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
40 //! The list of built-in GLSL programs
43 ShaderName_UNKNOWN, //!< undefined program
44 ShaderName_Phong //!< per-pixel lighting (Phong shading)
49 //! Creates new empty program object.
50 Standard_EXPORT Graphic3d_ShaderProgram();
52 //! Creates program object from pre-defined shaders.
53 //! Raises Standard_Failure exception if shader resources are unavailable.
54 Standard_EXPORT Graphic3d_ShaderProgram (const Graphic3d_ShaderProgram::ShaderName theName);
56 //! Releases resources of program object.
57 Standard_EXPORT virtual ~Graphic3d_ShaderProgram();
59 //! Releases resources of program object.
60 Standard_EXPORT void Destroy() const;
62 //! Checks if the program object is valid or not.
63 Standard_EXPORT virtual Standard_Boolean IsDone() const;
65 //! Returns unique ID used to manage resource in graphic driver.
66 const TCollection_AsciiString& GetId() const { return myID; }
68 //! Returns GLSL header (version code and extensions).
69 const TCollection_AsciiString& Header() const { return myHeader; }
71 //! Setup GLSL header containing language version code and used extensions.
72 //! Will be prepended to the very beginning of the source code.
76 //! #extension GL_ARB_bindless_texture : require
78 void SetHeader (const TCollection_AsciiString& theHeader) { myHeader = theHeader; }
80 //! Attaches shader object to the program object.
81 Standard_EXPORT Standard_Boolean AttachShader (const Handle(Graphic3d_ShaderObject)& theShader);
83 //! Detaches shader object from the program object.
84 Standard_EXPORT Standard_Boolean DetachShader (const Handle(Graphic3d_ShaderObject)& theShader);
86 //! Returns list of attached shader objects.
87 const Graphic3d_ShaderObjectList& ShaderObjects() const { return myShaderObjects; }
89 //! The list of currently pushed but not applied custom uniform variables.
90 //! This list is automatically cleared after applying to GLSL program.
91 const Graphic3d_ShaderVariableList& Variables() const { return myVariables; }
93 //! Return the list of custom vertex attributes.
94 const Graphic3d_ShaderAttributeList& VertexAttributes() const { return myAttributes; }
96 //! Assign the list of custom vertex attributes.
97 //! Should be done before GLSL program initialization.
98 Standard_EXPORT void SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes);
100 //! Pushes custom uniform variable to the program.
101 //! The list of pushed variables is automatically cleared after applying to GLSL program.
102 //! Thus after program recreation even unchanged uniforms should be pushed anew.
104 Standard_Boolean PushVariable (const TCollection_AsciiString& theName,
107 //! Removes all custom uniform variables from the program.
108 Standard_EXPORT void ClearVariables();
110 //! Pushes float uniform.
111 Standard_Boolean PushVariableFloat (const TCollection_AsciiString& theName, const float theValue) { return PushVariable (theName, theValue); }
113 //! Pushes vec2 uniform.
114 Standard_Boolean PushVariableVec2 (const TCollection_AsciiString& theName, const Graphic3d_Vec2& theValue) { return PushVariable (theName, theValue); }
116 //! Pushes vec3 uniform.
117 Standard_Boolean PushVariableVec3 (const TCollection_AsciiString& theName, const Graphic3d_Vec3& theValue) { return PushVariable (theName, theValue); }
119 //! Pushes vec4 uniform.
120 Standard_Boolean PushVariableVec4 (const TCollection_AsciiString& theName, const Graphic3d_Vec4& theValue) { return PushVariable (theName, theValue); }
122 //! Pushes int uniform.
123 Standard_Boolean PushVariableInt (const TCollection_AsciiString& theName, const int theValue) { return PushVariable (theName, theValue); }
125 //! Pushes vec2i uniform.
126 Standard_Boolean PushVariableVec2i (const TCollection_AsciiString& theName, const Graphic3d_Vec2i& theValue) { return PushVariable (theName, theValue); }
128 //! Pushes vec3i uniform.
129 Standard_Boolean PushVariableVec3i (const TCollection_AsciiString& theName, const Graphic3d_Vec3i& theValue) { return PushVariable (theName, theValue); }
131 //! Pushes vec4i uniform.
132 Standard_Boolean PushVariableVec4i (const TCollection_AsciiString& theName, const Graphic3d_Vec4i& theValue) { return PushVariable (theName, theValue); }
136 //! The path to GLSL programs determined from CSF_ShadersDirectory or CASROOT environment variables.
137 //! @return the root folder with default GLSL programs.
138 Standard_EXPORT static const TCollection_AsciiString& ShadersFolder();
142 DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderProgram,Standard_Transient)
146 TCollection_AsciiString myID; //!< the unique identifier of program object
147 Graphic3d_ShaderObjectList myShaderObjects; //!< the list of attached shader objects
148 Graphic3d_ShaderVariableList myVariables; //!< the list of custom uniform variables
149 Graphic3d_ShaderAttributeList myAttributes; //!< the list of custom vertex attributes
150 TCollection_AsciiString myHeader; //!< GLSL header with version code and used extensions
154 DEFINE_STANDARD_HANDLE (Graphic3d_ShaderProgram, Standard_Transient)
156 // =======================================================================
157 // function : PushVariable
158 // purpose : Pushes custom uniform variable to the program
159 // =======================================================================
160 template<class T> inline
161 Standard_Boolean Graphic3d_ShaderProgram::PushVariable (const TCollection_AsciiString& theName,
164 Handle(Graphic3d_ShaderVariable) aVariable = Graphic3d_ShaderVariable::Create (theName, theValue);
165 if (aVariable.IsNull() || !aVariable->IsDone())
167 return Standard_False;
170 myVariables.Append (aVariable);
171 return Standard_True;