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 // =======================================================================
253 // function : PushLightSourceState
254 // purpose : Pushes state of OCCT light sources to the program
255 // =======================================================================
256 void OpenGl_ShaderManager::PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
258 if (myLightSourceState.Index() == theProgram->ActiveState (OpenGl_LIGHT_SOURCES_STATE)
259 || !theProgram->IsValid())
264 const GLint aTypesLoc = theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES);
265 const GLint aParamsLoc = theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_PARAMS);
267 const Standard_Integer aLightsDefNb = Min (myLightSourceState.LightSources()->Size(), OpenGLMaxLights);
268 if (aLightsDefNb < 1)
270 theProgram->SetUniform (myContext,
271 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
273 theProgram->SetUniform (myContext,
274 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT),
275 OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
276 theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
280 OpenGl_Vec2i* aTypesArray = new OpenGl_Vec2i[aLightsDefNb];
281 OpenGl_Vec4* aParamsArray = new OpenGl_Vec4 [aLightsDefNb * 4];
283 OpenGl_Vec4 anAmbient (0.0f, 0.0f, 0.0f, 0.0f);
284 Standard_Integer aLightsNb = 0;
285 for (OpenGl_ListOfLight::Iterator anIter (*myLightSourceState.LightSources()); anIter.More(); anIter.Next())
287 const OpenGl_Light& aLight = anIter.Value();
288 if (aLight.Type == Visual3d_TOLS_AMBIENT)
290 anAmbient += aLight.Color;
293 else if (aLightsNb >= OpenGLMaxLights)
298 aTypesArray[aLightsNb].x() = aLight.Type;
299 aTypesArray[aLightsNb].y() = aLight.IsHeadlight;
301 aParamsArray[aLightsNb * 4 + 0] = aLight.Color;
302 aParamsArray[aLightsNb * 4 + 1] = aLight.Type == Visual3d_TOLS_DIRECTIONAL
305 if (aLight.Type == Visual3d_TOLS_SPOT)
307 aParamsArray[aLightsNb * 4 + 2] = aLight.Direction;
309 aParamsArray[aLightsNb * 4 + 3] = aLight.Params;
313 theProgram->SetUniform (myContext,
314 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
316 theProgram->SetUniform (myContext,
317 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT),
321 myContext->core20->glUniform2iv (aTypesLoc, aLightsNb, aTypesArray [0].GetData());
322 myContext->core20->glUniform4fv (aParamsLoc, aLightsNb * 4, aParamsArray[0].GetData());
324 delete[] aTypesArray;
325 delete[] aParamsArray;
327 theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
330 // =======================================================================
331 // function : PushProjectionState
332 // purpose : Pushes state of OCCT projection transform to the program
333 // =======================================================================
334 void OpenGl_ShaderManager::PushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const
336 if (myProjectionState.Index() == theProgram->ActiveState (OpenGl_PROJECTION_STATE))
341 theProgram->SetUniform (myContext,
342 theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX),
343 myProjectionState.ProjectionMatrix());
345 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE);
346 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
348 theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse());
351 theProgram->SetUniform (myContext,
352 theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE),
353 myProjectionState.ProjectionMatrix(), true);
355 aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE);
356 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
358 theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse(), true);
361 theProgram->UpdateState (OpenGl_PROJECTION_STATE, myProjectionState.Index());
364 // =======================================================================
365 // function : PushModelWorldState
366 // purpose : Pushes state of OCCT model-world transform to the program
367 // =======================================================================
368 void OpenGl_ShaderManager::PushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const
370 if (myModelWorldState.Index() == theProgram->ActiveState (OpenGl_MODEL_WORLD_STATE))
375 theProgram->SetUniform (myContext,
376 theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX),
377 myModelWorldState.ModelWorldMatrix());
379 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE);
380 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
382 theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse());
385 theProgram->SetUniform (myContext,
386 theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE),
387 myModelWorldState.ModelWorldMatrix(), true);
389 aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE);
390 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
392 theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse(), true);
395 theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
398 // =======================================================================
399 // function : PushWorldViewState
400 // purpose : Pushes state of OCCT world-view transform to the program
401 // =======================================================================
402 void OpenGl_ShaderManager::PushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const
404 if (myWorldViewState.Index() == theProgram->ActiveState (OpenGl_WORLD_VIEW_STATE))
409 theProgram->SetUniform (myContext,
410 theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX),
411 myWorldViewState.WorldViewMatrix());
413 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE);
414 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
416 theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse());
419 theProgram->SetUniform (myContext,
420 theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE),
421 myWorldViewState.WorldViewMatrix(), true);
423 aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE);
424 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
426 theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse(), true);
429 theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
432 // =======================================================================
433 // function : UpdateClippingState
434 // purpose : Updates state of OCCT clipping planes
435 // =======================================================================
436 void OpenGl_ShaderManager::UpdateClippingState()
438 myClippingState.Update();
441 // =======================================================================
442 // function : RevertClippingState
443 // purpose : Reverts state of OCCT clipping planes
444 // =======================================================================
445 void OpenGl_ShaderManager::RevertClippingState()
447 myClippingState.Revert();
450 // =======================================================================
451 // function : PushClippingState
452 // purpose : Pushes state of OCCT clipping planes to the program
453 // =======================================================================
454 void OpenGl_ShaderManager::PushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const
456 if (myClippingState.Index() == theProgram->ActiveState (OpenGl_CLIP_PLANES_STATE))
461 theProgram->UpdateState (OpenGl_CLIP_PLANES_STATE, myClippingState.Index());
462 const GLint aLocEquations = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_EQUATIONS);
463 const GLint aLocSpaces = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_SPACES);
464 if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION
465 && aLocSpaces == OpenGl_ShaderProgram::INVALID_LOCATION)
470 GLuint aPlanesNb = 0;
471 for (Graphic3d_SetOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
472 anIter.More(); anIter.Next())
474 const Handle(Graphic3d_ClipPlane)& aPlane = anIter.Value();
475 if (!myContext->Clipping().IsEnabled (aPlane))
487 OpenGl_Vec4* anEquations = new OpenGl_Vec4[aPlanesNb];
488 GLint* aSpaces = new GLint [aPlanesNb];
490 for (Graphic3d_SetOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
491 anIter.More(); anIter.Next())
493 const Handle(Graphic3d_ClipPlane)& aPlane = anIter.Value();
494 if (!myContext->Clipping().IsEnabled (aPlane))
499 const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
500 anEquations[aPlaneId] = OpenGl_Vec4 ((float) anEquation.x(),
501 (float) anEquation.y(),
502 (float) anEquation.z(),
503 (float) anEquation.w());
504 aSpaces[aPlaneId] = myContext->Clipping().GetEquationSpace (aPlane);
507 myContext->core20->glUniform4fv (aLocEquations, aPlanesNb, anEquations[0].GetData());
508 myContext->core20->glUniform1iv (aLocSpaces, aPlanesNb, aSpaces);
509 delete[] anEquations;
513 // =======================================================================
514 // function : UpdateMaterialStateTo
515 // purpose : Updates state of OCCT material for specified program
516 // =======================================================================
517 void OpenGl_ShaderManager::UpdateMaterialStateTo (const Handle(OpenGl_ShaderProgram)& theProgram,
518 const OpenGl_Element* theAspect)
520 if (myMaterialStates.IsBound (theProgram))
522 myMaterialStates.ChangeFind (theProgram).Set (theAspect);
526 myMaterialStates.Bind (theProgram, OpenGl_MaterialState (theAspect));
529 myMaterialStates.ChangeFind (theProgram).Update();
532 // =======================================================================
533 // function : ResetMaterialStates
534 // purpose : Resets state of OCCT material for all programs
535 // =======================================================================
536 void OpenGl_ShaderManager::ResetMaterialStates()
538 for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
540 anIt.Value()->UpdateState (OpenGl_MATERIALS_STATE, 0);
544 // =======================================================================
545 // function : MaterialState
546 // purpose : Returns state of OCCT material for specified program
547 // =======================================================================
548 const OpenGl_MaterialState* OpenGl_ShaderManager::MaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
550 if (!myMaterialStates.IsBound (theProgram))
553 return &myMaterialStates.Find (theProgram);
559 static const OpenGl_Vec4 THE_COLOR_BLACK_VEC4 (0.0f, 0.0f, 0.0f, 0.0f);
561 // =======================================================================
562 // function : PushAspectFace
564 // =======================================================================
565 static void PushAspectFace (const Handle(OpenGl_Context)& theCtx,
566 const Handle(OpenGl_ShaderProgram)& theProgram,
567 const OpenGl_AspectFace* theAspect)
569 theProgram->SetUniform (theCtx,
570 theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE),
571 theAspect->DoTextureMap());
572 theProgram->SetUniform (theCtx,
573 theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER),
574 0 /* GL_TEXTURE0 */);
575 theProgram->SetUniform (theCtx,
576 theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE),
577 theAspect->DistinguishingMode());
579 OpenGl_Vec4 aParams[5];
580 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
582 const GLint aLoc = theProgram->GetStateLocation (anIndex == 0
583 ? OpenGl_OCCT_FRONT_MATERIAL
584 : OpenGl_OCCT_BACK_MATERIAL);
585 if (aLoc == OpenGl_ShaderProgram::INVALID_LOCATION)
590 const OPENGL_SURF_PROP& aProps = (anIndex == 0) ? theAspect->IntFront() : theAspect->IntBack();
591 const OpenGl_Vec4 anEmission (aProps.emscol.rgb[0] * aProps.emsv,
592 aProps.emscol.rgb[1] * aProps.emsv,
593 aProps.emscol.rgb[2] * aProps.emsv,
594 aProps.emscol.rgb[3] * aProps.emsv);
595 const OpenGl_Vec4 anAmbient (aProps.ambcol.rgb[0] * aProps.amb,
596 aProps.ambcol.rgb[1] * aProps.amb,
597 aProps.ambcol.rgb[2] * aProps.amb,
598 aProps.ambcol.rgb[3] * aProps.amb);
599 const OpenGl_Vec4 aDiffuse (aProps.difcol.rgb[0] * aProps.diff,
600 aProps.difcol.rgb[1] * aProps.diff,
601 aProps.difcol.rgb[2] * aProps.diff,
602 aProps.difcol.rgb[3] * aProps.diff);
603 const OpenGl_Vec4 aSpecular (aProps.speccol.rgb[0] * aProps.spec,
604 aProps.speccol.rgb[1] * aProps.spec,
605 aProps.speccol.rgb[2] * aProps.spec,
606 aProps.speccol.rgb[3] * aProps.spec);
607 aParams[0] = anEmission;
608 aParams[1] = anAmbient;
609 aParams[2] = aDiffuse;
610 aParams[3] = aSpecular;
611 aParams[4].x() = aProps.shine;
612 aParams[4].y() = aProps.trans;
613 theCtx->core20->glUniform4fv (aLoc, 5, aParams[0].GetData());
617 // =======================================================================
618 // function : PushAspectLine
620 // =======================================================================
621 static void PushAspectLine (const Handle(OpenGl_Context)& theCtx,
622 const Handle(OpenGl_ShaderProgram)& theProgram,
623 const OpenGl_AspectLine* theAspect)
625 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOff);
626 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
628 const OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
629 theAspect->Color().rgb[1],
630 theAspect->Color().rgb[2],
631 theAspect->Color().rgb[3]);
632 OpenGl_Vec4 aParams[5];
633 aParams[0] = THE_COLOR_BLACK_VEC4;
634 aParams[1] = THE_COLOR_BLACK_VEC4;
635 aParams[2] = aDiffuse;
636 aParams[3] = THE_COLOR_BLACK_VEC4;
637 aParams[4].x() = 0.0f; // shininess
638 aParams[4].y() = 0.0f; // transparency
639 theCtx->core20->glUniform4fv (theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
640 5, aParams[0].GetData());
643 // =======================================================================
644 // function : PushAspectText
646 // =======================================================================
647 static void PushAspectText (const Handle(OpenGl_Context)& theCtx,
648 const Handle(OpenGl_ShaderProgram)& theProgram,
649 const OpenGl_AspectText* theAspect)
651 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOn);
652 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
653 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER), 0 /* GL_TEXTURE0 */);
655 OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
656 theAspect->Color().rgb[1],
657 theAspect->Color().rgb[2],
658 theAspect->Color().rgb[3]);
659 if (theAspect->DisplayType() == Aspect_TODT_DEKALE
660 || theAspect->DisplayType() == Aspect_TODT_SUBTITLE)
662 aDiffuse = OpenGl_Vec4 (theAspect->SubtitleColor().rgb[0],
663 theAspect->SubtitleColor().rgb[1],
664 theAspect->SubtitleColor().rgb[2],
665 theAspect->SubtitleColor().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 theCtx->core20->glUniform4fv (theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
676 5, aParams[0].GetData());
679 // =======================================================================
680 // function : PushAspectMarker
682 // =======================================================================
683 static void PushAspectMarker (const Handle(OpenGl_Context)& theCtx,
684 const Handle(OpenGl_ShaderProgram)& theProgram,
685 const OpenGl_AspectMarker* 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 const OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
692 theAspect->Color().rgb[1],
693 theAspect->Color().rgb[2],
694 theAspect->Color().rgb[3]);
695 OpenGl_Vec4 aParams[5];
696 aParams[0] = THE_COLOR_BLACK_VEC4;
697 aParams[1] = THE_COLOR_BLACK_VEC4;
698 aParams[2] = aDiffuse;
699 aParams[3] = THE_COLOR_BLACK_VEC4;
700 aParams[4].x() = 0.0f; // shininess
701 aParams[4].y() = 0.0f; // transparency
702 theCtx->core20->glUniform4fv (theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
703 5, aParams[0].GetData());
706 }; // nameless namespace
708 // =======================================================================
709 // function : PushMaterialState
710 // purpose : Pushes current state of OCCT material to the program
711 // =======================================================================
712 void OpenGl_ShaderManager::PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
714 if (!myMaterialStates.IsBound (theProgram))
719 const OpenGl_MaterialState& aState = myMaterialStates.Find (theProgram);
720 if (aState.Index() == theProgram->ActiveState (OpenGl_MATERIALS_STATE))
725 if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectFace))
727 PushAspectFace (myContext, theProgram, dynamic_cast<const OpenGl_AspectFace*> (aState.Aspect()));
729 else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectLine))
731 PushAspectLine (myContext, theProgram, dynamic_cast<const OpenGl_AspectLine*> (aState.Aspect()));
733 else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectText))
735 PushAspectText (myContext, theProgram, dynamic_cast<const OpenGl_AspectText*> (aState.Aspect()));
737 else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectMarker))
739 PushAspectMarker (myContext, theProgram, dynamic_cast<const OpenGl_AspectMarker*> (aState.Aspect()));
742 theProgram->UpdateState (OpenGl_MATERIALS_STATE, aState.Index());
745 // =======================================================================
746 // function : PushWorldViewState
747 // purpose : Pushes state of OCCT graphics parameters to the program
748 // =======================================================================
749 void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const
751 PushClippingState (theProgram);
752 PushMaterialState (theProgram);
753 PushWorldViewState (theProgram);
754 PushModelWorldState (theProgram);
755 PushProjectionState (theProgram);
756 PushLightSourceState (theProgram);