1 // Created on: 2013-09-26
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.
18 #include <Graphic3d_TextureParams.hxx>
19 #include <OpenGl_Aspects.hxx>
20 #include <OpenGl_ClippingIterator.hxx>
21 #include <OpenGl_Context.hxx>
22 #include <OpenGl_ShaderManager.hxx>
23 #include <OpenGl_ShaderProgram.hxx>
24 #include <OpenGl_VertexBufferCompat.hxx>
25 #include <OpenGl_Workspace.hxx>
27 #include <TCollection_ExtendedString.hxx>
29 IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager,Standard_Transient)
33 //! Number specifying maximum number of light sources to prepare a GLSL program with unrolled loop.
34 const Standard_Integer THE_NB_UNROLLED_LIGHTS_MAX = 32;
36 //! Compute the size of array storing holding light sources definition.
37 static Standard_Integer roundUpMaxLightSources (Standard_Integer theNbLights)
39 Standard_Integer aMaxLimit = THE_NB_UNROLLED_LIGHTS_MAX;
40 for (; aMaxLimit < theNbLights; aMaxLimit *= 2) {}
46 //! Compute TexCoord value in Vertex Shader
47 const char THE_VARY_TexCoord_Trsf[] =
48 EOL" float aRotSin = occTextureTrsf_RotationSin();"
49 EOL" float aRotCos = occTextureTrsf_RotationCos();"
50 EOL" vec2 aTex2 = (occTexCoord.xy + occTextureTrsf_Translation()) * occTextureTrsf_Scale();"
51 EOL" vec2 aCopy = aTex2;"
52 EOL" aTex2.x = aCopy.x * aRotCos - aCopy.y * aRotSin;"
53 EOL" aTex2.y = aCopy.x * aRotSin + aCopy.y * aRotCos;"
54 EOL" TexCoord = vec4(aTex2, occTexCoord.zw);";
56 //! Auxiliary function to flip gl_PointCoord vertically
57 #define THE_VEC2_glPointCoord "vec2 (gl_PointCoord.x, 1.0 - gl_PointCoord.y)"
59 //! Auxiliary function to transform normal
60 const char THE_FUNC_transformNormal[] =
61 EOL"vec3 transformNormal (in vec3 theNormal)"
63 EOL" vec4 aResult = occWorldViewMatrixInverseTranspose"
64 EOL" * occModelWorldMatrixInverseTranspose"
65 EOL" * vec4 (theNormal, 0.0);"
66 EOL" return normalize (aResult.xyz);"
69 //! Global shader variable for color definition with lighting enabled.
70 const char THE_FUNC_lightDef[] =
71 EOL"vec3 Ambient;" //!< Ambient contribution of light sources
72 EOL"vec3 Diffuse;" //!< Diffuse contribution of light sources
73 EOL"vec3 Specular;"; //!< Specular contribution of light sources
75 //! Function computes contribution of isotropic point light source
76 const char THE_FUNC_pointLight[] =
77 EOL"void pointLight (in int theId,"
78 EOL" in vec3 theNormal,"
79 EOL" in vec3 theView,"
80 EOL" in vec3 thePoint,"
81 EOL" in bool theIsFront)"
83 EOL" vec3 aLight = occLight_Position (theId).xyz;"
84 EOL" if (occLight_IsHeadlight (theId) == 0)"
86 EOL" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 1.0));"
88 EOL" aLight -= thePoint;"
90 EOL" float aDist = length (aLight);"
91 EOL" aLight = aLight * (1.0 / aDist);"
93 EOL" float anAtten = 1.0 / (occLight_ConstAttenuation (theId)"
94 EOL" + occLight_LinearAttenuation (theId) * aDist);"
96 EOL" vec3 aHalf = normalize (aLight + theView);"
98 EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
99 EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
100 EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
102 EOL" float aSpecl = 0.0;"
103 EOL" if (aNdotL > 0.0)"
105 EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
108 EOL" Diffuse += occLight_Diffuse (theId).rgb * aNdotL * anAtten;"
109 EOL" Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;"
112 //! Function computes contribution of spotlight source
113 const char THE_FUNC_spotLight[] =
114 EOL"void spotLight (in int theId,"
115 EOL" in vec3 theNormal,"
116 EOL" in vec3 theView,"
117 EOL" in vec3 thePoint,"
118 EOL" in bool theIsFront)"
120 EOL" vec3 aLight = occLight_Position (theId).xyz;"
121 EOL" vec3 aSpotDir = occLight_SpotDirection (theId).xyz;"
122 EOL" if (occLight_IsHeadlight (theId) == 0)"
124 EOL" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 1.0));"
125 EOL" aSpotDir = vec3 (occWorldViewMatrix * vec4 (aSpotDir, 0.0));"
127 EOL" aLight -= thePoint;"
129 EOL" float aDist = length (aLight);"
130 EOL" aLight = aLight * (1.0 / aDist);"
132 EOL" aSpotDir = normalize (aSpotDir);"
134 EOL" float aCosA = dot (aSpotDir, -aLight);"
135 EOL" if (aCosA >= 1.0 || aCosA < cos (occLight_SpotCutOff (theId)))"
140 EOL" float anExponent = occLight_SpotExponent (theId);"
141 EOL" float anAtten = 1.0 / (occLight_ConstAttenuation (theId)"
142 EOL" + occLight_LinearAttenuation (theId) * aDist);"
143 EOL" if (anExponent > 0.0)"
145 EOL" anAtten *= pow (aCosA, anExponent * 128.0);"
148 EOL" vec3 aHalf = normalize (aLight + theView);"
150 EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
151 EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
152 EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
154 EOL" float aSpecl = 0.0;"
155 EOL" if (aNdotL > 0.0)"
157 EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
160 EOL" Diffuse += occLight_Diffuse (theId).rgb * aNdotL * anAtten;"
161 EOL" Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;"
164 //! Function computes contribution of directional light source
165 const char THE_FUNC_directionalLight[] =
166 EOL"void directionalLight (in int theId,"
167 EOL" in vec3 theNormal,"
168 EOL" in vec3 theView,"
169 EOL" in bool theIsFront)"
171 EOL" vec3 aLight = normalize (occLight_Position (theId).xyz);"
172 EOL" if (occLight_IsHeadlight (theId) == 0)"
174 EOL" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 0.0));"
177 EOL" vec3 aHalf = normalize (aLight + theView);"
179 EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
180 EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
181 EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
183 EOL" float aSpecl = 0.0;"
184 EOL" if (aNdotL > 0.0)"
186 EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
189 EOL" Diffuse += occLight_Diffuse (theId).rgb * aNdotL;"
190 EOL" Specular += occLight_Specular (theId).rgb * aSpecl;"
193 //! The same as THE_FUNC_directionalLight but for the light with zero index
194 //! (avoids limitations on some mobile devices).
195 const char THE_FUNC_directionalLightFirst[] =
196 EOL"void directionalLightFirst (in vec3 theNormal,"
197 EOL" in vec3 theView,"
198 EOL" in bool theIsFront)"
200 EOL" vec3 aLight = normalize (occLightSources[1].xyz);"
201 EOL" if (occLight_IsHeadlight (0) == 0)"
203 EOL" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 0.0));"
206 EOL" vec3 aHalf = normalize (aLight + theView);"
208 EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
209 EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
210 EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
212 EOL" float aSpecl = 0.0;"
213 EOL" if (aNdotL > 0.0)"
215 EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
218 EOL" Diffuse += occLightSources[0].rgb * aNdotL;"
219 EOL" Specular += occLightSources[0].rgb * aSpecl;"
222 //! Process clipping planes in Fragment Shader.
223 //! Should be added at the beginning of the main() function.
224 const char THE_FRAG_CLIP_PLANES_N[] =
225 EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount; ++aPlaneIter)"
227 EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
228 EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
234 //! Process chains of clipping planes in Fragment Shader.
235 const char THE_FRAG_CLIP_CHAINS_N[] =
236 EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount;)"
238 EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
239 EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
241 EOL" if (occClipPlaneChains[aPlaneIter] == 1)"
245 EOL" aPlaneIter += 1;"
249 EOL" aPlaneIter += occClipPlaneChains[aPlaneIter];"
253 //! Process 1 clipping plane in Fragment Shader.
254 const char THE_FRAG_CLIP_PLANES_1[] =
255 EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
256 EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0)"
261 //! Process 2 clipping planes in Fragment Shader.
262 const char THE_FRAG_CLIP_PLANES_2[] =
263 EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
264 EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];"
265 EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
266 EOL" || dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
271 //! Process a chain of 2 clipping planes in Fragment Shader (3/4 section).
272 const char THE_FRAG_CLIP_CHAINS_2[] =
273 EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
274 EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];"
275 EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
276 EOL" && dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
281 //! Modify color for Wireframe presentation.
282 const char THE_FRAG_WIREFRAME_COLOR[] =
283 EOL"vec4 getFinalColor(void)"
285 EOL" float aDistance = min (min (EdgeDistance[0], EdgeDistance[1]), EdgeDistance[2]);"
286 EOL" bool isHollow = occWireframeColor.a < 0.0;"
287 EOL" float aMixVal = smoothstep (occLineWidth - occLineFeather * 0.5, occLineWidth + occLineFeather * 0.5, aDistance);"
288 EOL" vec4 aMixColor = isHollow"
289 EOL" ? vec4 (getColor().rgb, 1.0 - aMixVal)" // edges only (of interior color)
290 EOL" : mix (occWireframeColor, getColor(), aMixVal);" // interior + edges
291 EOL" return aMixColor;"
294 //! Compute gl_Position vertex shader output.
295 const char THE_VERT_gl_Position[] =
296 EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;";
298 //! Displace gl_Position alongside vertex normal for outline rendering.
299 //! This code adds silhouette only for smooth surfaces of closed primitive, and produces visual artifacts on sharp edges.
300 const char THE_VERT_gl_Position_OUTLINE[] =
301 EOL" float anOutlineDisp = occOrthoScale > 0.0 ? occOrthoScale : gl_Position.w;"
302 EOL" vec4 anOutlinePos = occVertex + vec4 (occNormal * (occSilhouetteThickness * anOutlineDisp), 0.0);"
303 EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * anOutlinePos;";
305 #if !defined(GL_ES_VERSION_2_0)
307 static const GLfloat THE_DEFAULT_AMBIENT[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
308 static const GLfloat THE_DEFAULT_SPOT_DIR[3] = { 0.0f, 0.0f, -1.0f };
309 static const GLfloat THE_DEFAULT_SPOT_EXPONENT = 0.0f;
310 static const GLfloat THE_DEFAULT_SPOT_CUTOFF = 180.0f;
312 //! Bind FFP light source.
313 static void bindLight (const Graphic3d_CLight& theLight,
314 const GLenum theLightGlId,
315 const OpenGl_Mat4& theModelView,
316 OpenGl_Context* theCtx)
318 // the light is a headlight?
319 if (theLight.IsHeadlight())
321 theCtx->core11->glMatrixMode (GL_MODELVIEW);
322 theCtx->core11->glLoadIdentity();
326 const Graphic3d_Vec4& aLightColor = theLight.PackedColor();
327 switch (theLight.Type())
329 case Graphic3d_TOLS_AMBIENT : break; // handled by separate if-clause at beginning of method
330 case Graphic3d_TOLS_DIRECTIONAL:
332 // if the last parameter of GL_POSITION, is zero, the corresponding light source is a Directional one
333 const OpenGl_Vec4 anInfDir = -theLight.PackedDirection();
335 // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE.
336 theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
337 theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
338 theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
339 theCtx->core11->glLightfv (theLightGlId, GL_POSITION, anInfDir.GetData());
340 theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
341 theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
342 theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
345 case Graphic3d_TOLS_POSITIONAL:
347 // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE
348 const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position().X()), static_cast<float>(theLight.Position().Y()), static_cast<float>(theLight.Position().Z()), 1.0f);
349 theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
350 theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
351 theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
352 theCtx->core11->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
353 theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
354 theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
355 theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
356 theCtx->core11->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
357 theCtx->core11->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
358 theCtx->core11->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0);
361 case Graphic3d_TOLS_SPOT:
363 const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position().X()), static_cast<float>(theLight.Position().Y()), static_cast<float>(theLight.Position().Z()), 1.0f);
364 theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
365 theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData());
366 theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData());
367 theCtx->core11->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
368 theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, theLight.PackedDirection().GetData());
369 theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, theLight.Concentration() * 128.0f);
370 theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, (theLight.Angle() * 180.0f) / GLfloat(M_PI));
371 theCtx->core11->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
372 theCtx->core11->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
373 theCtx->core11->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
378 // restore matrix in case of headlight
379 if (theLight.IsHeadlight())
381 theCtx->core11->glLoadMatrixf (theModelView.GetData());
384 glEnable (theLightGlId);
388 //! Generate map key for light sources configuration.
389 static TCollection_AsciiString genLightKey (const Handle(Graphic3d_LightSet)& theLights)
391 if (theLights->NbEnabled() <= THE_NB_UNROLLED_LIGHTS_MAX)
393 return TCollection_AsciiString ("l_") + theLights->KeyEnabledLong();
396 const Standard_Integer aMaxLimit = roundUpMaxLightSources (theLights->NbEnabled());
397 return TCollection_AsciiString ("l_") + theLights->KeyEnabledShort() + aMaxLimit;
401 // =======================================================================
402 // function : OpenGl_ShaderManager
403 // purpose : Creates new empty shader manager
404 // =======================================================================
405 OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
406 : myFfpProgram (new OpenGl_ShaderProgramFFP()),
407 myShadingModel (Graphic3d_TOSM_VERTEX),
408 myUnlitPrograms (new OpenGl_SetOfPrograms()),
409 myContext (theContext),
410 myHasLocalOrigin (Standard_False),
416 // =======================================================================
417 // function : ~OpenGl_ShaderManager
418 // purpose : Releases resources of shader manager
419 // =======================================================================
420 OpenGl_ShaderManager::~OpenGl_ShaderManager()
422 myProgramList.Clear();
425 // =======================================================================
428 // =======================================================================
429 void OpenGl_ShaderManager::clear()
431 myProgramList.Clear();
432 myLightPrograms.Nullify();
433 myUnlitPrograms = new OpenGl_SetOfPrograms();
434 myOutlinePrograms.Nullify();
435 myMapOfLightPrograms.Clear();
436 myFontProgram.Nullify();
437 myBlitProgram.Nullify();
438 myBoundBoxProgram.Nullify();
439 myBoundBoxVertBuffer.Nullify();
440 for (Standard_Integer aModeIter = 0; aModeIter < Graphic3d_StereoMode_NB; ++aModeIter)
442 myStereoPrograms[aModeIter].Nullify();
444 switchLightPrograms();
447 // =======================================================================
449 // purpose : Creates new shader program
450 // =======================================================================
451 Standard_Boolean OpenGl_ShaderManager::Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
452 TCollection_AsciiString& theShareKey,
453 Handle(OpenGl_ShaderProgram)& theProgram)
455 theProgram.Nullify();
456 if (theProxy.IsNull())
458 return Standard_False;
461 theShareKey = theProxy->GetId();
462 if (myContext->GetResource<Handle(OpenGl_ShaderProgram)> (theShareKey, theProgram))
464 if (theProgram->Share())
466 myProgramList.Append (theProgram);
468 return Standard_True;
471 theProgram = new OpenGl_ShaderProgram (theProxy);
472 if (!theProgram->Initialize (myContext, theProxy->ShaderObjects()))
474 theProgram->Release (myContext);
476 theProgram.Nullify();
477 return Standard_False;
480 myProgramList.Append (theProgram);
481 myContext->ShareResource (theShareKey, theProgram);
482 return Standard_True;
485 // =======================================================================
486 // function : Unregister
487 // purpose : Removes specified shader program from the manager
488 // =======================================================================
489 void OpenGl_ShaderManager::Unregister (TCollection_AsciiString& theShareKey,
490 Handle(OpenGl_ShaderProgram)& theProgram)
492 for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
494 if (anIt.Value() == theProgram)
496 if (!theProgram->UnShare())
499 theProgram.Nullify();
503 myProgramList.Remove (anIt);
508 const TCollection_AsciiString anID = theProgram->myProxy->GetId();
511 myContext->DelayedRelease (theProgram);
512 theProgram.Nullify();
516 theProgram.Nullify();
517 myContext->ReleaseResource (anID, Standard_True);
521 // =======================================================================
522 // function : ShaderPrograms
523 // purpose : Returns list of registered shader programs
524 // =======================================================================
525 const OpenGl_ShaderProgramList& OpenGl_ShaderManager::ShaderPrograms() const
527 return myProgramList;
530 // =======================================================================
532 // purpose : Returns true if no program objects are attached
533 // =======================================================================
534 Standard_Boolean OpenGl_ShaderManager::IsEmpty() const
536 return myProgramList.IsEmpty();
539 // =======================================================================
540 // function : switchLightPrograms
542 // =======================================================================
543 void OpenGl_ShaderManager::switchLightPrograms()
545 const Handle(Graphic3d_LightSet)& aLights = myLightSourceState.LightSources();
546 if (aLights.IsNull())
548 if (!myMapOfLightPrograms.Find ("unlit", myLightPrograms))
550 myLightPrograms = new OpenGl_SetOfShaderPrograms (myUnlitPrograms);
551 myMapOfLightPrograms.Bind ("unlit", myLightPrograms);
556 const TCollection_AsciiString aKey = genLightKey (aLights);
557 if (!myMapOfLightPrograms.Find (aKey, myLightPrograms))
559 myLightPrograms = new OpenGl_SetOfShaderPrograms();
560 myMapOfLightPrograms.Bind (aKey, myLightPrograms);
564 // =======================================================================
565 // function : UpdateLightSourceStateTo
566 // purpose : Updates state of OCCT light sources
567 // =======================================================================
568 void OpenGl_ShaderManager::UpdateLightSourceStateTo (const Handle(Graphic3d_LightSet)& theLights)
570 myLightSourceState.Set (theLights);
571 myLightSourceState.Update();
572 switchLightPrograms();
575 // =======================================================================
576 // function : UpdateLightSourceState
578 // =======================================================================
579 void OpenGl_ShaderManager::UpdateLightSourceState()
581 myLightSourceState.Update();
584 // =======================================================================
585 // function : SetShadingModel
587 // =======================================================================
588 void OpenGl_ShaderManager::SetShadingModel (const Graphic3d_TypeOfShadingModel theModel)
590 if (theModel == Graphic3d_TOSM_DEFAULT)
592 throw Standard_ProgramError ("OpenGl_ShaderManager::SetShadingModel() - attempt to set invalid Shading Model!");
595 myShadingModel = theModel;
596 switchLightPrograms();
599 // =======================================================================
600 // function : SetProjectionState
601 // purpose : Sets new state of OCCT projection transform
602 // =======================================================================
603 void OpenGl_ShaderManager::UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix)
605 myProjectionState.Set (theProjectionMatrix);
606 myProjectionState.Update();
609 // =======================================================================
610 // function : SetModelWorldState
611 // purpose : Sets new state of OCCT model-world transform
612 // =======================================================================
613 void OpenGl_ShaderManager::UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix)
615 myModelWorldState.Set (theModelWorldMatrix);
616 myModelWorldState.Update();
619 // =======================================================================
620 // function : SetWorldViewState
621 // purpose : Sets new state of OCCT world-view transform
622 // =======================================================================
623 void OpenGl_ShaderManager::UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix)
625 myWorldViewState.Set (theWorldViewMatrix);
626 myWorldViewState.Update();
629 // =======================================================================
630 // function : PushLightSourceState
631 // purpose : Pushes state of OCCT light sources to the program
632 // =======================================================================
633 void OpenGl_ShaderManager::PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
635 if (myLightSourceState.Index() == theProgram->ActiveState (OpenGl_LIGHT_SOURCES_STATE))
640 theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
641 if (theProgram == myFfpProgram)
643 #if !defined(GL_ES_VERSION_2_0)
644 if (myContext->core11 == NULL)
649 GLenum aLightGlId = GL_LIGHT0;
650 const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
651 for (Graphic3d_LightSet::Iterator aLightIt (myLightSourceState.LightSources(), Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
652 aLightIt.More(); aLightIt.Next())
654 if (aLightGlId > GL_LIGHT7) // only 8 lights in FFP...
656 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
657 "Warning: light sources limit (8) has been exceeded within Fixed-function pipeline.");
661 bindLight (*aLightIt.Value(), aLightGlId, aModelView, myContext);
665 // apply accumulated ambient color
666 const Graphic3d_Vec4 anAmbient = !myLightSourceState.LightSources().IsNull()
667 ? myLightSourceState.LightSources()->AmbientColor()
668 : Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 1.0f);
669 myContext->core11->glLightModelfv (GL_LIGHT_MODEL_AMBIENT, anAmbient.GetData());
671 // GL_LIGHTING is managed by drawers to switch between shaded / no lighting output,
672 // therefore managing the state here does not have any effect - do it just for consistency.
673 if (aLightGlId != GL_LIGHT0)
675 ::glEnable (GL_LIGHTING);
679 ::glDisable (GL_LIGHTING);
681 // switch off unused lights
682 for (; aLightGlId <= GL_LIGHT7; ++aLightGlId)
684 ::glDisable (aLightGlId);
690 const Standard_Integer aNbLightsMax = theProgram->NbLightsMax();
691 const GLint anAmbientLoc = theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT);
692 if (aNbLightsMax == 0
693 && anAmbientLoc == OpenGl_ShaderProgram::INVALID_LOCATION)
698 if (myLightTypeArray.Size() < aNbLightsMax)
700 myLightTypeArray .Resize (0, aNbLightsMax - 1, false);
701 myLightParamsArray.Resize (0, aNbLightsMax - 1, false);
703 for (Standard_Integer aLightIt = 0; aLightIt < aNbLightsMax; ++aLightIt)
705 myLightTypeArray.ChangeValue (aLightIt).Type = -1;
708 if (myLightSourceState.LightSources().IsNull()
709 || myLightSourceState.LightSources()->IsEmpty())
711 theProgram->SetUniform (myContext,
712 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
714 theProgram->SetUniform (myContext,
716 OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
717 theProgram->SetUniform (myContext,
718 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
719 aNbLightsMax * OpenGl_ShaderLightType::NbOfVec2i(),
720 myLightTypeArray.First().Packed());
724 Standard_Integer aLightsNb = 0;
725 for (Graphic3d_LightSet::Iterator anIter (myLightSourceState.LightSources(), Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
726 anIter.More(); anIter.Next())
728 const Graphic3d_CLight& aLight = *anIter.Value();
729 if (aLightsNb >= aNbLightsMax)
731 if (aNbLightsMax != 0)
733 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
734 TCollection_AsciiString("Warning: light sources limit (") + aNbLightsMax + ") has been exceeded.");
739 OpenGl_ShaderLightType& aLightType = myLightTypeArray.ChangeValue (aLightsNb);
740 OpenGl_ShaderLightParameters& aLightParams = myLightParamsArray.ChangeValue (aLightsNb);
741 if (!aLight.IsEnabled()) // has no affect with Graphic3d_LightSet::IterationFilter_ExcludeDisabled - here just for consistency
743 // if it is desired to keep disabled light in the same order - we can replace it with a black light so that it will have no influence on result
744 aLightType.Type = -1; // Graphic3d_TOLS_AMBIENT can be used instead
745 aLightType.IsHeadlight = false;
746 aLightParams.Color = OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f);
751 aLightType.Type = aLight.Type();
752 aLightType.IsHeadlight = aLight.IsHeadlight();
753 aLightParams.Color = aLight.PackedColor();
754 if (aLight.Type() == Graphic3d_TOLS_DIRECTIONAL)
756 aLightParams.Position = -aLight.PackedDirection();
758 else if (!aLight.IsHeadlight())
760 aLightParams.Position.x() = static_cast<float>(aLight.Position().X() - myLocalOrigin.X());
761 aLightParams.Position.y() = static_cast<float>(aLight.Position().Y() - myLocalOrigin.Y());
762 aLightParams.Position.z() = static_cast<float>(aLight.Position().Z() - myLocalOrigin.Z());
763 aLightParams.Position.w() = 1.0f;
767 aLightParams.Position.x() = static_cast<float>(aLight.Position().X());
768 aLightParams.Position.y() = static_cast<float>(aLight.Position().Y());
769 aLightParams.Position.z() = static_cast<float>(aLight.Position().Z());
770 aLightParams.Position.w() = 1.0f;
773 if (aLight.Type() == Graphic3d_TOLS_SPOT)
775 aLightParams.Direction = aLight.PackedDirection();
777 aLightParams.Parameters = aLight.PackedParams();
781 const Graphic3d_Vec4& anAmbient = myLightSourceState.LightSources()->AmbientColor();
782 theProgram->SetUniform (myContext,
783 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
785 theProgram->SetUniform (myContext,
788 theProgram->SetUniform (myContext,
789 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
790 aNbLightsMax * OpenGl_ShaderLightType::NbOfVec2i(),
791 myLightTypeArray.First().Packed());
794 theProgram->SetUniform (myContext,
795 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_PARAMS),
796 aLightsNb * OpenGl_ShaderLightParameters::NbOfVec4(),
797 myLightParamsArray.First().Packed());
801 // =======================================================================
802 // function : PushProjectionState
803 // purpose : Pushes state of OCCT projection transform to the program
804 // =======================================================================
805 void OpenGl_ShaderManager::PushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const
807 if (myProjectionState.Index() == theProgram->ActiveState (OpenGl_PROJECTION_STATE))
812 theProgram->UpdateState (OpenGl_PROJECTION_STATE, myProjectionState.Index());
813 if (theProgram == myFfpProgram)
815 #if !defined(GL_ES_VERSION_2_0)
816 if (myContext->core11 != NULL)
818 myContext->core11->glMatrixMode (GL_PROJECTION);
819 myContext->core11->glLoadMatrixf (myProjectionState.ProjectionMatrix());
825 theProgram->SetUniform (myContext,
826 theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX),
827 myProjectionState.ProjectionMatrix());
829 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE);
830 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
832 theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse());
835 theProgram->SetUniform (myContext,
836 theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE),
837 myProjectionState.ProjectionMatrix(), true);
839 aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE);
840 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
842 theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse(), true);
846 // =======================================================================
847 // function : PushModelWorldState
848 // purpose : Pushes state of OCCT model-world transform to the program
849 // =======================================================================
850 void OpenGl_ShaderManager::PushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const
852 if (myModelWorldState.Index() == theProgram->ActiveState (OpenGl_MODEL_WORLD_STATE))
857 theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
858 if (theProgram == myFfpProgram)
860 #if !defined(GL_ES_VERSION_2_0)
861 if (myContext->core11 != NULL)
863 const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
864 myContext->core11->glMatrixMode (GL_MODELVIEW);
865 myContext->core11->glLoadMatrixf (aModelView.GetData());
866 theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
872 theProgram->SetUniform (myContext,
873 theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX),
874 myModelWorldState.ModelWorldMatrix());
876 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE);
877 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
879 theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse());
882 theProgram->SetUniform (myContext,
883 theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE),
884 myModelWorldState.ModelWorldMatrix(), true);
886 aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE);
887 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
889 theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse(), true);
893 // =======================================================================
894 // function : PushWorldViewState
895 // purpose : Pushes state of OCCT world-view transform to the program
896 // =======================================================================
897 void OpenGl_ShaderManager::PushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const
899 if (myWorldViewState.Index() == theProgram->ActiveState (OpenGl_WORLD_VIEW_STATE))
904 theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
905 if (theProgram == myFfpProgram)
907 #if !defined(GL_ES_VERSION_2_0)
908 if (myContext->core11 != NULL)
910 const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
911 myContext->core11->glMatrixMode (GL_MODELVIEW);
912 myContext->core11->glLoadMatrixf (aModelView.GetData());
913 theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
919 theProgram->SetUniform (myContext,
920 theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX),
921 myWorldViewState.WorldViewMatrix());
923 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE);
924 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
926 theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse());
929 theProgram->SetUniform (myContext,
930 theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE),
931 myWorldViewState.WorldViewMatrix(), true);
933 aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE);
934 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
936 theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse(), true);
940 // =======================================================================
941 // function : UpdateClippingState
942 // purpose : Updates state of OCCT clipping planes
943 // =======================================================================
944 void OpenGl_ShaderManager::UpdateClippingState()
946 myClippingState.Update();
949 // =======================================================================
950 // function : RevertClippingState
951 // purpose : Reverts state of OCCT clipping planes
952 // =======================================================================
953 void OpenGl_ShaderManager::RevertClippingState()
955 myClippingState.Revert();
958 // =======================================================================
959 // function : PushClippingState
960 // purpose : Pushes state of OCCT clipping planes to the program
961 // =======================================================================
962 void OpenGl_ShaderManager::PushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const
964 if (myClippingState.Index() == theProgram->ActiveState (OpenGl_CLIP_PLANES_STATE))
969 theProgram->UpdateState (OpenGl_CLIP_PLANES_STATE, myClippingState.Index());
970 if (theProgram == myFfpProgram)
972 #if !defined(GL_ES_VERSION_2_0)
973 if (myContext->core11 == NULL)
978 const Standard_Integer aNbMaxPlanes = myContext->MaxClipPlanes();
979 if (myClipPlaneArrayFfp.Size() < aNbMaxPlanes)
981 myClipPlaneArrayFfp.Resize (0, aNbMaxPlanes - 1, false);
984 Standard_Integer aPlaneId = 0;
985 Standard_Boolean toRestoreModelView = Standard_False;
986 const Handle(Graphic3d_ClipPlane)& aCappedChain = myContext->Clipping().CappedChain();
987 for (OpenGl_ClippingIterator aPlaneIter (myContext->Clipping()); aPlaneIter.More(); aPlaneIter.Next())
989 const Handle(Graphic3d_ClipPlane)& aPlane = aPlaneIter.Value();
990 if (aPlaneIter.IsDisabled()
992 || (aPlane == aCappedChain
993 && myContext->Clipping().IsCappingEnableAllExcept()))
997 else if (aPlaneId >= aNbMaxPlanes)
999 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
1000 TCollection_ExtendedString("Warning: clipping planes limit (") + aNbMaxPlanes + ") has been exceeded.");
1004 const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
1005 OpenGl_Vec4d& aPlaneEq = myClipPlaneArrayFfp.ChangeValue (aPlaneId);
1006 aPlaneEq.x() = anEquation.x();
1007 aPlaneEq.y() = anEquation.y();
1008 aPlaneEq.z() = anEquation.z();
1009 aPlaneEq.w() = anEquation.w();
1010 if (myHasLocalOrigin)
1012 const gp_XYZ aPos = aPlane->ToPlane().Position().Location().XYZ() - myLocalOrigin;
1013 const Standard_Real aD = -(anEquation.x() * aPos.X() + anEquation.y() * aPos.Y() + anEquation.z() * aPos.Z());
1017 const GLenum anFfpPlaneID = GL_CLIP_PLANE0 + aPlaneId;
1018 if (anFfpPlaneID == GL_CLIP_PLANE0)
1020 // set either identity or pure view matrix
1021 toRestoreModelView = Standard_True;
1022 myContext->core11->glMatrixMode (GL_MODELVIEW);
1023 myContext->core11->glLoadMatrixf (myWorldViewState.WorldViewMatrix().GetData());
1026 ::glEnable (anFfpPlaneID);
1027 myContext->core11->glClipPlane (anFfpPlaneID, aPlaneEq);
1032 // switch off unused lights
1033 for (; aPlaneId < aNbMaxPlanes; ++aPlaneId)
1035 ::glDisable (GL_CLIP_PLANE0 + aPlaneId);
1038 // restore combined model-view matrix
1039 if (toRestoreModelView)
1041 const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
1042 myContext->core11->glLoadMatrixf (aModelView.GetData());
1048 const GLint aLocEquations = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_EQUATIONS);
1049 if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION)
1054 const Standard_Integer aNbClipPlanesMax = theProgram->NbClipPlanesMax();
1055 const Standard_Integer aNbPlanes = Min (myContext->Clipping().NbClippingOrCappingOn(), aNbClipPlanesMax);
1058 theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT), 0);
1062 if (myClipPlaneArray.Size() < aNbClipPlanesMax)
1064 myClipPlaneArray.Resize (0, aNbClipPlanesMax - 1, false);
1065 myClipChainArray.Resize (0, aNbClipPlanesMax - 1, false);
1068 Standard_Integer aPlaneId = 0;
1069 const Handle(Graphic3d_ClipPlane)& aCappedChain = myContext->Clipping().CappedChain();
1070 for (OpenGl_ClippingIterator aPlaneIter (myContext->Clipping()); aPlaneIter.More(); aPlaneIter.Next())
1072 const Handle(Graphic3d_ClipPlane)& aPlane = aPlaneIter.Value();
1073 if (aPlaneIter.IsDisabled())
1078 if (myContext->Clipping().IsCappingDisableAllExcept())
1080 // enable only specific (sub) plane
1081 if (aPlane != aCappedChain)
1086 Standard_Integer aSubPlaneIndex = 1;
1087 for (const Graphic3d_ClipPlane* aSubPlaneIter = aCappedChain.get(); aSubPlaneIter != NULL; aSubPlaneIter = aSubPlaneIter->ChainNextPlane().get(), ++aSubPlaneIndex)
1089 if (aSubPlaneIndex == myContext->Clipping().CappedSubPlane())
1091 addClippingPlane (aPlaneId, *aSubPlaneIter, aSubPlaneIter->GetEquation(), 1);
1097 else if (aPlane == aCappedChain) // && myContext->Clipping().IsCappingEnableAllExcept()
1099 // enable sub-planes within processed Chain as reversed and ORed, excluding filtered plane
1100 if (aPlaneId + aPlane->NbChainNextPlanes() - 1 > aNbClipPlanesMax)
1102 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH,
1103 TCollection_AsciiString("Error: clipping planes limit (") + aNbClipPlanesMax + ") has been exceeded.");
1107 Standard_Integer aSubPlaneIndex = 1;
1108 for (const Graphic3d_ClipPlane* aSubPlaneIter = aPlane.get(); aSubPlaneIter != NULL; aSubPlaneIter = aSubPlaneIter->ChainNextPlane().get(), ++aSubPlaneIndex)
1110 if (aSubPlaneIndex != -myContext->Clipping().CappedSubPlane())
1112 addClippingPlane (aPlaneId, *aSubPlaneIter, aSubPlaneIter->ReversedEquation(), 1);
1119 if (aPlaneId + aPlane->NbChainNextPlanes() > aNbClipPlanesMax)
1121 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH,
1122 TCollection_AsciiString("Error: clipping planes limit (") + aNbClipPlanesMax + ") has been exceeded.");
1125 for (const Graphic3d_ClipPlane* aSubPlaneIter = aPlane.get(); aSubPlaneIter != NULL; aSubPlaneIter = aSubPlaneIter->ChainNextPlane().get())
1127 addClippingPlane (aPlaneId, *aSubPlaneIter, aSubPlaneIter->GetEquation(), aSubPlaneIter->NbChainNextPlanes());
1132 theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT), aPlaneId);
1133 theProgram->SetUniform (myContext, aLocEquations, aNbClipPlanesMax, &myClipPlaneArray.First());
1134 theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_CHAINS), aNbClipPlanesMax, &myClipChainArray.First());
1137 // =======================================================================
1138 // function : PushMaterialState
1140 // =======================================================================
1141 void OpenGl_ShaderManager::PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
1143 if (myMaterialState.Index() == theProgram->ActiveState (OpenGl_MATERIAL_STATE))
1148 const OpenGl_Material& aFrontMat = myMaterialState.FrontMaterial();
1149 const OpenGl_Material& aBackMat = myMaterialState.BackMaterial();
1150 theProgram->UpdateState (OpenGl_MATERIAL_STATE, myMaterialState.Index());
1151 if (theProgram == myFfpProgram)
1153 #if !defined(GL_ES_VERSION_2_0)
1154 if (myContext->core11 == NULL)
1159 if (myMaterialState.AlphaCutoff() < ShortRealLast())
1161 glAlphaFunc (GL_GEQUAL, myMaterialState.AlphaCutoff());
1162 glEnable (GL_ALPHA_TEST);
1166 glDisable (GL_ALPHA_TEST);
1169 const GLenum aFrontFace = myMaterialState.ToDistinguish() ? GL_FRONT : GL_FRONT_AND_BACK;
1170 myContext->core11->glMaterialfv(aFrontFace, GL_AMBIENT, aFrontMat.Ambient.GetData());
1171 myContext->core11->glMaterialfv(aFrontFace, GL_DIFFUSE, aFrontMat.Diffuse.GetData());
1172 myContext->core11->glMaterialfv(aFrontFace, GL_SPECULAR, aFrontMat.Specular.GetData());
1173 myContext->core11->glMaterialfv(aFrontFace, GL_EMISSION, aFrontMat.Emission.GetData());
1174 myContext->core11->glMaterialf (aFrontFace, GL_SHININESS, aFrontMat.Shine());
1175 if (myMaterialState.ToDistinguish())
1177 myContext->core11->glMaterialfv(GL_BACK, GL_AMBIENT, aBackMat.Ambient.GetData());
1178 myContext->core11->glMaterialfv(GL_BACK, GL_DIFFUSE, aBackMat.Diffuse.GetData());
1179 myContext->core11->glMaterialfv(GL_BACK, GL_SPECULAR, aBackMat.Specular.GetData());
1180 myContext->core11->glMaterialfv(GL_BACK, GL_EMISSION, aBackMat.Emission.GetData());
1181 myContext->core11->glMaterialf (GL_BACK, GL_SHININESS, aBackMat.Shine());
1187 theProgram->SetUniform (myContext,
1188 theProgram->GetStateLocation (OpenGl_OCCT_ALPHA_CUTOFF),
1189 myMaterialState.AlphaCutoff());
1190 theProgram->SetUniform (myContext,
1191 theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE),
1192 myMaterialState.ToMapTexture() ? 1 : 0);
1193 theProgram->SetUniform (myContext,
1194 theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE),
1195 myMaterialState.ToDistinguish() ? 1 : 0);
1197 if (const OpenGl_ShaderUniformLocation aLocFront = theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL))
1199 theProgram->SetUniform (myContext, aLocFront, OpenGl_Material::NbOfVec4(),
1200 aFrontMat.Packed());
1202 if (const OpenGl_ShaderUniformLocation aLocBack = theProgram->GetStateLocation (OpenGl_OCCT_BACK_MATERIAL))
1204 theProgram->SetUniform (myContext, aLocBack, OpenGl_Material::NbOfVec4(),
1209 // =======================================================================
1210 // function : PushOitState
1211 // purpose : Pushes state of OIT uniforms to the specified program
1212 // =======================================================================
1213 void OpenGl_ShaderManager::PushOitState (const Handle(OpenGl_ShaderProgram)& theProgram) const
1215 if (!theProgram->IsValid())
1220 if (myOitState.Index() == theProgram->ActiveState (OpenGL_OIT_STATE))
1225 const GLint aLocOutput = theProgram->GetStateLocation (OpenGl_OCCT_OIT_OUTPUT);
1226 if (aLocOutput != OpenGl_ShaderProgram::INVALID_LOCATION)
1228 theProgram->SetUniform (myContext, aLocOutput, myOitState.ToEnableWrite());
1231 const GLint aLocDepthFactor = theProgram->GetStateLocation (OpenGl_OCCT_OIT_DEPTH_FACTOR);
1232 if (aLocDepthFactor != OpenGl_ShaderProgram::INVALID_LOCATION)
1234 theProgram->SetUniform (myContext, aLocDepthFactor, myOitState.DepthFactor());
1238 // =======================================================================
1239 // function : PushInteriorState
1241 // =======================================================================
1242 void OpenGl_ShaderManager::PushInteriorState (const Handle(OpenGl_ShaderProgram)& theProgram,
1243 const Handle(Graphic3d_Aspects)& theAspect) const
1245 if (theProgram.IsNull()
1246 || !theProgram->IsValid())
1251 if (const OpenGl_ShaderUniformLocation aLocViewPort = theProgram->GetStateLocation (OpenGl_OCCT_VIEWPORT))
1253 theProgram->SetUniform (myContext, aLocViewPort, OpenGl_Vec4 ((float )myContext->Viewport()[0], (float )myContext->Viewport()[1], (float )myContext->Viewport()[2], (float )myContext->Viewport()[3]));
1255 if (const OpenGl_ShaderUniformLocation aLocLineWidth = theProgram->GetStateLocation (OpenGl_OCCT_LINE_WIDTH))
1257 theProgram->SetUniform (myContext, aLocLineWidth, theAspect->EdgeWidth() * myContext->LineWidthScale());
1258 theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCCT_LINE_FEATHER), myContext->LineFeather() * myContext->LineWidthScale());
1260 if (const OpenGl_ShaderUniformLocation aLocWireframeColor = theProgram->GetStateLocation (OpenGl_OCCT_WIREFRAME_COLOR))
1262 if (theAspect->InteriorStyle() == Aspect_IS_HOLLOW)
1264 theProgram->SetUniform (myContext, aLocWireframeColor, OpenGl_Vec4 (-1.0f, -1.0f, -1.0f, -1.0f));
1268 theProgram->SetUniform (myContext, aLocWireframeColor, theAspect->EdgeColorRGBA());
1271 if (const OpenGl_ShaderUniformLocation aLocQuadModeState = theProgram->GetStateLocation (OpenGl_OCCT_QUAD_MODE_STATE))
1273 theProgram->SetUniform (myContext, aLocQuadModeState, theAspect->ToSkipFirstEdge() ? 1 : 0);
1277 // =======================================================================
1278 // function : PushState
1279 // purpose : Pushes state of OCCT graphics parameters to the program
1280 // =======================================================================
1281 void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const
1283 const Handle(OpenGl_ShaderProgram)& aProgram = !theProgram.IsNull() ? theProgram : myFfpProgram;
1284 PushClippingState (aProgram);
1285 PushWorldViewState (aProgram);
1286 PushModelWorldState (aProgram);
1287 PushProjectionState (aProgram);
1288 PushLightSourceState (aProgram);
1289 PushMaterialState (aProgram);
1290 PushOitState (aProgram);
1293 // =======================================================================
1294 // function : prepareStdProgramFont
1296 // =======================================================================
1297 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFont()
1299 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
1300 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1302 TCollection_AsciiString aSrcVert = TCollection_AsciiString()
1305 EOL" TexCoord = occTexCoord.st;"
1306 + THE_VERT_gl_Position
1309 TCollection_AsciiString
1310 aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).a; }";
1311 #if !defined(GL_ES_VERSION_2_0)
1312 if (myContext->core11 == NULL)
1314 aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).r; }";
1318 TCollection_AsciiString aSrcFrag =
1322 EOL" vec4 aColor = occColor;"
1323 EOL" aColor.a *= getAlpha();"
1324 EOL" if (aColor.a <= 0.285) discard;"
1325 EOL" occSetFragColor (aColor);"
1328 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1329 defaultGlslVersion (aProgramSrc, "font", 0);
1330 aProgramSrc->SetNbLightsMax (0);
1331 aProgramSrc->SetNbClipPlanesMax (0);
1332 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
1333 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
1334 TCollection_AsciiString aKey;
1335 if (!Create (aProgramSrc, aKey, myFontProgram))
1337 myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1338 return Standard_False;
1340 return Standard_True;
1343 // =======================================================================
1344 // function : prepareStdProgramFboBlit
1346 // =======================================================================
1347 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFboBlit()
1349 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
1350 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1352 TCollection_AsciiString aSrcVert =
1355 EOL" TexCoord = occVertex.zw;"
1356 EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
1359 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uColorSampler", Graphic3d_TOS_FRAGMENT));
1360 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uDepthSampler", Graphic3d_TOS_FRAGMENT));
1361 TCollection_AsciiString aSrcFrag =
1364 EOL" gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;"
1365 EOL" occSetFragColor (occTexture2D (uColorSampler, TexCoord));"
1368 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1369 #if defined(GL_ES_VERSION_2_0)
1370 if (myContext->IsGlGreaterEqual (3, 0))
1372 aProgramSrc->SetHeader ("#version 300 es");
1374 else if (myContext->extFragDepth)
1376 aProgramSrc->SetHeader ("#extension GL_EXT_frag_depth : enable"
1377 EOL"#define gl_FragDepth gl_FragDepthEXT");
1381 // there is no way to draw into depth buffer
1385 EOL" occSetFragColor (occTexture2D (uColorSampler, TexCoord));"
1389 if (myContext->core32 != NULL)
1391 aProgramSrc->SetHeader ("#version 150");
1394 aProgramSrc->SetId ("occt_blit");
1395 aProgramSrc->SetNbLightsMax (0);
1396 aProgramSrc->SetNbClipPlanesMax (0);
1397 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
1398 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
1399 TCollection_AsciiString aKey;
1400 if (!Create (aProgramSrc, aKey, myBlitProgram))
1402 myBlitProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1403 return Standard_False;
1406 myContext->BindProgram (myBlitProgram);
1407 myBlitProgram->SetSampler (myContext, "uColorSampler", Graphic3d_TextureUnit_0);
1408 myBlitProgram->SetSampler (myContext, "uDepthSampler", Graphic3d_TextureUnit_1);
1409 myContext->BindProgram (NULL);
1410 return Standard_True;
1413 // =======================================================================
1414 // function : prepareStdProgramOitCompositing
1416 // =======================================================================
1417 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitCompositing (const Standard_Boolean theMsaa)
1419 Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram[theMsaa ? 1 : 0];
1420 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1421 TCollection_AsciiString aSrcVert, aSrcFrag;
1423 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
1424 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1429 EOL" TexCoord = occVertex.zw;"
1430 EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
1435 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uAccumTexture", Graphic3d_TOS_FRAGMENT));
1436 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uWeightTexture", Graphic3d_TOS_FRAGMENT));
1440 EOL" vec4 aAccum = occTexture2D (uAccumTexture, TexCoord);"
1441 EOL" float aWeight = occTexture2D (uWeightTexture, TexCoord).r;"
1442 EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
1444 #if !defined(GL_ES_VERSION_2_0)
1445 if (myContext->IsGlGreaterEqual (3, 2))
1447 aProgramSrc->SetHeader ("#version 150");
1450 if (myContext->IsGlGreaterEqual (3, 0))
1452 aProgramSrc->SetHeader ("#version 300 es");
1458 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uAccumTexture", Graphic3d_TOS_FRAGMENT));
1459 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uWeightTexture", Graphic3d_TOS_FRAGMENT));
1463 EOL" ivec2 aTexel = ivec2 (vec2 (textureSize (uAccumTexture)) * TexCoord);"
1464 EOL" vec4 aAccum = texelFetch (uAccumTexture, aTexel, gl_SampleID);"
1465 EOL" float aWeight = texelFetch (uWeightTexture, aTexel, gl_SampleID).r;"
1466 EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
1468 #if !defined(GL_ES_VERSION_2_0)
1469 if (myContext->IsGlGreaterEqual (4, 0))
1471 aProgramSrc->SetHeader ("#version 400");
1474 if (myContext->IsGlGreaterEqual (3, 2))
1476 aProgramSrc->SetHeader ("#version 320 es");
1478 else if (myContext->IsGlGreaterEqual (3, 0))
1480 aProgramSrc->SetHeader ("#version 300 es"); // with GL_OES_sample_variables extension
1485 aProgramSrc->SetId (theMsaa ? "occt_weight-oit-msaa" : "occt_weight-oit");
1486 aProgramSrc->SetNbLightsMax (0);
1487 aProgramSrc->SetNbClipPlanesMax (0);
1488 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
1489 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
1490 TCollection_AsciiString aKey;
1491 if (!Create (aProgramSrc, aKey, aProgram))
1493 aProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1494 return Standard_False;
1497 myContext->BindProgram (aProgram);
1498 aProgram->SetSampler (myContext, "uAccumTexture", Graphic3d_TextureUnit_0);
1499 aProgram->SetSampler (myContext, "uWeightTexture", Graphic3d_TextureUnit_1);
1500 myContext->BindProgram (Handle(OpenGl_ShaderProgram)());
1501 return Standard_True;
1504 // =======================================================================
1505 // function : pointSpriteAlphaSrc
1507 // =======================================================================
1508 TCollection_AsciiString OpenGl_ShaderManager::pointSpriteAlphaSrc (const Standard_Integer theBits)
1510 TCollection_AsciiString aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, " THE_VEC2_glPointCoord ").a; }";
1511 #if !defined(GL_ES_VERSION_2_0)
1512 if (myContext->core11 == NULL
1513 && (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureA)
1515 aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, " THE_VEC2_glPointCoord ").r; }";
1520 return aSrcGetAlpha;
1523 // =======================================================================
1524 // function : defaultGlslVersion
1526 // =======================================================================
1527 int OpenGl_ShaderManager::defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
1528 const TCollection_AsciiString& theName,
1530 bool theUsesDerivates) const
1532 int aBits = theBits;
1533 #if !defined(GL_ES_VERSION_2_0)
1534 if (myContext->core32 != NULL)
1536 theProgram->SetHeader ("#version 150");
1540 if ((theBits & OpenGl_PO_StippleLine) != 0)
1542 if (myContext->IsGlGreaterEqual (3, 0))
1544 theProgram->SetHeader ("#version 130");
1546 else if (myContext->CheckExtension ("GL_EXT_gpu_shader4"))
1548 theProgram->SetHeader ("#extension GL_EXT_gpu_shader4 : enable");
1552 aBits = aBits & ~OpenGl_PO_StippleLine;
1556 (void )theUsesDerivates;
1558 // prefer "100 es" on OpenGL ES 3.0- devices (save the features unavailable before "300 es")
1559 // and "300 es" on OpenGL ES 3.1+ devices
1560 if (myContext->IsGlGreaterEqual (3, 1))
1562 if ((theBits & OpenGl_PO_NeedsGeomShader) != 0)
1564 theProgram->SetHeader (myContext->hasGeometryStage != OpenGl_FeatureInExtensions ? "#version 320 es" : "#version 310 es");
1568 theProgram->SetHeader ("#version 300 es");
1573 if ((theBits & OpenGl_PO_WriteOit) != 0
1574 || (theBits & OpenGl_PO_StippleLine) != 0)
1576 if (myContext->IsGlGreaterEqual (3, 0))
1578 theProgram->SetHeader ("#version 300 es");
1582 aBits = aBits & ~OpenGl_PO_WriteOit;
1583 aBits = aBits & ~OpenGl_PO_StippleLine;
1586 if (theUsesDerivates)
1588 if (myContext->IsGlGreaterEqual (3, 0))
1590 theProgram->SetHeader ("#version 300 es");
1592 else if (myContext->oesStdDerivatives)
1594 theProgram->SetHeader ("#extension GL_OES_standard_derivatives : enable");
1600 // should fit OpenGl_PO_NB
1602 Sprintf (aBitsStr, "%04x", aBits);
1603 theProgram->SetId (TCollection_AsciiString ("occt_") + theName + aBitsStr);
1607 // =======================================================================
1608 // function : prepareGeomMainSrc
1610 // =======================================================================
1611 TCollection_AsciiString OpenGl_ShaderManager::prepareGeomMainSrc (OpenGl_ShaderObject::ShaderVariableList& theUnifoms,
1612 OpenGl_ShaderObject::ShaderVariableList& theStageInOuts,
1613 Standard_Integer theBits)
1615 if ((theBits & OpenGl_PO_NeedsGeomShader) == 0)
1617 return TCollection_AsciiString();
1620 TCollection_AsciiString aSrcMainGeom =
1624 if ((theBits & OpenGl_PO_MeshEdges) != 0)
1626 theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_GEOMETRY));
1627 theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("bool occIsQuadMode", Graphic3d_TOS_GEOMETRY));
1628 theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_GEOMETRY));
1629 theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_FRAGMENT));
1630 theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineFeather", Graphic3d_TOS_FRAGMENT));
1631 theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occWireframeColor", Graphic3d_TOS_FRAGMENT));
1632 theStageInOuts.Append(OpenGl_ShaderObject::ShaderVariable ("vec3 EdgeDistance", Graphic3d_TOS_GEOMETRY | Graphic3d_TOS_FRAGMENT));
1634 aSrcMainGeom = TCollection_AsciiString()
1635 + EOL"vec3 ViewPortTransform (vec4 theVec)"
1637 EOL" vec3 aWinCoord = theVec.xyz / theVec.w;"
1638 EOL" aWinCoord = aWinCoord * 0.5 + 0.5;"
1639 EOL" aWinCoord.xy = aWinCoord.xy * occViewport.zw + occViewport.xy;"
1640 EOL" return aWinCoord;"
1643 + EOL" vec3 aSideA = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[1].gl_Position);"
1644 EOL" vec3 aSideB = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
1645 EOL" vec3 aSideC = ViewPortTransform (gl_in[1].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
1646 EOL" float aQuadArea = abs (aSideB.x * aSideC.y - aSideB.y * aSideC.x);"
1647 EOL" vec3 aLenABC = vec3 (length (aSideA), length (aSideB), length (aSideC));"
1648 EOL" vec3 aHeightABC = vec3 (aQuadArea) / aLenABC;"
1649 EOL" aHeightABC = max (aHeightABC, vec3 (10.0 * occLineWidth));" // avoid shrunk presentation disappearing at distance
1650 EOL" float aQuadModeHeightC = occIsQuadMode ? occLineWidth + 1.0 : 0.0;";
1653 for (Standard_Integer aVertIter = 0; aVertIter < 3; ++aVertIter)
1655 const TCollection_AsciiString aVertIndex (aVertIter);
1656 // pass variables from Vertex shader to Fragment shader through Geometry shader
1657 for (OpenGl_ShaderObject::ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next())
1659 if (aVarListIter.Value().Stages == (Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT))
1661 const TCollection_AsciiString aVarName = aVarListIter.Value().Name.Token (" ", 2);
1662 aSrcMainGeom += TCollection_AsciiString()
1663 + EOL" geomOut." + aVarName + " = geomIn[" + aVertIndex + "]." + aVarName + ";";
1667 if ((theBits & OpenGl_PO_MeshEdges) != 0)
1671 case 0: aSrcMainGeom += EOL" EdgeDistance = vec3 (aHeightABC[0], 0.0, aQuadModeHeightC);"; break;
1672 case 1: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, aHeightABC[1], aQuadModeHeightC);"; break;
1673 case 2: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, 0.0, aHeightABC[2]);"; break;
1676 aSrcMainGeom += TCollection_AsciiString()
1677 + EOL" gl_Position = gl_in[" + aVertIndex + "].gl_Position;"
1678 EOL" EmitVertex();";
1681 EOL" EndPrimitive();"
1684 return aSrcMainGeom;
1687 // =======================================================================
1688 // function : prepareStdProgramUnlit
1690 // =======================================================================
1691 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramUnlit (Handle(OpenGl_ShaderProgram)& theProgram,
1692 Standard_Integer theBits,
1693 Standard_Boolean theIsOutline)
1695 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1696 TCollection_AsciiString aSrcVert, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcVertEndMain;
1697 TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
1698 TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
1699 TCollection_AsciiString aSrcFragMainGetColor = EOL" occSetFragColor (getFinalColor());";
1700 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
1702 if ((theBits & OpenGl_PO_Point) != 0)
1704 #if defined(GL_ES_VERSION_2_0)
1705 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
1708 if ((theBits & OpenGl_PO_HasTextures) != 0)
1710 if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureRGB)
1713 EOL"vec4 getColor(void) { return occTexture2D(occSamplerBaseColor, " THE_VEC2_glPointCoord "); }";
1716 aSrcGetAlpha = pointSpriteAlphaSrc (theBits);
1718 #if !defined(GL_ES_VERSION_2_0)
1719 if (myContext->core11 != NULL
1720 && myContext->IsGlGreaterEqual (2, 1))
1722 aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
1726 aSrcFragMainGetColor =
1727 EOL" vec4 aColor = getColor();"
1728 EOL" aColor.a = getAlpha();"
1729 EOL" if (aColor.a <= 0.1) discard;"
1730 EOL" occSetFragColor (aColor);";
1734 aSrcFragMainGetColor =
1735 EOL" vec4 aColor = getColor();"
1736 EOL" if (aColor.a <= 0.1) discard;"
1737 EOL" occSetFragColor (aColor);";
1742 if ((theBits & OpenGl_PO_TextureRGB) != 0 || (theBits & OpenGl_PO_TextureEnv) != 0)
1744 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1747 if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureRGB)
1749 aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
1752 EOL"vec4 getColor(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w); }";
1754 else if ((theBits & OpenGl_PO_TextureEnv) != 0)
1756 aSrcVertExtraFunc = THE_FUNC_transformNormal;
1758 aSrcVertExtraMain +=
1759 EOL" vec4 aPosition = occWorldViewMatrix * occModelWorldMatrix * occVertex;"
1760 EOL" vec3 aNormal = transformNormal (occNormal);"
1761 EOL" vec3 aReflect = reflect (normalize (aPosition.xyz), aNormal);"
1762 EOL" aReflect.z += 1.0;"
1763 EOL" TexCoord = vec4(aReflect.xy * inversesqrt (dot (aReflect, aReflect)) * 0.5 + vec2 (0.5), 0.0, 1.0);";
1766 EOL"vec4 getColor(void) { return occTexture2D (occSamplerBaseColor, TexCoord.st); }";
1769 if ((theBits & OpenGl_PO_VertColor) != 0)
1771 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1772 aSrcVertExtraMain += EOL" VertColor = occVertColor;";
1773 aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }";
1776 int aNbClipPlanes = 0;
1777 if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
1779 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1780 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1781 aSrcVertExtraMain +=
1782 EOL" PositionWorld = occModelWorldMatrix * occVertex;"
1783 EOL" Position = occWorldViewMatrix * PositionWorld;";
1785 if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
1787 aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
1788 aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
1789 ? THE_FRAG_CLIP_CHAINS_N
1790 : THE_FRAG_CLIP_PLANES_N;
1792 else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
1795 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
1797 else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
1800 aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
1801 ? THE_FRAG_CLIP_CHAINS_2
1802 : THE_FRAG_CLIP_PLANES_2;
1805 if ((theBits & OpenGl_PO_WriteOit) != 0)
1807 aProgramSrc->SetNbFragmentOutputs (2);
1808 aProgramSrc->SetWeightOitOutput (true);
1813 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occOrthoScale", Graphic3d_TOS_VERTEX));
1814 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occSilhouetteThickness", Graphic3d_TOS_VERTEX));
1815 aSrcVertEndMain = THE_VERT_gl_Position_OUTLINE;
1817 else if ((theBits & OpenGl_PO_StippleLine) != 0)
1819 const Standard_Integer aBits = defaultGlslVersion (aProgramSrc, "unlit", theBits);
1820 if ((aBits & OpenGl_PO_StippleLine) != 0)
1822 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int uPattern", Graphic3d_TOS_FRAGMENT));
1823 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float uFactor", Graphic3d_TOS_FRAGMENT));
1824 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 ScreenSpaceCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
1826 EOL" ScreenSpaceCoord = gl_Position.xy / gl_Position.w;";
1827 aSrcFragMainGetColor =
1828 EOL" float anAngle = atan (dFdx (ScreenSpaceCoord.x), dFdy (ScreenSpaceCoord.y));"
1829 EOL" float aRotatePoint = gl_FragCoord.x * sin (anAngle) + gl_FragCoord.y * cos (anAngle);"
1830 EOL" uint aBit = uint (floor (aRotatePoint / uFactor + 0.5)) & 15U;"
1831 EOL" if ((uint (uPattern) & (1U << aBit)) == 0U) discard;"
1832 EOL" vec4 aColor = getFinalColor();"
1833 EOL" if (aColor.a <= 0.1) discard;"
1834 EOL" occSetFragColor (aColor);";
1838 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, "Warning: stipple lines in GLSL will be ignored.");
1847 + THE_VERT_gl_Position
1851 TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
1852 aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
1853 ? THE_FRAG_WIREFRAME_COLOR
1854 : EOL"#define getFinalColor getColor";
1862 + aSrcFragMainGetColor
1865 defaultGlslVersion (aProgramSrc, theIsOutline ? "outline" : "unlit", theBits);
1866 aProgramSrc->SetNbLightsMax (0);
1867 aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
1868 aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
1869 const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
1870 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
1871 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
1872 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
1873 TCollection_AsciiString aKey;
1874 if (!Create (aProgramSrc, aKey, theProgram))
1876 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1877 return Standard_False;
1879 return Standard_True;
1882 // =======================================================================
1883 // function : pointSpriteShadingSrc
1885 // =======================================================================
1886 TCollection_AsciiString OpenGl_ShaderManager::pointSpriteShadingSrc (const TCollection_AsciiString theBaseColorSrc,
1887 const Standard_Integer theBits)
1889 TCollection_AsciiString aSrcFragGetColor;
1890 if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureA)
1892 aSrcFragGetColor = pointSpriteAlphaSrc (theBits) +
1893 EOL"vec4 getColor(void)"
1895 EOL" vec4 aColor = " + theBaseColorSrc + ";"
1896 EOL" aColor.a = getAlpha();"
1897 EOL" if (aColor.a <= 0.1) discard;"
1898 EOL" return aColor;"
1901 else if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureRGB)
1903 aSrcFragGetColor = TCollection_AsciiString() +
1904 EOL"vec4 getColor(void)"
1906 EOL" vec4 aColor = " + theBaseColorSrc + ";"
1907 EOL" aColor = occTexture2D(occSamplerBaseColor, " THE_VEC2_glPointCoord ") * aColor;"
1908 EOL" if (aColor.a <= 0.1) discard;"
1909 EOL" return aColor;"
1913 return aSrcFragGetColor;
1916 // =======================================================================
1917 // function : stdComputeLighting
1919 // =======================================================================
1920 TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting (Standard_Integer& theNbLights,
1921 Standard_Boolean theHasVertColor)
1923 TCollection_AsciiString aLightsFunc, aLightsLoop;
1925 const Handle(Graphic3d_LightSet)& aLights = myLightSourceState.LightSources();
1926 if (!aLights.IsNull())
1928 theNbLights = aLights->NbEnabled();
1929 if (theNbLights <= THE_NB_UNROLLED_LIGHTS_MAX)
1931 Standard_Integer anIndex = 0;
1932 for (Graphic3d_LightSet::Iterator aLightIter (aLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
1933 aLightIter.More(); aLightIter.Next(), ++anIndex)
1935 switch (aLightIter.Value()->Type())
1937 case Graphic3d_TOLS_AMBIENT:
1939 break; // skip ambient
1940 case Graphic3d_TOLS_DIRECTIONAL:
1941 aLightsLoop = aLightsLoop + EOL" directionalLight (" + anIndex + ", theNormal, theView, theIsFront);";
1943 case Graphic3d_TOLS_POSITIONAL:
1944 aLightsLoop = aLightsLoop + EOL" pointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
1946 case Graphic3d_TOLS_SPOT:
1947 aLightsLoop = aLightsLoop + EOL" spotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
1954 theNbLights = roundUpMaxLightSources (theNbLights);
1955 bool isFirstInLoop = true;
1956 aLightsLoop = aLightsLoop +
1957 EOL" for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)"
1959 EOL" int aType = occLight_Type (anIndex);";
1960 if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
1962 isFirstInLoop = false;
1964 EOL" if (aType == OccLightType_Direct)"
1966 EOL" directionalLight (anIndex, theNormal, theView, theIsFront);"
1969 if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
1973 aLightsLoop += EOL" else ";
1975 isFirstInLoop = false;
1977 EOL" if (aType == OccLightType_Point)"
1979 EOL" pointLight (anIndex, theNormal, theView, aPoint, theIsFront);"
1982 if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
1986 aLightsLoop += EOL" else ";
1988 isFirstInLoop = false;
1990 EOL" if (aType == OccLightType_Spot)"
1992 EOL" spotLight (anIndex, theNormal, theView, aPoint, theIsFront);"
1995 aLightsLoop += EOL" }";
1997 if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) == 1
1998 && theNbLights == 1)
2000 // use the version with hard-coded first index
2001 aLightsLoop = EOL" directionalLightFirst(theNormal, theView, theIsFront);";
2002 aLightsFunc += THE_FUNC_directionalLightFirst;
2004 else if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
2006 aLightsFunc += THE_FUNC_directionalLight;
2008 if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
2010 aLightsFunc += THE_FUNC_pointLight;
2012 if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
2014 aLightsFunc += THE_FUNC_spotLight;
2018 TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();";
2019 TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();";
2020 if (theHasVertColor)
2022 aGetMatAmbient = "getVertColor();";
2023 aGetMatDiffuse = "getVertColor();";
2026 return TCollection_AsciiString()
2030 EOL"vec4 computeLighting (in vec3 theNormal,"
2031 EOL" in vec3 theView,"
2032 EOL" in vec4 thePoint,"
2033 EOL" in bool theIsFront)"
2035 EOL" Ambient = occLightAmbient.rgb;"
2036 EOL" Diffuse = vec3 (0.0);"
2037 EOL" Specular = vec3 (0.0);"
2038 EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
2040 + EOL" vec4 aMatAmbient = " + aGetMatAmbient
2041 + EOL" vec4 aMatDiffuse = " + aGetMatDiffuse
2042 + EOL" vec4 aMatSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();"
2043 EOL" vec4 aMatEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
2044 EOL" vec3 aColor = Ambient * aMatAmbient.rgb"
2045 EOL" + Diffuse * aMatDiffuse.rgb"
2046 EOL" + Specular * aMatSpecular.rgb"
2047 EOL" + aMatEmission.rgb;"
2048 EOL" return vec4 (aColor, aMatDiffuse.a);"
2052 // =======================================================================
2053 // function : prepareStdProgramGouraud
2055 // =======================================================================
2056 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram,
2057 const Standard_Integer theBits)
2059 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
2060 TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraMain;
2061 TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
2062 TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
2063 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
2065 if ((theBits & OpenGl_PO_Point) != 0)
2067 #if defined(GL_ES_VERSION_2_0)
2068 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
2071 if ((theBits & OpenGl_PO_HasTextures) != 0)
2073 #if !defined(GL_ES_VERSION_2_0)
2074 if (myContext->core11 != NULL
2075 && myContext->IsGlGreaterEqual (2, 1))
2077 aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
2081 aSrcFragGetColor = pointSpriteShadingSrc ("gl_FrontFacing ? FrontColor : BackColor", theBits);
2086 if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureRGB)
2088 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2089 aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
2092 EOL"vec4 getColor(void)"
2094 EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
2095 EOL" return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w) * aColor;"
2100 if ((theBits & OpenGl_PO_VertColor) != 0)
2102 aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
2105 int aNbClipPlanes = 0;
2106 if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
2108 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2109 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2110 aSrcVertExtraMain +=
2111 EOL" PositionWorld = aPositionWorld;"
2112 EOL" Position = aPosition;";
2114 if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
2116 aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
2117 aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
2118 ? THE_FRAG_CLIP_CHAINS_N
2119 : THE_FRAG_CLIP_PLANES_N;
2121 else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
2124 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
2126 else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
2129 aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
2130 ? THE_FRAG_CLIP_CHAINS_2
2131 : THE_FRAG_CLIP_PLANES_2;
2134 if ((theBits & OpenGl_PO_WriteOit) != 0)
2136 aProgramSrc->SetNbFragmentOutputs (2);
2137 aProgramSrc->SetWeightOitOutput (true);
2140 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 FrontColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2141 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 BackColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2143 Standard_Integer aNbLights = 0;
2144 const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, (theBits & OpenGl_PO_VertColor) != 0);
2145 aSrcVert = TCollection_AsciiString()
2146 + THE_FUNC_transformNormal
2152 EOL" vec4 aPositionWorld = occModelWorldMatrix * occVertex;"
2153 EOL" vec4 aPosition = occWorldViewMatrix * aPositionWorld;"
2154 EOL" vec3 aNormal = transformNormal (occNormal);"
2155 EOL" vec3 aView = vec3 (0.0, 0.0, 1.0);"
2156 EOL" FrontColor = computeLighting (normalize (aNormal), normalize (aView), aPosition, true);"
2157 EOL" BackColor = computeLighting (normalize (aNormal), normalize (aView), aPosition, false);"
2159 + THE_VERT_gl_Position
2162 TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
2163 aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
2164 ? THE_FRAG_WIREFRAME_COLOR
2165 : EOL"#define getFinalColor getColor";
2167 aSrcFrag = TCollection_AsciiString()
2172 + EOL" occSetFragColor (getFinalColor());"
2175 const TCollection_AsciiString aProgId = TCollection_AsciiString ("gouraud-") + genLightKey (myLightSourceState.LightSources()) + "-";
2176 defaultGlslVersion (aProgramSrc, aProgId, theBits);
2177 aProgramSrc->SetNbLightsMax (aNbLights);
2178 aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
2179 aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
2180 const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
2181 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
2182 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
2183 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
2184 TCollection_AsciiString aKey;
2185 if (!Create (aProgramSrc, aKey, theProgram))
2187 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
2188 return Standard_False;
2190 return Standard_True;
2193 // =======================================================================
2194 // function : prepareStdProgramPhong
2196 // =======================================================================
2197 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram,
2198 const Standard_Integer theBits,
2199 const Standard_Boolean theIsFlatNormal)
2201 #define thePhongCompLight "computeLighting (normalize (Normal), normalize (View), Position, gl_FrontFacing)"
2202 const bool isFlatNormal = theIsFlatNormal
2203 && myContext->hasFlatShading != OpenGl_FeatureNotAvailable;
2204 const char* aDFdxSignReversion = "";
2205 #if defined(GL_ES_VERSION_2_0)
2206 if (isFlatNormal != theIsFlatNormal)
2208 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
2209 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
2210 "Warning: flat shading requires OpenGL ES 3.0+ or GL_OES_standard_derivatives extension.");
2212 else if (isFlatNormal
2213 && myContext->Vendor().Search("qualcomm") != -1)
2215 // workaround Adreno driver bug computing reversed normal using dFdx/dFdy
2216 aDFdxSignReversion = "-";
2217 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
2218 "Warning: applied workaround for flat shading normal computation using dFdx/dFdy on Adreno");
2221 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
2222 TCollection_AsciiString aSrcVert, aSrcVertExtraFunc, aSrcVertExtraMain;
2223 TCollection_AsciiString aSrcFrag, aSrcFragExtraOut, aSrcFragGetVertColor, aSrcFragExtraMain;
2224 TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return " thePhongCompLight "; }";
2225 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
2226 if ((theBits & OpenGl_PO_Point) != 0)
2228 #if defined(GL_ES_VERSION_2_0)
2229 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
2232 if ((theBits & OpenGl_PO_HasTextures) != 0)
2234 #if !defined(GL_ES_VERSION_2_0)
2235 if (myContext->core11 != NULL
2236 && myContext->IsGlGreaterEqual (2, 1))
2238 aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
2242 aSrcFragGetColor = pointSpriteShadingSrc (thePhongCompLight, theBits);
2247 if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureRGB)
2249 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2250 aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
2253 EOL"vec4 getColor(void)"
2255 EOL" vec4 aColor = " thePhongCompLight ";"
2256 EOL" return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w) * aColor;"
2261 if ((theBits & OpenGl_PO_VertColor) != 0)
2263 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2264 aSrcVertExtraMain += EOL" VertColor = occVertColor;";
2265 aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
2268 int aNbClipPlanes = 0;
2269 if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
2271 if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
2273 aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
2274 aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
2275 ? THE_FRAG_CLIP_CHAINS_N
2276 : THE_FRAG_CLIP_PLANES_N;
2278 else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
2281 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
2283 else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
2286 aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
2287 ? THE_FRAG_CLIP_CHAINS_2
2288 : THE_FRAG_CLIP_PLANES_2;
2291 if ((theBits & OpenGl_PO_WriteOit) != 0)
2293 aProgramSrc->SetNbFragmentOutputs (2);
2294 aProgramSrc->SetWeightOitOutput (true);
2299 aSrcFragExtraOut += EOL"vec3 Normal;";
2300 aSrcFragExtraMain += TCollection_AsciiString()
2301 + EOL" Normal = " + aDFdxSignReversion + "normalize (cross (dFdx (Position.xyz / Position.w), dFdy (Position.xyz / Position.w)));"
2302 EOL" if (!gl_FrontFacing) { Normal = -Normal; }";
2306 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 Normal", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2307 aSrcVertExtraFunc += THE_FUNC_transformNormal;
2308 aSrcVertExtraMain += EOL" Normal = transformNormal (occNormal);";
2311 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2312 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2313 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 View", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2315 aSrcVert = TCollection_AsciiString()
2319 EOL" PositionWorld = occModelWorldMatrix * occVertex;"
2320 EOL" Position = occWorldViewMatrix * PositionWorld;"
2321 + EOL" View = vec3 (0.0, 0.0, 1.0);"
2323 + THE_VERT_gl_Position
2326 TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
2327 aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
2328 ? THE_FRAG_WIREFRAME_COLOR
2329 : EOL"#define getFinalColor getColor";
2331 Standard_Integer aNbLights = 0;
2332 const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, (theBits & OpenGl_PO_VertColor) != 0);
2333 aSrcFrag = TCollection_AsciiString()
2336 + aSrcFragGetVertColor
2343 + EOL" occSetFragColor (getFinalColor());"
2346 const TCollection_AsciiString aProgId = TCollection_AsciiString (theIsFlatNormal ? "flat-" : "phong-") + genLightKey (myLightSourceState.LightSources()) + "-";
2347 defaultGlslVersion (aProgramSrc, aProgId, theBits, isFlatNormal);
2348 aProgramSrc->SetNbLightsMax (aNbLights);
2349 aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
2350 aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
2351 const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
2352 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
2353 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
2354 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
2355 TCollection_AsciiString aKey;
2356 if (!Create (aProgramSrc, aKey, theProgram))
2358 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
2359 return Standard_False;
2361 return Standard_True;
2364 // =======================================================================
2365 // function : prepareStdProgramStereo
2367 // =======================================================================
2368 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
2369 const Graphic3d_StereoMode theStereoMode)
2371 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
2372 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
2374 aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
2375 TCollection_AsciiString aSrcVert =
2378 EOL" TexCoord = occVertex.zw;"
2379 EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
2382 TCollection_AsciiString aSrcFrag;
2383 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uLeftSampler", Graphic3d_TOS_FRAGMENT));
2384 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uRightSampler", Graphic3d_TOS_FRAGMENT));
2385 const char* aName = "stereo";
2386 switch (theStereoMode)
2388 case Graphic3d_StereoMode_Anaglyph:
2391 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 uMultL", Graphic3d_TOS_FRAGMENT));
2392 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 uMultR", Graphic3d_TOS_FRAGMENT));
2394 EOL"const vec4 THE_POW_UP = vec4 (2.2, 2.2, 2.2, 1.0);"
2395 EOL"const vec4 THE_POW_DOWN = 1.0 / vec4 (2.2, 2.2, 2.2, 1.0);"
2399 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
2400 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
2401 EOL" aColorL = pow (aColorL, THE_POW_UP);" // normalize
2402 EOL" aColorR = pow (aColorR, THE_POW_UP);"
2403 EOL" vec4 aColor = uMultR * aColorR + uMultL * aColorL;"
2404 EOL" occSetFragColor (pow (aColor, THE_POW_DOWN));"
2408 case Graphic3d_StereoMode_RowInterlaced:
2410 aName = "row-interlaced";
2414 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
2415 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
2416 EOL" if (int (mod (gl_FragCoord.y - 1023.5, 2.0)) != 1)"
2418 EOL" occSetFragColor (aColorL);"
2422 EOL" occSetFragColor (aColorR);"
2427 case Graphic3d_StereoMode_ColumnInterlaced:
2429 aName = "column-interlaced";
2433 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
2434 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
2435 EOL" if (int (mod (gl_FragCoord.x - 1023.5, 2.0)) == 1)"
2437 EOL" occSetFragColor (aColorL);"
2441 EOL" occSetFragColor (aColorR);"
2446 case Graphic3d_StereoMode_ChessBoard:
2448 aName = "chessboard";
2452 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
2453 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
2454 EOL" bool isEvenX = int(mod(floor(gl_FragCoord.x - 1023.5), 2.0)) != 1;"
2455 EOL" bool isEvenY = int(mod(floor(gl_FragCoord.y - 1023.5), 2.0)) == 1;"
2456 EOL" if ((isEvenX && isEvenY) || (!isEvenX && !isEvenY))"
2458 EOL" occSetFragColor (aColorL);"
2462 EOL" occSetFragColor (aColorR);"
2467 case Graphic3d_StereoMode_SideBySide:
2469 aName = "sidebyside";
2473 EOL" vec2 aTexCoord = vec2 (TexCoord.x * 2.0, TexCoord.y);"
2474 EOL" if (TexCoord.x > 0.5)"
2476 EOL" aTexCoord.x -= 1.0;"
2478 EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
2479 EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
2480 EOL" if (TexCoord.x <= 0.5)"
2482 EOL" occSetFragColor (aColorL);"
2486 EOL" occSetFragColor (aColorR);"
2491 case Graphic3d_StereoMode_OverUnder:
2493 aName = "overunder";
2497 EOL" vec2 aTexCoord = vec2 (TexCoord.x, TexCoord.y * 2.0);"
2498 EOL" if (TexCoord.y > 0.5)"
2500 EOL" aTexCoord.y -= 1.0;"
2502 EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
2503 EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
2504 EOL" if (TexCoord.y <= 0.5)"
2506 EOL" occSetFragColor (aColorL);"
2510 EOL" occSetFragColor (aColorR);"
2515 case Graphic3d_StereoMode_QuadBuffer:
2516 case Graphic3d_StereoMode_SoftPageFlip:
2519 /*const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[Graphic3d_StereoMode_QuadBuffer];
2520 if (!aProgram.IsNull())
2522 return aProgram->IsValid();
2527 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
2528 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
2529 EOL" aColorL.b = 0.0;"
2530 EOL" aColorL.g = 0.0;"
2531 EOL" aColorR.r = 0.0;"
2532 EOL" occSetFragColor (aColorL + aColorR);"
2538 defaultGlslVersion (aProgramSrc, aName, 0);
2539 aProgramSrc->SetNbLightsMax (0);
2540 aProgramSrc->SetNbClipPlanesMax (0);
2541 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
2542 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
2543 TCollection_AsciiString aKey;
2544 if (!Create (aProgramSrc, aKey, theProgram))
2546 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
2547 return Standard_False;
2550 myContext->BindProgram (theProgram);
2551 theProgram->SetSampler (myContext, "uLeftSampler", Graphic3d_TextureUnit_0);
2552 theProgram->SetSampler (myContext, "uRightSampler", Graphic3d_TextureUnit_1);
2553 myContext->BindProgram (NULL);
2554 return Standard_True;
2557 // =======================================================================
2558 // function : prepareStdProgramBoundBox
2560 // =======================================================================
2561 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramBoundBox()
2563 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
2565 OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
2566 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 occBBoxCenter", Graphic3d_TOS_VERTEX));
2567 aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 occBBoxSize", Graphic3d_TOS_VERTEX));
2569 TCollection_AsciiString aSrcVert =
2572 EOL" vec4 aCenter = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
2573 EOL" vec4 aPos = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
2574 EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * aPos;"
2577 TCollection_AsciiString aSrcFrag =
2580 EOL" occSetFragColor (occColor);"
2583 defaultGlslVersion (aProgramSrc, "bndbox", 0);
2584 aProgramSrc->SetNbLightsMax (0);
2585 aProgramSrc->SetNbClipPlanesMax (0);
2586 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
2587 aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
2588 TCollection_AsciiString aKey;
2589 if (!Create (aProgramSrc, aKey, myBoundBoxProgram))
2591 myBoundBoxProgram = new OpenGl_ShaderProgram(); // just mark as invalid
2592 return Standard_False;
2595 const OpenGl_Vec4 aMin (-0.5f, -0.5f, -0.5f, 1.0f);
2596 const OpenGl_Vec4 anAxisShifts[3] =
2598 OpenGl_Vec4 (1.0f, 0.0f, 0.0f, 0.0f),
2599 OpenGl_Vec4 (0.0f, 1.0f, 0.0f, 0.0f),
2600 OpenGl_Vec4 (0.0f, 0.0f, 1.0f, 0.0f)
2603 const OpenGl_Vec4 aLookup1 (0.0f, 1.0f, 0.0f, 1.0f);
2604 const OpenGl_Vec4 aLookup2 (0.0f, 0.0f, 1.0f, 1.0f);
2605 OpenGl_Vec4 aLinesVertices[24];
2606 for (int anAxis = 0, aVertex = 0; anAxis < 3; ++anAxis)
2608 for (int aCompIter = 0; aCompIter < 4; ++aCompIter)
2610 aLinesVertices[aVertex++] = aMin
2611 + anAxisShifts[(anAxis + 1) % 3] * aLookup1[aCompIter]
2612 + anAxisShifts[(anAxis + 2) % 3] * aLookup2[aCompIter];
2614 aLinesVertices[aVertex++] = aMin
2615 + anAxisShifts[anAxis]
2616 + anAxisShifts[(anAxis + 1) % 3] * aLookup1[aCompIter]
2617 + anAxisShifts[(anAxis + 2) % 3] * aLookup2[aCompIter];
2620 if (myContext->ToUseVbo())
2622 myBoundBoxVertBuffer = new OpenGl_VertexBuffer();
2623 if (myBoundBoxVertBuffer->Init (myContext, 4, 24, aLinesVertices[0].GetData()))
2625 myContext->ShareResource ("OpenGl_ShaderManager_BndBoxVbo", myBoundBoxVertBuffer);
2626 return Standard_True;
2629 myBoundBoxVertBuffer = new OpenGl_VertexBufferCompat();
2630 myBoundBoxVertBuffer->Init (myContext, 4, 24, aLinesVertices[0].GetData());
2631 myContext->ShareResource ("OpenGl_ShaderManager_BndBoxVbo", myBoundBoxVertBuffer);
2632 return Standard_True;
2635 // =======================================================================
2636 // function : bindProgramWithState
2638 // =======================================================================
2639 Standard_Boolean OpenGl_ShaderManager::bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram)
2641 const Standard_Boolean isBound = myContext->BindProgram (theProgram);
2643 && !theProgram.IsNull())
2645 theProgram->ApplyVariables (myContext);
2647 PushState (theProgram);