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 #ifndef _Graphic3d_ShaderProgram_HeaderFile
17 #define _Graphic3d_ShaderProgram_HeaderFile
19 #include <Graphic3d_ShaderAttribute.hxx>
20 #include <Graphic3d_ShaderObject.hxx>
21 #include <Graphic3d_ShaderVariable.hxx>
22 #include <Graphic3d_TextureParams.hxx>
23 #include <NCollection_Sequence.hxx>
25 //! List of shader objects.
26 typedef NCollection_Sequence<Handle(Graphic3d_ShaderObject)> Graphic3d_ShaderObjectList;
28 //! List of custom uniform shader variables.
29 typedef NCollection_Sequence<Handle(Graphic3d_ShaderVariable)> Graphic3d_ShaderVariableList;
31 //! List of custom vertex shader attrubures
32 typedef NCollection_Sequence<Handle(Graphic3d_ShaderAttribute)> Graphic3d_ShaderAttributeList;
34 //! This class is responsible for managing shader programs.
35 class Graphic3d_ShaderProgram : public Standard_Transient
37 DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderProgram, Standard_Transient)
40 //! Default value of THE_MAX_LIGHTS macros within GLSL program (see Declarations.glsl).
41 static const Standard_Integer THE_MAX_LIGHTS_DEFAULT = 8;
43 //! Default value of THE_MAX_CLIP_PLANES macros within GLSL program (see Declarations.glsl).
44 static const Standard_Integer THE_MAX_CLIP_PLANES_DEFAULT = 8;
46 //! Default value of THE_NB_FRAG_OUTPUTS macros within GLSL program (see Declarations.glsl).
47 static const Standard_Integer THE_NB_FRAG_OUTPUTS = 1;
51 //! Creates new empty program object.
52 Standard_EXPORT Graphic3d_ShaderProgram();
54 //! Releases resources of program object.
55 Standard_EXPORT virtual ~Graphic3d_ShaderProgram();
57 //! Checks if the program object is valid or not.
58 Standard_EXPORT virtual Standard_Boolean IsDone() const;
60 //! Returns unique ID used to manage resource in graphic driver.
61 const TCollection_AsciiString& GetId() const { return myID; }
63 //! Returns GLSL header (version code and extensions).
64 const TCollection_AsciiString& Header() const { return myHeader; }
66 //! Setup GLSL header containing language version code and used extensions.
67 //! Will be prepended to the very beginning of the source code.
71 //! #extension GL_ARB_bindless_texture : require
73 void SetHeader (const TCollection_AsciiString& theHeader) { myHeader = theHeader; }
75 //! Append line to GLSL header.
76 void AppendToHeader (const TCollection_AsciiString& theHeaderLine)
78 if (!myHeader.IsEmpty())
82 myHeader += theHeaderLine;
85 //! Return the length of array of light sources (THE_MAX_LIGHTS),
86 //! to be used for initialization occLightSources.
87 //! Default value is THE_MAX_LIGHTS_DEFAULT.
88 Standard_Integer NbLightsMax() const { return myNbLightsMax; }
90 //! Specify the length of array of light sources (THE_MAX_LIGHTS).
91 void SetNbLightsMax (Standard_Integer theNbLights) { myNbLightsMax = theNbLights; }
93 //! Return the length of array of clipping planes (THE_MAX_CLIP_PLANES),
94 //! to be used for initialization occClipPlaneEquations.
95 //! Default value is THE_MAX_CLIP_PLANES_DEFAULT.
96 Standard_Integer NbClipPlanesMax() const { return myNbClipPlanesMax; }
98 //! Specify the length of array of clipping planes (THE_MAX_CLIP_PLANES).
99 void SetNbClipPlanesMax (Standard_Integer theNbPlanes) { myNbClipPlanesMax = theNbPlanes; }
101 //! Attaches shader object to the program object.
102 Standard_EXPORT Standard_Boolean AttachShader (const Handle(Graphic3d_ShaderObject)& theShader);
104 //! Detaches shader object from the program object.
105 Standard_EXPORT Standard_Boolean DetachShader (const Handle(Graphic3d_ShaderObject)& theShader);
107 //! Returns list of attached shader objects.
108 const Graphic3d_ShaderObjectList& ShaderObjects() const { return myShaderObjects; }
110 //! The list of currently pushed but not applied custom uniform variables.
111 //! This list is automatically cleared after applying to GLSL program.
112 const Graphic3d_ShaderVariableList& Variables() const { return myVariables; }
114 //! Return the list of custom vertex attributes.
115 const Graphic3d_ShaderAttributeList& VertexAttributes() const { return myAttributes; }
117 //! Assign the list of custom vertex attributes.
118 //! Should be done before GLSL program initialization.
119 Standard_EXPORT void SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes);
121 //! Returns the number (1+) of Fragment Shader outputs to be written to
122 //! (more than 1 can be in case of multiple draw buffers); 1 by default.
123 Standard_Integer NbFragmentOutputs() const { return myNbFragOutputs; }
125 //! Sets the number of Fragment Shader outputs to be written to.
126 //! Should be done before GLSL program initialization.
127 void SetNbFragmentOutputs (const Standard_Integer theNbOutputs) { myNbFragOutputs = theNbOutputs; }
129 //! Return true if Fragment Shader color should output the weighted OIT coverage; FALSE by default.
130 Standard_Boolean HasWeightOitOutput() const { return myHasWeightOitOutput; }
132 //! Set if Fragment Shader color should output the weighted OIT coverage.
133 //! Note that weighted OIT also requires at least 2 Fragment Outputs (color + coverage).
134 void SetWeightOitOutput (Standard_Boolean theOutput) { myHasWeightOitOutput = theOutput; }
136 //! Pushes custom uniform variable to the program.
137 //! The list of pushed variables is automatically cleared after applying to GLSL program.
138 //! Thus after program recreation even unchanged uniforms should be pushed anew.
140 Standard_Boolean PushVariable (const TCollection_AsciiString& theName,
143 //! Removes all custom uniform variables from the program.
144 Standard_EXPORT void ClearVariables();
146 //! Pushes float uniform.
147 Standard_Boolean PushVariableFloat (const TCollection_AsciiString& theName, const float theValue) { return PushVariable (theName, theValue); }
149 //! Pushes vec2 uniform.
150 Standard_Boolean PushVariableVec2 (const TCollection_AsciiString& theName, const Graphic3d_Vec2& theValue) { return PushVariable (theName, theValue); }
152 //! Pushes vec3 uniform.
153 Standard_Boolean PushVariableVec3 (const TCollection_AsciiString& theName, const Graphic3d_Vec3& theValue) { return PushVariable (theName, theValue); }
155 //! Pushes vec4 uniform.
156 Standard_Boolean PushVariableVec4 (const TCollection_AsciiString& theName, const Graphic3d_Vec4& theValue) { return PushVariable (theName, theValue); }
158 //! Pushes int uniform.
159 Standard_Boolean PushVariableInt (const TCollection_AsciiString& theName, const int theValue) { return PushVariable (theName, theValue); }
161 //! Pushes vec2i uniform.
162 Standard_Boolean PushVariableVec2i (const TCollection_AsciiString& theName, const Graphic3d_Vec2i& theValue) { return PushVariable (theName, theValue); }
164 //! Pushes vec3i uniform.
165 Standard_Boolean PushVariableVec3i (const TCollection_AsciiString& theName, const Graphic3d_Vec3i& theValue) { return PushVariable (theName, theValue); }
167 //! Pushes vec4i uniform.
168 Standard_Boolean PushVariableVec4i (const TCollection_AsciiString& theName, const Graphic3d_Vec4i& theValue) { return PushVariable (theName, theValue); }
172 //! The path to GLSL programs determined from CSF_ShadersDirectory or CASROOT environment variables.
173 //! @return the root folder with default GLSL programs.
174 Standard_EXPORT static const TCollection_AsciiString& ShadersFolder();
178 TCollection_AsciiString myID; //!< the unique identifier of program object
179 Graphic3d_ShaderObjectList myShaderObjects; //!< the list of attached shader objects
180 Graphic3d_ShaderVariableList myVariables; //!< the list of custom uniform variables
181 Graphic3d_ShaderAttributeList myAttributes; //!< the list of custom vertex attributes
182 TCollection_AsciiString myHeader; //!< GLSL header with version code and used extensions
183 Standard_Integer myNbLightsMax; //!< length of array of light sources (THE_MAX_LIGHTS)
184 Standard_Integer myNbClipPlanesMax; //!< length of array of clipping planes (THE_MAX_CLIP_PLANES)
185 Standard_Integer myNbFragOutputs; //!< length of array of Fragment Shader outputs (THE_NB_FRAG_OUTPUTS)
186 Standard_Boolean myHasWeightOitOutput; //!< flag indicating that Fragment Shader includes weighted OIT coverage
190 DEFINE_STANDARD_HANDLE (Graphic3d_ShaderProgram, Standard_Transient)
192 // =======================================================================
193 // function : PushVariable
194 // purpose : Pushes custom uniform variable to the program
195 // =======================================================================
196 template<class T> inline
197 Standard_Boolean Graphic3d_ShaderProgram::PushVariable (const TCollection_AsciiString& theName,
200 Handle(Graphic3d_ShaderVariable) aVariable = Graphic3d_ShaderVariable::Create (theName, theValue);
201 if (aVariable.IsNull() || !aVariable->IsDone())
203 return Standard_False;
206 myVariables.Append (aVariable);
207 return Standard_True;