNormalValue.xyz, Normal, !gl_FrontFacing);"
1685 aSrcFragExtraMain +=
1686 EOL" Normal = normalize ((occWorldViewMatrixInverseTranspose * vec4 (Normal, 0.0)).xyz);";
1690 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1691 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1692 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 View", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1693 if (theNbShadowMaps > 0)
1695 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("mat4 occShadowMapMatrices[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX));
1696 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occShadowMapSamplers[THE_NB_SHADOWMAPS]", Graphic3d_TOS_FRAGMENT));
1697 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 occShadowMapSizeBias", Graphic3d_TOS_FRAGMENT));
1699 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PosLightSpace[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1700 aSrcVertExtraMain +=
1701 EOL" for (int aShadowIter = 0; aShadowIter < THE_NB_SHADOWMAPS; ++aShadowIter)"
1703 EOL" PosLightSpace[aShadowIter] = occShadowMapMatrices[aShadowIter] * PositionWorld;"
1707 aSrcVert = TCollection_AsciiString()
1711 EOL" PositionWorld = occModelWorldMatrix * occVertex;"
1712 EOL" Position = occWorldViewMatrix * PositionWorld;"
1713 EOL" if (occProjectionMatrix[3][3] == 1.0)"
1715 EOL" View = vec3(0.0, 0.0, 1.0);"
1719 EOL" View = -Position.xyz;"
1721 + (theIsPBR ? EOL" View = (occWorldViewMatrixInverse * vec4(View, 0.0)).xyz;" : "")
1723 + THE_VERT_gl_Position
1726 TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
1727 aSrcFragGetColor += (theBits & Graphic3d_ShaderFlags_MeshEdges) != 0
1728 ? THE_FRAG_WIREFRAME_COLOR
1729 : EOL"#define getFinalColor getColor";
1731 Standard_Integer aNbLights = 0;
1732 const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, theLights, !aSrcFragGetVertColor.IsEmpty(),
1733 theIsPBR, toUseTexColor, theNbShadowMaps);
1734 aSrcFrag += TCollection_AsciiString()
1736 + aSrcFragGetVertColor
1743 EOL" if (occFragEarlyReturn()) { return; }"
1745 + EOL" occSetFragColor (getFinalColor());"
1748 const TCollection_AsciiString aProgId = TCollection_AsciiString (theIsFlatNormal ? "flat-" : "phong-") + (theIsPBR ? "pbr-" : "")
1749 + genLightKey (theLights, theNbShadowMaps > 0) + "-";
1750 defaultGlslVersion (aProgramSrc, aProgId, theBits, isFlatNormal);
1751 aProgramSrc->SetDefaultSampler (false);
1752 aProgramSrc->SetNbLightsMax (aNbLights);
1753 aProgramSrc->SetNbShadowMaps (theNbShadowMaps);
1754 aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
1755 aProgramSrc->SetAlphaTest ((theBits & Graphic3d_ShaderFlags_AlphaTest) != 0);
1757 const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
1758 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
1759 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
1760 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
1764 // =======================================================================
1765 // function : getStdProgramStereo
1767 // =======================================================================
1768 Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramStereo (Graphic3d_StereoMode theStereoMode) const
1770 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1771 Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
1773 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1774 TCollection_AsciiString aSrcVert =
1777 EOL" TexCoord = occVertex.zw;"
1778 EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
1781 TCollection_AsciiString aSrcFrag;
1782 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uLeftSampler", Graphic3d_TOS_FRAGMENT));
1783 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uRightSampler", Graphic3d_TOS_FRAGMENT));
1784 const char* aName = "stereo";
1785 switch (theStereoMode)
1787 case Graphic3d_StereoMode_Anaglyph:
1790 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("mat4 uMultL", Graphic3d_TOS_FRAGMENT));
1791 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("mat4 uMultR", Graphic3d_TOS_FRAGMENT));
1792 const TCollection_AsciiString aNormalize = mySRgbState
1793 ? EOL"#define sRgb2linear(theColor) theColor"
1794 EOL"#define linear2sRgb(theColor) theColor"
1795 : EOL"#define sRgb2linear(theColor) pow(theColor, vec4(2.2, 2.2, 2.2, 1.0))"
1796 EOL"#define linear2sRgb(theColor) pow(theColor, 1.0 / vec4(2.2, 2.2, 2.2, 1.0))";
1797 aSrcFrag = aNormalize
1800 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
1801 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
1802 EOL" aColorL = sRgb2linear (aColorL);"
1803 EOL" aColorR = sRgb2linear (aColorR);"
1804 EOL" vec4 aColor = uMultR * aColorR + uMultL * aColorL;"
1805 EOL" occSetFragColor (linear2sRgb (aColor));"
1809 case Graphic3d_StereoMode_RowInterlaced:
1811 aName = "row-interlaced";
1815 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
1816 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
1817 EOL" if (int (mod (gl_FragCoord.y - 1023.5, 2.0)) != 1)"
1819 EOL" occSetFragColor (aColorL);"
1823 EOL" occSetFragColor (aColorR);"
1828 case Graphic3d_StereoMode_ColumnInterlaced:
1830 aName = "column-interlaced";
1834 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
1835 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
1836 EOL" if (int (mod (gl_FragCoord.x - 1023.5, 2.0)) == 1)"
1838 EOL" occSetFragColor (aColorL);"
1842 EOL" occSetFragColor (aColorR);"
1847 case Graphic3d_StereoMode_ChessBoard:
1849 aName = "chessboard";
1853 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
1854 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
1855 EOL" bool isEvenX = int(mod(floor(gl_FragCoord.x - 1023.5), 2.0)) != 1;"
1856 EOL" bool isEvenY = int(mod(floor(gl_FragCoord.y - 1023.5), 2.0)) == 1;"
1857 EOL" if ((isEvenX && isEvenY) || (!isEvenX && !isEvenY))"
1859 EOL" occSetFragColor (aColorL);"
1863 EOL" occSetFragColor (aColorR);"
1868 case Graphic3d_StereoMode_SideBySide:
1870 aName = "sidebyside";
1874 EOL" vec2 aTexCoord = vec2 (TexCoord.x * 2.0, TexCoord.y);"
1875 EOL" if (TexCoord.x > 0.5)"
1877 EOL" aTexCoord.x -= 1.0;"
1879 EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
1880 EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
1881 EOL" if (TexCoord.x <= 0.5)"
1883 EOL" occSetFragColor (aColorL);"
1887 EOL" occSetFragColor (aColorR);"
1892 case Graphic3d_StereoMode_OverUnder:
1894 aName = "overunder";
1898 EOL" vec2 aTexCoord = vec2 (TexCoord.x, TexCoord.y * 2.0);"
1899 EOL" if (TexCoord.y > 0.5)"
1901 EOL" aTexCoord.y -= 1.0;"
1903 EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
1904 EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
1905 EOL" if (TexCoord.y <= 0.5)"
1907 EOL" occSetFragColor (aColorL);"
1911 EOL" occSetFragColor (aColorR);"
1916 case Graphic3d_StereoMode_QuadBuffer:
1917 case Graphic3d_StereoMode_SoftPageFlip:
1918 case Graphic3d_StereoMode_OpenVR:
1924 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
1925 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
1926 EOL" aColorL.b = 0.0;"
1927 EOL" aColorL.g = 0.0;"
1928 EOL" aColorR.r = 0.0;"
1929 EOL" occSetFragColor (aColorL + aColorR);"
1935 defaultGlslVersion (aProgramSrc, aName, 0);
1936 aProgramSrc->SetDefaultSampler (false);
1937 aProgramSrc->SetNbLightsMax (0);
1938 aProgramSrc->SetNbShadowMaps (0);
1939 aProgramSrc->SetNbClipPlanesMax (0);
1940 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
1941 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
1945 // =======================================================================
1946 // function : getStdProgramBoundBox
1948 // =======================================================================
1949 Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramBoundBox() const
1951 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1953 Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
1954 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 occBBoxCenter", Graphic3d_TOS_VERTEX));
1955 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 occBBoxSize", Graphic3d_TOS_VERTEX));
1957 TCollection_AsciiString aSrcVert =
1960 EOL" vec4 aCenter = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
1961 EOL" vec4 aPos = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
1962 EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * aPos;"
1965 TCollection_AsciiString aSrcFrag =
1968 EOL" occSetFragColor (occColor);"
1971 defaultGlslVersion (aProgramSrc, "bndbox", 0);
1972 aProgramSrc->SetDefaultSampler (false);
1973 aProgramSrc->SetNbLightsMax (0);
1974 aProgramSrc->SetNbShadowMaps (0);
1975 aProgramSrc->SetNbClipPlanesMax (0);
1976 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
1977 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
1981 // =======================================================================
1982 // function : getPBREnvBakingProgram
1984 // =======================================================================
1985 Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getPBREnvBakingProgram (Standard_Integer theIndex) const
1987 Standard_ASSERT_RAISE (theIndex >= 0 && theIndex <= 2,"");
1988 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1989 Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
1991 TCollection_AsciiString aSrcVert = TCollection_AsciiString()
1992 + THE_FUNC_cubemap_vector_transform
1993 + Shaders_PBREnvBaking_vs;
1995 TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
1996 + THE_FUNC_cubemap_vector_transform
1997 + Shaders_PBRDistribution_glsl
1998 + ((theIndex == 0 || theIndex == 2) ? "\n#define THE_TO_BAKE_DIFFUSE\n" : "\n#define THE_TO_BAKE_SPECULAR\n")
1999 + (theIndex == 2 ? "\n#define THE_TO_PACK_FLOAT\n" : "")
2000 + Shaders_PBREnvBaking_fs;
2002 // constant array definition requires OpenGL 2.1+ or OpenGL ES 3.0+
2005 case Aspect_GraphicsLibrary_OpenGL:
2007 aProgramSrc->SetHeader ("#version 120");
2010 case Aspect_GraphicsLibrary_OpenGLES:
2012 if (IsGapiGreaterEqual (3, 0))
2014 aProgramSrc->SetHeader ("#version 300 es");
2016 else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_shader_texture_lod])
2018 aProgramSrc->SetHeader ("#extension GL_EXT_shader_texture_lod : enable\n"
2019 "#define textureCubeLod textureCubeLodEXT");
2023 Message::SendWarning ("Warning: incomplete PBR lighting implementation due to missing OpenGL ES 3.0 or GL_EXT_shader_texture_lod support.");
2029 static const char* THE_BAKE_NAMES[3] = { "pbr_env_baking_diffuse", "pbr_env_baking_specular", "pbr_env_baking_difffallback" };
2030 defaultGlslVersion (aProgramSrc, THE_BAKE_NAMES[theIndex], 0);
2031 aProgramSrc->SetDefaultSampler (false);
2032 aProgramSrc->SetNbLightsMax (0);
2033 aProgramSrc->SetNbShadowMaps (0);
2034 aProgramSrc->SetNbClipPlanesMax (0);
2035 aProgramSrc->SetPBR (true);
2036 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
2037 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
2041 // =======================================================================
2042 // function : getBgCubeMapProgram
2044 // =======================================================================
2045 Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getBgCubeMapProgram() const
2047 Handle(Graphic3d_ShaderProgram) aProgSrc = new Graphic3d_ShaderProgram();
2049 Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
2050 aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable("vec3 ViewDirection", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2051 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("samplerCube occSampler0", Graphic3d_TOS_FRAGMENT));
2052 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("int uYCoeff", Graphic3d_TOS_VERTEX));
2053 aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("int uZCoeff", Graphic3d_TOS_VERTEX));
2055 TCollection_AsciiString aSrcVert = TCollection_AsciiString()
2056 + THE_FUNC_cubemap_vector_transform
2059 EOL" ViewDirection = cubemapVectorTransform (occVertex.xyz, uYCoeff, uZCoeff);"
2060 EOL" vec4 aPos = occProjectionMatrix * occWorldViewMatrix * vec4(occVertex.xyz, 1.0);"
2061 // setting Z to W ensures that final Z will be 1.0 after perspective division, (w/w=1))
2062 // which allows rendering skybox after everything else with depth test enabled (GL_LEQUAL)
2063 EOL" gl_Position = aPos.xyww;"
2066 TCollection_AsciiString aDepthClamp;
2067 if (myToEmulateDepthClamp)
2069 // workaround Z clamping issues on some GPUs
2070 aDepthClamp = EOL" gl_FragDepth = clamp (gl_FragDepth, 0.0, 1.0);";
2071 if (myGapi == Aspect_GraphicsLibrary_OpenGLES)
2073 if (IsGapiGreaterEqual (3, 0))
2075 aProgSrc->SetHeader ("#version 300 es");
2077 else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_frag_depth])
2079 aProgSrc->SetHeader ("#extension GL_EXT_frag_depth : enable"
2080 EOL"#define gl_FragDepth gl_FragDepthEXT");
2084 aDepthClamp.Clear();
2089 TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
2090 + EOL"#define occEnvCubemap occSampler0"
2093 EOL" occSetFragColor (vec4(occTextureCube (occEnvCubemap, ViewDirection).rgb, 1.0));"
2097 defaultGlslVersion (aProgSrc, "background_cubemap", 0);
2098 aProgSrc->SetDefaultSampler (false);
2099 aProgSrc->SetNbLightsMax (0);
2100 aProgSrc->SetNbShadowMaps (0);
2101 aProgSrc->SetNbClipPlanesMax (0);
2102 aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
2103 aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));