1 // Created on: 2013-09-26
2 // Created by: Denis BOGOLEPOV
3 // Copyright (c) 2013 OPEN CASCADE SAS
5 // The content of this file is subject to the Open CASCADE Technology Public
6 // License Version 6.5 (the "License"). You may not use the content of this file
7 // except in compliance with the License. Please obtain a copy of the License
8 // at http://www.opencascade.org and read it completely before using this file.
10 // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
11 // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
13 // The Original Code and all software distributed under the License is
14 // distributed on an "AS IS" basis, without warranty of any kind, and the
15 // Initial Developer hereby disclaims all such warranties, including without
16 // limitation, any warranties of merchantability, fitness for a particular
17 // purpose or non-infringement. Please see the License for the specific terms
18 // and conditions governing the rights and limitations under the License.
22 #include <OpenGl_AspectFace.hxx>
23 #include <OpenGl_AspectLine.hxx>
24 #include <OpenGl_AspectMarker.hxx>
25 #include <OpenGl_AspectText.hxx>
26 #include <OpenGl_Clipping.hxx>
27 #include <OpenGl_Context.hxx>
28 #include <OpenGl_ShaderManager.hxx>
29 #include <OpenGl_ShaderProgram.hxx>
31 IMPLEMENT_STANDARD_HANDLE (OpenGl_ShaderManager, Standard_Transient)
32 IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager, Standard_Transient)
34 // =======================================================================
35 // function : OpenGl_ShaderManager
36 // purpose : Creates new empty shader manager
37 // =======================================================================
38 OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
39 : myContext (theContext),
40 myIsPP (Standard_False)
45 // =======================================================================
46 // function : ~OpenGl_ShaderManager
47 // purpose : Releases resources of shader manager
48 // =======================================================================
49 OpenGl_ShaderManager::~OpenGl_ShaderManager()
51 myProgramList.Clear();
54 // =======================================================================
56 // purpose : Creates new shader program
57 // =======================================================================
58 void OpenGl_ShaderManager::Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
59 TCollection_AsciiString& theShareKey,
60 Handle(OpenGl_ShaderProgram)& theProgram)
63 if (theProxy.IsNull())
68 theShareKey = theProxy->GetId();
69 if (myContext->GetResource<Handle(OpenGl_ShaderProgram)> (theShareKey, theProgram))
71 if (theProgram->Share())
73 myProgramList.Append (theProgram);
78 theProgram = new OpenGl_ShaderProgram (theProxy);
79 if (!theProgram->Initialize (myContext, theProxy->ShaderObjects()))
81 theProgram->Release (myContext);
87 myProgramList.Append (theProgram);
88 myContext->ShareResource (theShareKey, theProgram);
91 // =======================================================================
92 // function : Unregister
93 // purpose : Removes specified shader program from the manager
94 // =======================================================================
95 void OpenGl_ShaderManager::Unregister (TCollection_AsciiString& theShareKey,
96 Handle(OpenGl_ShaderProgram)& theProgram)
98 for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
100 if (anIt.Value() == theProgram)
102 if (!theProgram->UnShare())
105 theProgram.Nullify();
109 myProgramList.Remove (anIt);
110 myMaterialStates.UnBind (theProgram);
115 const TCollection_AsciiString anID = theProgram->myProxy->GetId();
118 myContext->DelayedRelease (theProgram);
119 theProgram.Nullify();
123 theProgram.Nullify();
124 myContext->ReleaseResource (anID, Standard_True);
128 // =======================================================================
129 // function : ShaderPrograms
130 // purpose : Returns list of registered shader programs
131 // =======================================================================
132 const OpenGl_ShaderProgramList& OpenGl_ShaderManager::ShaderPrograms() const
134 return myProgramList;
137 // =======================================================================
139 // purpose : Returns true if no program objects are attached
140 // =======================================================================
141 Standard_Boolean OpenGl_ShaderManager::IsEmpty() const
143 return myProgramList.IsEmpty();
146 // =======================================================================
147 // function : UpdateLightSourceStateTo
148 // purpose : Updates state of OCCT light sources
149 // =======================================================================
150 void OpenGl_ShaderManager::UpdateLightSourceStateTo (const OpenGl_ListOfLight* theLights)
152 myLightSourceState.Set (theLights);
153 myLightSourceState.Update();
156 // =======================================================================
157 // function : SetProjectionState
158 // purpose : Sets new state of OCCT projection transform
159 // =======================================================================
160 void OpenGl_ShaderManager::UpdateProjectionStateTo (const Tmatrix3& theProjectionMatrix)
162 myProjectionState.Set (theProjectionMatrix);
163 myProjectionState.Update();
166 // =======================================================================
167 // function : SetModelWorldState
168 // purpose : Sets new state of OCCT model-world transform
169 // =======================================================================
170 void OpenGl_ShaderManager::UpdateModelWorldStateTo (const Tmatrix3& theModelWorldMatrix)
172 myModelWorldState.Set (theModelWorldMatrix);
173 myModelWorldState.Update();
176 // =======================================================================
177 // function : SetWorldViewState
178 // purpose : Sets new state of OCCT world-view transform
179 // =======================================================================
180 void OpenGl_ShaderManager::UpdateWorldViewStateTo (const Tmatrix3& theWorldViewMatrix)
182 myWorldViewState.Set (theWorldViewMatrix);
183 myWorldViewState.Update();
186 // =======================================================================
187 // function : RevertProjectionStateTo
188 // purpose : Reverts state of OCCT projection transform
189 // =======================================================================
190 void OpenGl_ShaderManager::RevertProjectionStateTo (const Tmatrix3& theProjectionMatrix)
192 myProjectionState.Set (theProjectionMatrix);
193 myProjectionState.Revert();
196 // =======================================================================
197 // function : RevertModelWorldStateTo
198 // purpose : Reverts state of OCCT model-world transform
199 // =======================================================================
200 void OpenGl_ShaderManager::RevertModelWorldStateTo (const Tmatrix3& theModelWorldMatrix)
202 myModelWorldState.Set (theModelWorldMatrix);
203 myModelWorldState.Revert();
206 // =======================================================================
207 // function : RevertWorldViewStateTo
208 // purpose : Reverts state of OCCT world-view transform
209 // =======================================================================
210 void OpenGl_ShaderManager::RevertWorldViewStateTo (const Tmatrix3& theWorldViewMatrix)
212 myWorldViewState.Set (theWorldViewMatrix);
213 myWorldViewState.Revert();
216 // =======================================================================
217 // function : LightSourceState
218 // purpose : Returns current state of OCCT light sources
219 // =======================================================================
220 const OpenGl_LightSourceState& OpenGl_ShaderManager::LightSourceState() const
222 return myLightSourceState;
225 // =======================================================================
226 // function : ProjectionState
227 // purpose : Returns current state of OCCT projection transform
228 // =======================================================================
229 const OpenGl_ProjectionState& OpenGl_ShaderManager::ProjectionState() const
231 return myProjectionState;
234 // =======================================================================
235 // function : ModelWorldState
236 // purpose : Returns current state of OCCT model-world transform
237 // =======================================================================
238 const OpenGl_ModelWorldState& OpenGl_ShaderManager::ModelWorldState() const
240 return myModelWorldState;
243 // =======================================================================
244 // function : WorldViewState
245 // purpose : Returns current state of OCCT world-view transform
246 // =======================================================================
247 const OpenGl_WorldViewState& OpenGl_ShaderManager::WorldViewState() const
249 return myWorldViewState;
252 //! Packed properties of light source
253 class OpenGl_ShaderLightParameters
258 OpenGl_Vec4 Position;
259 OpenGl_Vec4 Direction;
260 OpenGl_Vec4 Parameters;
262 //! Returns packed (serialized) representation of light source properties
263 const OpenGl_Vec4* Packed() { return reinterpret_cast<OpenGl_Vec4*> (this); }
264 static Standard_Size NbOfVec4() { return 4; }
268 //! Packed light source type information
269 class OpenGl_ShaderLightType
273 Standard_Integer Type;
274 Standard_Integer IsHeadlight;
276 //! Returns packed (serialized) representation of light source type
277 const OpenGl_Vec2i* Packed() { return reinterpret_cast<OpenGl_Vec2i*> (this); }
278 static Standard_Size NbOfVec2i() { return 1; }
282 // =======================================================================
283 // function : PushLightSourceState
284 // purpose : Pushes state of OCCT light sources to the program
285 // =======================================================================
286 void OpenGl_ShaderManager::PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
288 if (myLightSourceState.Index() == theProgram->ActiveState (OpenGl_LIGHT_SOURCES_STATE)
289 || !theProgram->IsValid())
294 const Standard_Integer aLightsDefNb = Min (myLightSourceState.LightSources()->Size(), OpenGLMaxLights);
295 if (aLightsDefNb < 1)
297 theProgram->SetUniform (myContext,
298 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
300 theProgram->SetUniform (myContext,
301 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT),
302 OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
303 theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
307 OpenGl_ShaderLightParameters* aLightParamsArray = new OpenGl_ShaderLightParameters[aLightsDefNb];
308 OpenGl_ShaderLightType* aLightTypeArray = new OpenGl_ShaderLightType[aLightsDefNb];
310 OpenGl_Vec4 anAmbient (0.0f, 0.0f, 0.0f, 0.0f);
311 Standard_Integer aLightsNb = 0;
312 for (OpenGl_ListOfLight::Iterator anIter (*myLightSourceState.LightSources()); anIter.More(); anIter.Next())
314 const OpenGl_Light& aLight = anIter.Value();
315 if (aLight.Type == Visual3d_TOLS_AMBIENT)
317 anAmbient += aLight.Color;
320 else if (aLightsNb >= OpenGLMaxLights)
325 OpenGl_ShaderLightType& aLightType = aLightTypeArray[aLightsNb];
326 aLightType.Type = aLight.Type;
327 aLightType.IsHeadlight = aLight.IsHeadlight;
329 OpenGl_ShaderLightParameters& aLightParams = aLightParamsArray[aLightsNb];
330 aLightParams.Color = aLight.Color;
331 aLightParams.Position = aLight.Type == Visual3d_TOLS_DIRECTIONAL
334 if (aLight.Type == Visual3d_TOLS_SPOT)
336 aLightParams.Direction = aLight.Direction;
338 aLightParams.Parameters = aLight.Params;
342 theProgram->SetUniform (myContext,
343 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
345 theProgram->SetUniform (myContext,
346 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT),
350 theProgram->SetUniform (myContext,
351 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
352 aLightsNb * OpenGl_ShaderLightType::NbOfVec2i(),
353 aLightTypeArray[0].Packed());
354 theProgram->SetUniform (myContext,
355 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_PARAMS),
356 aLightsNb * OpenGl_ShaderLightParameters::NbOfVec4(),
357 aLightParamsArray[0].Packed());
359 delete[] aLightParamsArray;
360 delete[] aLightTypeArray;
362 theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
365 // =======================================================================
366 // function : PushProjectionState
367 // purpose : Pushes state of OCCT projection transform to the program
368 // =======================================================================
369 void OpenGl_ShaderManager::PushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const
371 if (myProjectionState.Index() == theProgram->ActiveState (OpenGl_PROJECTION_STATE))
376 theProgram->SetUniform (myContext,
377 theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX),
378 myProjectionState.ProjectionMatrix());
380 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE);
381 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
383 theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse());
386 theProgram->SetUniform (myContext,
387 theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE),
388 myProjectionState.ProjectionMatrix(), true);
390 aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE);
391 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
393 theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse(), true);
396 theProgram->UpdateState (OpenGl_PROJECTION_STATE, myProjectionState.Index());
399 // =======================================================================
400 // function : PushModelWorldState
401 // purpose : Pushes state of OCCT model-world transform to the program
402 // =======================================================================
403 void OpenGl_ShaderManager::PushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const
405 if (myModelWorldState.Index() == theProgram->ActiveState (OpenGl_MODEL_WORLD_STATE))
410 theProgram->SetUniform (myContext,
411 theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX),
412 myModelWorldState.ModelWorldMatrix());
414 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE);
415 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
417 theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse());
420 theProgram->SetUniform (myContext,
421 theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE),
422 myModelWorldState.ModelWorldMatrix(), true);
424 aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE);
425 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
427 theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse(), true);
430 theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
433 // =======================================================================
434 // function : PushWorldViewState
435 // purpose : Pushes state of OCCT world-view transform to the program
436 // =======================================================================
437 void OpenGl_ShaderManager::PushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const
439 if (myWorldViewState.Index() == theProgram->ActiveState (OpenGl_WORLD_VIEW_STATE))
444 theProgram->SetUniform (myContext,
445 theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX),
446 myWorldViewState.WorldViewMatrix());
448 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE);
449 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
451 theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse());
454 theProgram->SetUniform (myContext,
455 theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE),
456 myWorldViewState.WorldViewMatrix(), true);
458 aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE);
459 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
461 theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse(), true);
464 theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
467 // =======================================================================
468 // function : UpdateClippingState
469 // purpose : Updates state of OCCT clipping planes
470 // =======================================================================
471 void OpenGl_ShaderManager::UpdateClippingState()
473 myClippingState.Update();
476 // =======================================================================
477 // function : RevertClippingState
478 // purpose : Reverts state of OCCT clipping planes
479 // =======================================================================
480 void OpenGl_ShaderManager::RevertClippingState()
482 myClippingState.Revert();
485 // =======================================================================
486 // function : PushClippingState
487 // purpose : Pushes state of OCCT clipping planes to the program
488 // =======================================================================
489 void OpenGl_ShaderManager::PushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const
491 if (myClippingState.Index() == theProgram->ActiveState (OpenGl_CLIP_PLANES_STATE))
496 theProgram->UpdateState (OpenGl_CLIP_PLANES_STATE, myClippingState.Index());
497 const GLint aLocEquations = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_EQUATIONS);
498 const GLint aLocSpaces = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_SPACES);
499 if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION
500 && aLocSpaces == OpenGl_ShaderProgram::INVALID_LOCATION)
505 GLuint aPlanesNb = 0;
506 for (Graphic3d_SetOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
507 anIter.More(); anIter.Next())
509 const Handle(Graphic3d_ClipPlane)& aPlane = anIter.Value();
510 if (!myContext->Clipping().IsEnabled (aPlane))
522 OpenGl_Vec4* anEquations = new OpenGl_Vec4[aPlanesNb];
523 GLint* aSpaces = new GLint [aPlanesNb];
525 for (Graphic3d_SetOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
526 anIter.More(); anIter.Next())
528 const Handle(Graphic3d_ClipPlane)& aPlane = anIter.Value();
529 if (!myContext->Clipping().IsEnabled (aPlane))
534 const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
535 anEquations[aPlaneId] = OpenGl_Vec4 ((float) anEquation.x(),
536 (float) anEquation.y(),
537 (float) anEquation.z(),
538 (float) anEquation.w());
539 aSpaces[aPlaneId] = myContext->Clipping().GetEquationSpace (aPlane);
542 theProgram->SetUniform (myContext, aLocEquations, aPlanesNb, anEquations[0].GetData());
543 theProgram->SetUniform (myContext, aLocSpaces, aPlanesNb, aSpaces);
545 delete[] anEquations;
549 // =======================================================================
550 // function : UpdateMaterialStateTo
551 // purpose : Updates state of OCCT material for specified program
552 // =======================================================================
553 void OpenGl_ShaderManager::UpdateMaterialStateTo (const Handle(OpenGl_ShaderProgram)& theProgram,
554 const OpenGl_Element* theAspect)
556 if (myMaterialStates.IsBound (theProgram))
558 myMaterialStates.ChangeFind (theProgram).Set (theAspect);
562 myMaterialStates.Bind (theProgram, OpenGl_MaterialState (theAspect));
565 myMaterialStates.ChangeFind (theProgram).Update();
568 // =======================================================================
569 // function : ResetMaterialStates
570 // purpose : Resets state of OCCT material for all programs
571 // =======================================================================
572 void OpenGl_ShaderManager::ResetMaterialStates()
574 for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
576 anIt.Value()->UpdateState (OpenGl_MATERIALS_STATE, 0);
580 // =======================================================================
581 // function : MaterialState
582 // purpose : Returns state of OCCT material for specified program
583 // =======================================================================
584 const OpenGl_MaterialState* OpenGl_ShaderManager::MaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
586 if (!myMaterialStates.IsBound (theProgram))
589 return &myMaterialStates.Find (theProgram);
595 static const OpenGl_Vec4 THE_COLOR_BLACK_VEC4 (0.0f, 0.0f, 0.0f, 0.0f);
597 // =======================================================================
598 // function : PushAspectFace
600 // =======================================================================
601 static void PushAspectFace (const Handle(OpenGl_Context)& theCtx,
602 const Handle(OpenGl_ShaderProgram)& theProgram,
603 const OpenGl_AspectFace* theAspect)
605 theProgram->SetUniform (theCtx,
606 theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE),
607 theAspect->DoTextureMap());
608 theProgram->SetUniform (theCtx,
609 theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER),
610 0 /* GL_TEXTURE0 */);
611 theProgram->SetUniform (theCtx,
612 theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE),
613 theAspect->DistinguishingMode());
615 OpenGl_Vec4 aParams[5];
616 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
618 const GLint aLoc = theProgram->GetStateLocation (anIndex == 0
619 ? OpenGl_OCCT_FRONT_MATERIAL
620 : OpenGl_OCCT_BACK_MATERIAL);
621 if (aLoc == OpenGl_ShaderProgram::INVALID_LOCATION)
626 const OPENGL_SURF_PROP& aProps = (anIndex == 0) ? theAspect->IntFront() : theAspect->IntBack();
627 const OpenGl_Vec4 anEmission (aProps.emscol.rgb[0] * aProps.emsv,
628 aProps.emscol.rgb[1] * aProps.emsv,
629 aProps.emscol.rgb[2] * aProps.emsv,
630 aProps.emscol.rgb[3] * aProps.emsv);
631 const OpenGl_Vec4 anAmbient (aProps.ambcol.rgb[0] * aProps.amb,
632 aProps.ambcol.rgb[1] * aProps.amb,
633 aProps.ambcol.rgb[2] * aProps.amb,
634 aProps.ambcol.rgb[3] * aProps.amb);
635 const OpenGl_Vec4 aDiffuse (aProps.difcol.rgb[0] * aProps.diff,
636 aProps.difcol.rgb[1] * aProps.diff,
637 aProps.difcol.rgb[2] * aProps.diff,
638 aProps.difcol.rgb[3] * aProps.diff);
639 const OpenGl_Vec4 aSpecular (aProps.speccol.rgb[0] * aProps.spec,
640 aProps.speccol.rgb[1] * aProps.spec,
641 aProps.speccol.rgb[2] * aProps.spec,
642 aProps.speccol.rgb[3] * aProps.spec);
643 aParams[0] = anEmission;
644 aParams[1] = anAmbient;
645 aParams[2] = aDiffuse;
646 aParams[3] = aSpecular;
647 aParams[4].x() = aProps.shine;
648 aParams[4].y() = aProps.trans;
649 theProgram->SetUniform (theCtx, aLoc, 5, aParams);
653 // =======================================================================
654 // function : PushAspectLine
656 // =======================================================================
657 static void PushAspectLine (const Handle(OpenGl_Context)& theCtx,
658 const Handle(OpenGl_ShaderProgram)& theProgram,
659 const OpenGl_AspectLine* theAspect)
661 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOff);
662 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
664 const OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
665 theAspect->Color().rgb[1],
666 theAspect->Color().rgb[2],
667 theAspect->Color().rgb[3]);
668 OpenGl_Vec4 aParams[5];
669 aParams[0] = THE_COLOR_BLACK_VEC4;
670 aParams[1] = THE_COLOR_BLACK_VEC4;
671 aParams[2] = aDiffuse;
672 aParams[3] = THE_COLOR_BLACK_VEC4;
673 aParams[4].x() = 0.0f; // shininess
674 aParams[4].y() = 0.0f; // transparency
675 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
679 // =======================================================================
680 // function : PushAspectText
682 // =======================================================================
683 static void PushAspectText (const Handle(OpenGl_Context)& theCtx,
684 const Handle(OpenGl_ShaderProgram)& theProgram,
685 const OpenGl_AspectText* theAspect)
687 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOn);
688 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
689 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER), 0 /* GL_TEXTURE0 */);
691 OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
692 theAspect->Color().rgb[1],
693 theAspect->Color().rgb[2],
694 theAspect->Color().rgb[3]);
695 if (theAspect->DisplayType() == Aspect_TODT_DEKALE
696 || theAspect->DisplayType() == Aspect_TODT_SUBTITLE)
698 aDiffuse = OpenGl_Vec4 (theAspect->SubtitleColor().rgb[0],
699 theAspect->SubtitleColor().rgb[1],
700 theAspect->SubtitleColor().rgb[2],
701 theAspect->SubtitleColor().rgb[3]);
704 OpenGl_Vec4 aParams[5];
705 aParams[0] = THE_COLOR_BLACK_VEC4;
706 aParams[1] = THE_COLOR_BLACK_VEC4;
707 aParams[2] = aDiffuse;
708 aParams[3] = THE_COLOR_BLACK_VEC4;
709 aParams[4].x() = 0.0f; // shininess
710 aParams[4].y() = 0.0f; // transparency
711 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
715 // =======================================================================
716 // function : PushAspectMarker
718 // =======================================================================
719 static void PushAspectMarker (const Handle(OpenGl_Context)& theCtx,
720 const Handle(OpenGl_ShaderProgram)& theProgram,
721 const OpenGl_AspectMarker* theAspect)
723 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOn);
724 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
725 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER), 0 /* GL_TEXTURE0 */);
727 const OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
728 theAspect->Color().rgb[1],
729 theAspect->Color().rgb[2],
730 theAspect->Color().rgb[3]);
731 OpenGl_Vec4 aParams[5];
732 aParams[0] = THE_COLOR_BLACK_VEC4;
733 aParams[1] = THE_COLOR_BLACK_VEC4;
734 aParams[2] = aDiffuse;
735 aParams[3] = THE_COLOR_BLACK_VEC4;
736 aParams[4].x() = 0.0f; // shininess
737 aParams[4].y() = 0.0f; // transparency
738 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
742 }; // nameless namespace
744 // =======================================================================
745 // function : PushMaterialState
746 // purpose : Pushes current state of OCCT material to the program
747 // =======================================================================
748 void OpenGl_ShaderManager::PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
750 if (!myMaterialStates.IsBound (theProgram))
755 const OpenGl_MaterialState& aState = myMaterialStates.Find (theProgram);
756 if (aState.Index() == theProgram->ActiveState (OpenGl_MATERIALS_STATE))
761 if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectFace))
763 PushAspectFace (myContext, theProgram, dynamic_cast<const OpenGl_AspectFace*> (aState.Aspect()));
765 else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectLine))
767 PushAspectLine (myContext, theProgram, dynamic_cast<const OpenGl_AspectLine*> (aState.Aspect()));
769 else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectText))
771 PushAspectText (myContext, theProgram, dynamic_cast<const OpenGl_AspectText*> (aState.Aspect()));
773 else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectMarker))
775 PushAspectMarker (myContext, theProgram, dynamic_cast<const OpenGl_AspectMarker*> (aState.Aspect()));
778 theProgram->UpdateState (OpenGl_MATERIALS_STATE, aState.Index());
781 // =======================================================================
782 // function : PushWorldViewState
783 // purpose : Pushes state of OCCT graphics parameters to the program
784 // =======================================================================
785 void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const
787 PushClippingState (theProgram);
788 PushMaterialState (theProgram);
789 PushWorldViewState (theProgram);
790 PushModelWorldState (theProgram);
791 PushProjectionState (theProgram);
792 PushLightSourceState (theProgram);