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 <Graphic3d_TextureSetBits.hxx>
24 #include <NCollection_Sequence.hxx>
26 //! List of shader objects.
27 typedef NCollection_Sequence<Handle(Graphic3d_ShaderObject)> Graphic3d_ShaderObjectList;
29 //! List of custom uniform shader variables.
30 typedef NCollection_Sequence<Handle(Graphic3d_ShaderVariable)> Graphic3d_ShaderVariableList;
32 //! List of custom vertex shader attrubures
33 typedef NCollection_Sequence<Handle(Graphic3d_ShaderAttribute)> Graphic3d_ShaderAttributeList;
35 //! This class is responsible for managing shader programs.
36 class Graphic3d_ShaderProgram : public Standard_Transient
38 DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderProgram, Standard_Transient)
41 //! Default value of THE_MAX_LIGHTS macros within GLSL program (see Declarations.glsl).
42 static const Standard_Integer THE_MAX_LIGHTS_DEFAULT = 8;
44 //! Default value of THE_MAX_CLIP_PLANES macros within GLSL program (see Declarations.glsl).
45 static const Standard_Integer THE_MAX_CLIP_PLANES_DEFAULT = 8;
47 //! Default value of THE_NB_FRAG_OUTPUTS macros within GLSL program (see Declarations.glsl).
48 static const Standard_Integer THE_NB_FRAG_OUTPUTS = 1;
52 //! Creates new empty program object.
53 Standard_EXPORT Graphic3d_ShaderProgram();
55 //! Releases resources of program object.
56 Standard_EXPORT virtual ~Graphic3d_ShaderProgram();
58 //! Checks if the program object is valid or not.
59 Standard_EXPORT virtual Standard_Boolean IsDone() const;
61 //! Returns unique ID used to manage resource in graphic driver.
62 const TCollection_AsciiString& GetId() const { return myID; }
64 //! Sets unique ID used to manage resource in graphic driver.
65 //! WARNING! Graphic3d_ShaderProgram constructor generates a unique id for proper resource management;
66 //! however if application overrides it, it is responsibility of application to avoid name collisions.
67 void SetId (const TCollection_AsciiString& theId) { myID = theId; }
69 //! Returns GLSL header (version code and extensions).
70 const TCollection_AsciiString& Header() const { return myHeader; }
72 //! Setup GLSL header containing language version code and used extensions.
73 //! Will be prepended to the very beginning of the source code.
77 //! #extension GL_ARB_bindless_texture : require
79 void SetHeader (const TCollection_AsciiString& theHeader) { myHeader = theHeader; }
81 //! Append line to GLSL header.
82 void AppendToHeader (const TCollection_AsciiString& theHeaderLine)
84 if (!myHeader.IsEmpty())
88 myHeader += theHeaderLine;
91 //! Return the length of array of light sources (THE_MAX_LIGHTS),
92 //! to be used for initialization occLightSources.
93 //! Default value is THE_MAX_LIGHTS_DEFAULT.
94 Standard_Integer NbLightsMax() const { return myNbLightsMax; }
96 //! Specify the length of array of light sources (THE_MAX_LIGHTS).
97 void SetNbLightsMax (Standard_Integer theNbLights) { myNbLightsMax = theNbLights; }
99 //! Return the length of array of clipping planes (THE_MAX_CLIP_PLANES),
100 //! to be used for initialization occClipPlaneEquations.
101 //! Default value is THE_MAX_CLIP_PLANES_DEFAULT.
102 Standard_Integer NbClipPlanesMax() const { return myNbClipPlanesMax; }
104 //! Specify the length of array of clipping planes (THE_MAX_CLIP_PLANES).
105 void SetNbClipPlanesMax (Standard_Integer theNbPlanes) { myNbClipPlanesMax = theNbPlanes; }
107 //! Attaches shader object to the program object.
108 Standard_EXPORT Standard_Boolean AttachShader (const Handle(Graphic3d_ShaderObject)& theShader);
110 //! Detaches shader object from the program object.
111 Standard_EXPORT Standard_Boolean DetachShader (const Handle(Graphic3d_ShaderObject)& theShader);
113 //! Returns list of attached shader objects.
114 const Graphic3d_ShaderObjectList& ShaderObjects() const { return myShaderObjects; }
116 //! The list of currently pushed but not applied custom uniform variables.
117 //! This list is automatically cleared after applying to GLSL program.
118 const Graphic3d_ShaderVariableList& Variables() const { return myVariables; }
120 //! Return the list of custom vertex attributes.
121 const Graphic3d_ShaderAttributeList& VertexAttributes() const { return myAttributes; }
123 //! Assign the list of custom vertex attributes.
124 //! Should be done before GLSL program initialization.
125 Standard_EXPORT void SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes);
127 //! Returns the number (1+) of Fragment Shader outputs to be written to
128 //! (more than 1 can be in case of multiple draw buffers); 1 by default.
129 Standard_Integer NbFragmentOutputs() const { return myNbFragOutputs; }
131 //! Sets the number of Fragment Shader outputs to be written to.
132 //! Should be done before GLSL program initialization.
133 void SetNbFragmentOutputs (const Standard_Integer theNbOutputs) { myNbFragOutputs = theNbOutputs; }
135 //! Return true if Fragment Shader should perform alpha test; FALSE by default.
136 Standard_Boolean HasAlphaTest() const { return myHasAlphaTest; }
138 //! Set if Fragment Shader should perform alpha test.
139 //! Note that this flag is designed for usage with - custom shader program may discard fragment regardless this flag.
140 void SetAlphaTest (Standard_Boolean theAlphaTest) { myHasAlphaTest = theAlphaTest; }
142 //! Return TRUE if standard program header should define default texture sampler occSampler0; TRUE by default for compatibility.
143 Standard_Boolean HasDefaultSampler() const { return myHasDefSampler; }
145 //! Set if standard program header should define default texture sampler occSampler0.
146 void SetDefaultSampler (Standard_Boolean theHasDefSampler) { myHasDefSampler = theHasDefSampler; }
148 //! Return true if Fragment Shader color should output the weighted OIT coverage; FALSE by default.
149 Standard_Boolean HasWeightOitOutput() const { return myHasWeightOitOutput; }
151 //! Set if Fragment Shader color should output the weighted OIT coverage.
152 //! Note that weighted OIT also requires at least 2 Fragment Outputs (color + coverage).
153 void SetWeightOitOutput (Standard_Boolean theOutput) { myHasWeightOitOutput = theOutput; }
155 //! Return TRUE if standard program header should define functions and variables used in PBR pipeline.
156 //! FALSE by default.
157 Standard_Boolean IsPBR() const { return myIsPBR; }
159 //! Sets whether standard program header should define functions and variables used in PBR pipeline.
160 void SetPBR (Standard_Boolean theIsPBR) { myIsPBR = theIsPBR; }
162 //! Return texture units declared within the program, @sa Graphic3d_TextureSetBits.
163 Standard_Integer TextureSetBits() const { return myTextureSetBits; }
165 //! Set texture units declared within the program.
166 void SetTextureSetBits (Standard_Integer theBits) { myTextureSetBits = theBits; }
168 //! Pushes custom uniform variable to the program.
169 //! The list of pushed variables is automatically cleared after applying to GLSL program.
170 //! Thus after program recreation even unchanged uniforms should be pushed anew.
172 Standard_Boolean PushVariable (const TCollection_AsciiString& theName,
175 //! Removes all custom uniform variables from the program.
176 Standard_EXPORT void ClearVariables();
178 //! Pushes float uniform.
179 Standard_Boolean PushVariableFloat (const TCollection_AsciiString& theName, const float theValue) { return PushVariable (theName, theValue); }
181 //! Pushes vec2 uniform.
182 Standard_Boolean PushVariableVec2 (const TCollection_AsciiString& theName, const Graphic3d_Vec2& theValue) { return PushVariable (theName, theValue); }
184 //! Pushes vec3 uniform.
185 Standard_Boolean PushVariableVec3 (const TCollection_AsciiString& theName, const Graphic3d_Vec3& theValue) { return PushVariable (theName, theValue); }
187 //! Pushes vec4 uniform.
188 Standard_Boolean PushVariableVec4 (const TCollection_AsciiString& theName, const Graphic3d_Vec4& theValue) { return PushVariable (theName, theValue); }
190 //! Pushes int uniform.
191 Standard_Boolean PushVariableInt (const TCollection_AsciiString& theName, const int theValue) { return PushVariable (theName, theValue); }
193 //! Pushes vec2i uniform.
194 Standard_Boolean PushVariableVec2i (const TCollection_AsciiString& theName, const Graphic3d_Vec2i& theValue) { return PushVariable (theName, theValue); }
196 //! Pushes vec3i uniform.
197 Standard_Boolean PushVariableVec3i (const TCollection_AsciiString& theName, const Graphic3d_Vec3i& theValue) { return PushVariable (theName, theValue); }
199 //! Pushes vec4i uniform.
200 Standard_Boolean PushVariableVec4i (const TCollection_AsciiString& theName, const Graphic3d_Vec4i& theValue) { return PushVariable (theName, theValue); }
204 //! The path to GLSL programs determined from CSF_ShadersDirectory or CASROOT environment variables.
205 //! @return the root folder with default GLSL programs.
206 Standard_EXPORT static const TCollection_AsciiString& ShadersFolder();
210 TCollection_AsciiString myID; //!< the unique identifier of program object
211 Graphic3d_ShaderObjectList myShaderObjects; //!< the list of attached shader objects
212 Graphic3d_ShaderVariableList myVariables; //!< the list of custom uniform variables
213 Graphic3d_ShaderAttributeList myAttributes; //!< the list of custom vertex attributes
214 TCollection_AsciiString myHeader; //!< GLSL header with version code and used extensions
215 Standard_Integer myNbLightsMax; //!< length of array of light sources (THE_MAX_LIGHTS)
216 Standard_Integer myNbClipPlanesMax; //!< length of array of clipping planes (THE_MAX_CLIP_PLANES)
217 Standard_Integer myNbFragOutputs; //!< length of array of Fragment Shader outputs (THE_NB_FRAG_OUTPUTS)
218 Standard_Integer myTextureSetBits;//!< texture units declared within the program, @sa Graphic3d_TextureSetBits
219 Standard_Boolean myHasDefSampler; //!< flag indicating that program defines default texture sampler occSampler0
220 Standard_Boolean myHasAlphaTest; //!< flag indicating that Fragment Shader performs alpha test
221 Standard_Boolean myHasWeightOitOutput; //!< flag indicating that Fragment Shader includes weighted OIT coverage
222 Standard_Boolean myIsPBR; //!< flag indicating that program defines functions and variables used in PBR pipeline
226 DEFINE_STANDARD_HANDLE (Graphic3d_ShaderProgram, Standard_Transient)
228 // =======================================================================
229 // function : PushVariable
230 // purpose : Pushes custom uniform variable to the program
231 // =======================================================================
232 template<class T> inline
233 Standard_Boolean Graphic3d_ShaderProgram::PushVariable (const TCollection_AsciiString& theName,
236 Handle(Graphic3d_ShaderVariable) aVariable = Graphic3d_ShaderVariable::Create (theName, theValue);
237 if (aVariable.IsNull() || !aVariable->IsDone())
239 return Standard_False;
242 myVariables.Append (aVariable);
243 return Standard_True;