1 // Created on: 2013-09-20
2 // Created by: Denis BOGOLEPOV
3 // Copyright (c) 2013-2014 OPEN CASCADE SAS
5 // This file is part of Open CASCADE Technology software library.
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
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.
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
16 #include <Graphic3d_ShaderProgram.hxx>
18 #include <Graphic3d_GraphicDriver.hxx>
19 #include <Graphic3d_ShaderObject.hxx>
20 #include <OSD_Directory.hxx>
21 #include <OSD_Environment.hxx>
22 #include <OSD_File.hxx>
23 #include <OSD_Path.hxx>
24 #include <Standard_Atomic.hxx>
26 IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderProgram,Standard_Transient)
30 static volatile Standard_Integer THE_PROGRAM_OBJECT_COUNTER = 0;
33 // =======================================================================
34 // function : ShadersFolder
36 // =======================================================================
37 const TCollection_AsciiString& Graphic3d_ShaderProgram::ShadersFolder()
39 static Standard_Boolean THE_IS_DEFINED = Standard_False;
40 static TCollection_AsciiString THE_SHADERS_FOLDER;
43 THE_IS_DEFINED = Standard_True;
44 OSD_Environment aDirEnv ("CSF_ShadersDirectory");
45 THE_SHADERS_FOLDER = aDirEnv.Value();
46 if (THE_SHADERS_FOLDER.IsEmpty())
48 OSD_Environment aCasRootEnv ("CASROOT");
49 THE_SHADERS_FOLDER = aCasRootEnv.Value();
50 if (!THE_SHADERS_FOLDER.IsEmpty())
52 THE_SHADERS_FOLDER += "/src/Shaders";
56 if (THE_SHADERS_FOLDER.IsEmpty())
58 return THE_SHADERS_FOLDER;
61 const OSD_Path aDirPath (THE_SHADERS_FOLDER);
62 OSD_Directory aDir (aDirPath);
63 const TCollection_AsciiString aProgram = THE_SHADERS_FOLDER + "/Declarations.glsl";
64 OSD_File aProgramFile (aProgram);
66 || !aProgramFile.Exists())
68 std::cerr << "Standard GLSL programs are not found in: " << THE_SHADERS_FOLDER.ToCString() << std::endl;
69 throw Standard_Failure("CSF_ShadersDirectory or CASROOT is set incorrectly");
72 return THE_SHADERS_FOLDER;
75 // =======================================================================
76 // function : Graphic3d_ShaderProgram
77 // purpose : Creates new empty program object
78 // =======================================================================
79 Graphic3d_ShaderProgram::Graphic3d_ShaderProgram()
80 : myNbLightsMax (THE_MAX_LIGHTS_DEFAULT),
81 myNbClipPlanesMax (THE_MAX_CLIP_PLANES_DEFAULT),
82 myNbFragOutputs (THE_NB_FRAG_OUTPUTS),
83 myHasDefSampler (true),
84 myHasAlphaTest (false),
85 myHasWeightOitOutput (false),
88 myID = TCollection_AsciiString ("Graphic3d_ShaderProgram_")
89 + TCollection_AsciiString (Standard_Atomic_Increment (&THE_PROGRAM_OBJECT_COUNTER));
92 // =======================================================================
93 // function : ~Graphic3d_ShaderProgram
94 // purpose : Releases resources of program object
95 // =======================================================================
96 Graphic3d_ShaderProgram::~Graphic3d_ShaderProgram()
101 // =======================================================================
103 // purpose : Checks if the program object is valid or not
104 // =======================================================================
105 Standard_Boolean Graphic3d_ShaderProgram::IsDone() const
107 if (myShaderObjects.IsEmpty())
109 return Standard_False;
112 for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next())
114 if (!anIt.Value()->IsDone())
115 return Standard_False;
118 return Standard_True;
121 // =======================================================================
122 // function : AttachShader
123 // purpose : Attaches shader object to the program object
124 // =======================================================================
125 Standard_Boolean Graphic3d_ShaderProgram::AttachShader (const Handle(Graphic3d_ShaderObject)& theShader)
127 if (theShader.IsNull())
129 return Standard_False;
132 for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next())
134 if (anIt.Value() == theShader)
135 return Standard_False;
138 myShaderObjects.Append (theShader);
139 return Standard_True;
142 // =======================================================================
143 // function : DetachShader
144 // purpose : Detaches shader object from the program object
145 // =======================================================================
146 Standard_Boolean Graphic3d_ShaderProgram::DetachShader (const Handle(Graphic3d_ShaderObject)& theShader)
148 if (theShader.IsNull())
150 return Standard_False;
153 for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next())
155 if (anIt.Value() == theShader)
157 myShaderObjects.Remove (anIt);
158 return Standard_True;
162 return Standard_False;
165 // =======================================================================
166 // function : ClearVariables
167 // purpose : Removes all custom uniform variables from the program
168 // =======================================================================
169 void Graphic3d_ShaderProgram::ClearVariables()
174 // =======================================================================
175 // function : SetAttributes
177 // =======================================================================
178 void Graphic3d_ShaderProgram::SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes)
180 myAttributes = theAttributes;