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_AspectFace.hxx>
20 #include <OpenGl_AspectLine.hxx>
21 #include <OpenGl_AspectMarker.hxx>
22 #include <OpenGl_AspectText.hxx>
23 #include <OpenGl_Clipping.hxx>
24 #include <OpenGl_Context.hxx>
25 #include <OpenGl_ShaderManager.hxx>
26 #include <OpenGl_ShaderProgram.hxx>
27 #include <OpenGl_Workspace.hxx>
29 #include <TCollection_ExtendedString.hxx>
31 IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager,Standard_Transient)
36 //! Clipping planes limit (see the same definition in Declarations.glsl).
37 static const Standard_Size THE_MAX_CLIP_PLANES = 8;
41 //! Definition of TexCoord varying.
42 const char THE_VARY_TexCoord_OUT[] =
43 EOL"THE_SHADER_OUT vec4 TexCoord;";
44 const char THE_VARY_TexCoord_IN[] =
45 EOL"THE_SHADER_IN vec4 TexCoord;";
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 * occModelWorldMatrix * 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 * occModelWorldMatrix * vec4 (aLight, 1.0));"
125 EOL" aSpotDir = vec3 (occWorldViewMatrix * occModelWorldMatrix * 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 * occModelWorldMatrix * 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 * occModelWorldMatrix * 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[] =
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)"
236 // =======================================================================
237 // function : OpenGl_ShaderManager
238 // purpose : Creates new empty shader manager
239 // =======================================================================
240 OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
241 : myShadingModel (Graphic3d_TOSM_VERTEX),
242 myContext (theContext),
248 // =======================================================================
249 // function : ~OpenGl_ShaderManager
250 // purpose : Releases resources of shader manager
251 // =======================================================================
252 OpenGl_ShaderManager::~OpenGl_ShaderManager()
254 myProgramList.Clear();
257 // =======================================================================
260 // =======================================================================
261 void OpenGl_ShaderManager::clear()
263 myProgramList.Clear();
264 myLightPrograms.Nullify();
265 myFlatPrograms = OpenGl_SetOfShaderPrograms();
266 myMapOfLightPrograms.Clear();
267 myFontProgram.Nullify();
268 myBlitProgram.Nullify();
269 for (Standard_Integer aModeIter = 0; aModeIter < Graphic3d_StereoMode_NB; ++aModeIter)
271 myStereoPrograms[aModeIter].Nullify();
273 switchLightPrograms();
276 // =======================================================================
278 // purpose : Creates new shader program
279 // =======================================================================
280 Standard_Boolean OpenGl_ShaderManager::Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
281 TCollection_AsciiString& theShareKey,
282 Handle(OpenGl_ShaderProgram)& theProgram)
284 theProgram.Nullify();
285 if (theProxy.IsNull())
287 return Standard_False;
290 theShareKey = theProxy->GetId();
291 if (myContext->GetResource<Handle(OpenGl_ShaderProgram)> (theShareKey, theProgram))
293 if (theProgram->Share())
295 myProgramList.Append (theProgram);
297 return Standard_True;
300 theProgram = new OpenGl_ShaderProgram (theProxy);
301 if (!theProgram->Initialize (myContext, theProxy->ShaderObjects()))
303 theProgram->Release (myContext);
305 theProgram.Nullify();
306 return Standard_False;
309 myProgramList.Append (theProgram);
310 myContext->ShareResource (theShareKey, theProgram);
311 return Standard_True;
314 // =======================================================================
315 // function : Unregister
316 // purpose : Removes specified shader program from the manager
317 // =======================================================================
318 void OpenGl_ShaderManager::Unregister (TCollection_AsciiString& theShareKey,
319 Handle(OpenGl_ShaderProgram)& theProgram)
321 for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
323 if (anIt.Value() == theProgram)
325 if (!theProgram->UnShare())
328 theProgram.Nullify();
332 myProgramList.Remove (anIt);
337 const TCollection_AsciiString anID = theProgram->myProxy->GetId();
340 myContext->DelayedRelease (theProgram);
341 theProgram.Nullify();
345 theProgram.Nullify();
346 myContext->ReleaseResource (anID, Standard_True);
350 // =======================================================================
351 // function : ShaderPrograms
352 // purpose : Returns list of registered shader programs
353 // =======================================================================
354 const OpenGl_ShaderProgramList& OpenGl_ShaderManager::ShaderPrograms() const
356 return myProgramList;
359 // =======================================================================
361 // purpose : Returns true if no program objects are attached
362 // =======================================================================
363 Standard_Boolean OpenGl_ShaderManager::IsEmpty() const
365 return myProgramList.IsEmpty();
368 // =======================================================================
369 // function : switchLightPrograms
371 // =======================================================================
372 void OpenGl_ShaderManager::switchLightPrograms()
374 TCollection_AsciiString aKey (myShadingModel == Graphic3d_TOSM_FRAGMENT ? "p_" : "g_");
375 const OpenGl_ListOfLight* aLights = myLightSourceState.LightSources();
378 for (OpenGl_ListOfLight::Iterator aLightIter (*aLights); aLightIter.More(); aLightIter.Next())
380 switch (aLightIter.Value().Type)
382 case Graphic3d_TOLS_AMBIENT:
383 break; // skip ambient
384 case Graphic3d_TOLS_DIRECTIONAL:
387 case Graphic3d_TOLS_POSITIONAL:
390 case Graphic3d_TOLS_SPOT:
397 if (!myMapOfLightPrograms.Find (aKey, myLightPrograms))
399 myLightPrograms = new OpenGl_SetOfShaderPrograms();
400 myMapOfLightPrograms.Bind (aKey, myLightPrograms);
404 // =======================================================================
405 // function : UpdateLightSourceStateTo
406 // purpose : Updates state of OCCT light sources
407 // =======================================================================
408 void OpenGl_ShaderManager::UpdateLightSourceStateTo (const OpenGl_ListOfLight* theLights)
410 myLightSourceState.Set (theLights);
411 myLightSourceState.Update();
412 switchLightPrograms();
415 // =======================================================================
416 // function : SetShadingModel
418 // =======================================================================
419 void OpenGl_ShaderManager::SetShadingModel (const Graphic3d_TypeOfShadingModel theModel)
421 myShadingModel = theModel;
422 switchLightPrograms();
425 // =======================================================================
426 // function : SetProjectionState
427 // purpose : Sets new state of OCCT projection transform
428 // =======================================================================
429 void OpenGl_ShaderManager::UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix)
431 myProjectionState.Set (theProjectionMatrix);
432 myProjectionState.Update();
435 // =======================================================================
436 // function : SetModelWorldState
437 // purpose : Sets new state of OCCT model-world transform
438 // =======================================================================
439 void OpenGl_ShaderManager::UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix)
441 myModelWorldState.Set (theModelWorldMatrix);
442 myModelWorldState.Update();
445 // =======================================================================
446 // function : SetWorldViewState
447 // purpose : Sets new state of OCCT world-view transform
448 // =======================================================================
449 void OpenGl_ShaderManager::UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix)
451 myWorldViewState.Set (theWorldViewMatrix);
452 myWorldViewState.Update();
455 // =======================================================================
456 // function : LightSourceState
457 // purpose : Returns current state of OCCT light sources
458 // =======================================================================
459 const OpenGl_LightSourceState& OpenGl_ShaderManager::LightSourceState() const
461 return myLightSourceState;
464 // =======================================================================
465 // function : ProjectionState
466 // purpose : Returns current state of OCCT projection transform
467 // =======================================================================
468 const OpenGl_ProjectionState& OpenGl_ShaderManager::ProjectionState() const
470 return myProjectionState;
473 // =======================================================================
474 // function : ModelWorldState
475 // purpose : Returns current state of OCCT model-world transform
476 // =======================================================================
477 const OpenGl_ModelWorldState& OpenGl_ShaderManager::ModelWorldState() const
479 return myModelWorldState;
482 // =======================================================================
483 // function : WorldViewState
484 // purpose : Returns current state of OCCT world-view transform
485 // =======================================================================
486 const OpenGl_WorldViewState& OpenGl_ShaderManager::WorldViewState() const
488 return myWorldViewState;
491 //! Packed properties of light source
492 class OpenGl_ShaderLightParameters
497 OpenGl_Vec4 Position;
498 OpenGl_Vec4 Direction;
499 OpenGl_Vec4 Parameters;
501 //! Returns packed (serialized) representation of light source properties
502 const OpenGl_Vec4* Packed() const { return reinterpret_cast<const OpenGl_Vec4*> (this); }
503 static Standard_Integer NbOfVec4() { return 4; }
507 //! Packed light source type information
508 class OpenGl_ShaderLightType
512 Standard_Integer Type;
513 Standard_Integer IsHeadlight;
515 //! Returns packed (serialized) representation of light source type
516 const OpenGl_Vec2i* Packed() const { return reinterpret_cast<const OpenGl_Vec2i*> (this); }
517 static Standard_Integer NbOfVec2i() { return 1; }
521 // =======================================================================
522 // function : PushLightSourceState
523 // purpose : Pushes state of OCCT light sources to the program
524 // =======================================================================
525 void OpenGl_ShaderManager::PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
527 if (myLightSourceState.Index() == theProgram->ActiveState (OpenGl_LIGHT_SOURCES_STATE)
528 || !theProgram->IsValid())
533 OpenGl_ShaderLightType* aLightTypeArray = new OpenGl_ShaderLightType[OpenGLMaxLights];
534 for (Standard_Integer aLightIt = 0; aLightIt < OpenGLMaxLights; ++aLightIt)
536 aLightTypeArray[aLightIt].Type = -1;
539 const Standard_Integer aLightsDefNb = Min (myLightSourceState.LightSources()->Size(), OpenGLMaxLights);
540 if (aLightsDefNb < 1)
542 theProgram->SetUniform (myContext,
543 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
545 theProgram->SetUniform (myContext,
546 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT),
547 OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
548 theProgram->SetUniform (myContext,
549 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
550 OpenGLMaxLights * OpenGl_ShaderLightType::NbOfVec2i(),
551 aLightTypeArray[0].Packed());
552 theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
553 delete[] aLightTypeArray;
557 OpenGl_ShaderLightParameters* aLightParamsArray = new OpenGl_ShaderLightParameters[aLightsDefNb];
559 OpenGl_Vec4 anAmbient (0.0f, 0.0f, 0.0f, 0.0f);
560 Standard_Integer aLightsNb = 0;
561 for (OpenGl_ListOfLight::Iterator anIter (*myLightSourceState.LightSources()); anIter.More(); anIter.Next())
563 const OpenGl_Light& aLight = anIter.Value();
564 if (aLight.Type == Graphic3d_TOLS_AMBIENT)
566 anAmbient += aLight.Color;
569 else if (aLightsNb >= OpenGLMaxLights)
574 OpenGl_ShaderLightType& aLightType = aLightTypeArray[aLightsNb];
575 aLightType.Type = aLight.Type;
576 aLightType.IsHeadlight = aLight.IsHeadlight;
578 OpenGl_ShaderLightParameters& aLightParams = aLightParamsArray[aLightsNb];
579 aLightParams.Color = aLight.Color;
580 aLightParams.Position = aLight.Type == Graphic3d_TOLS_DIRECTIONAL
583 if (aLight.Type == Graphic3d_TOLS_SPOT)
585 aLightParams.Direction = aLight.Direction;
587 aLightParams.Parameters = aLight.Params;
591 theProgram->SetUniform (myContext,
592 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
594 theProgram->SetUniform (myContext,
595 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT),
597 theProgram->SetUniform (myContext,
598 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
599 OpenGLMaxLights * OpenGl_ShaderLightType::NbOfVec2i(),
600 aLightTypeArray[0].Packed());
603 theProgram->SetUniform (myContext,
604 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_PARAMS),
605 aLightsNb * OpenGl_ShaderLightParameters::NbOfVec4(),
606 aLightParamsArray[0].Packed());
608 delete[] aLightParamsArray;
609 delete[] aLightTypeArray;
611 theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
614 // =======================================================================
615 // function : PushProjectionState
616 // purpose : Pushes state of OCCT projection transform to the program
617 // =======================================================================
618 void OpenGl_ShaderManager::PushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const
620 if (myProjectionState.Index() == theProgram->ActiveState (OpenGl_PROJECTION_STATE))
625 theProgram->SetUniform (myContext,
626 theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX),
627 myProjectionState.ProjectionMatrix());
629 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE);
630 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
632 theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse());
635 theProgram->SetUniform (myContext,
636 theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE),
637 myProjectionState.ProjectionMatrix(), true);
639 aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE);
640 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
642 theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse(), true);
645 theProgram->UpdateState (OpenGl_PROJECTION_STATE, myProjectionState.Index());
648 // =======================================================================
649 // function : PushModelWorldState
650 // purpose : Pushes state of OCCT model-world transform to the program
651 // =======================================================================
652 void OpenGl_ShaderManager::PushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const
654 if (myModelWorldState.Index() == theProgram->ActiveState (OpenGl_MODEL_WORLD_STATE))
659 theProgram->SetUniform (myContext,
660 theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX),
661 myModelWorldState.ModelWorldMatrix());
663 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE);
664 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
666 theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse());
669 theProgram->SetUniform (myContext,
670 theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE),
671 myModelWorldState.ModelWorldMatrix(), true);
673 aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE);
674 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
676 theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse(), true);
679 theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
682 // =======================================================================
683 // function : PushWorldViewState
684 // purpose : Pushes state of OCCT world-view transform to the program
685 // =======================================================================
686 void OpenGl_ShaderManager::PushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const
688 if (myWorldViewState.Index() == theProgram->ActiveState (OpenGl_WORLD_VIEW_STATE))
693 theProgram->SetUniform (myContext,
694 theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX),
695 myWorldViewState.WorldViewMatrix());
697 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE);
698 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
700 theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse());
703 theProgram->SetUniform (myContext,
704 theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE),
705 myWorldViewState.WorldViewMatrix(), true);
707 aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE);
708 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
710 theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse(), true);
713 theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
716 // =======================================================================
717 // function : UpdateClippingState
718 // purpose : Updates state of OCCT clipping planes
719 // =======================================================================
720 void OpenGl_ShaderManager::UpdateClippingState()
722 myClippingState.Update();
725 // =======================================================================
726 // function : RevertClippingState
727 // purpose : Reverts state of OCCT clipping planes
728 // =======================================================================
729 void OpenGl_ShaderManager::RevertClippingState()
731 myClippingState.Revert();
734 // =======================================================================
735 // function : PushClippingState
736 // purpose : Pushes state of OCCT clipping planes to the program
737 // =======================================================================
738 void OpenGl_ShaderManager::PushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const
740 if (myClippingState.Index() == theProgram->ActiveState (OpenGl_CLIP_PLANES_STATE))
745 theProgram->UpdateState (OpenGl_CLIP_PLANES_STATE, myClippingState.Index());
746 const GLint aLocEquations = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_EQUATIONS);
747 if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION)
753 for (Graphic3d_SequenceOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
754 anIter.More(); anIter.Next())
756 const Handle(Graphic3d_ClipPlane)& aPlane = anIter.Value();
757 if (!myContext->Clipping().IsEnabled (aPlane))
769 OpenGl_Vec4 anEquations[THE_MAX_CLIP_PLANES];
771 for (Graphic3d_SequenceOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
772 anIter.More(); anIter.Next())
774 const Handle(Graphic3d_ClipPlane)& aPlane = anIter.Value();
775 if (!myContext->Clipping().IsEnabled (aPlane))
779 else if (aPlaneId >= THE_MAX_CLIP_PLANES)
781 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
782 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
783 "Warning: clipping planes limit (8) has been exceeded.");
787 const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
788 anEquations[aPlaneId] = OpenGl_Vec4 ((float) anEquation.x(),
789 (float) anEquation.y(),
790 (float) anEquation.z(),
791 (float) anEquation.w());
795 theProgram->SetUniform (myContext,
796 theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT),
798 theProgram->SetUniform (myContext, aLocEquations, THE_MAX_CLIP_PLANES, anEquations);
801 // =======================================================================
802 // function : PushState
803 // purpose : Pushes state of OCCT graphics parameters to the program
804 // =======================================================================
805 void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const
807 PushClippingState (theProgram);
808 PushWorldViewState (theProgram);
809 PushModelWorldState (theProgram);
810 PushProjectionState (theProgram);
811 PushLightSourceState (theProgram);
814 // =======================================================================
815 // function : prepareStdProgramFont
817 // =======================================================================
818 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFont()
820 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
821 TCollection_AsciiString aSrcVert = TCollection_AsciiString()
822 + EOL"THE_SHADER_OUT vec2 TexCoord;"
825 EOL" TexCoord = occTexCoord.st;"
826 EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
829 TCollection_AsciiString
830 aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, TexCoord.st).a; }";
831 #if !defined(GL_ES_VERSION_2_0)
832 if (myContext->core11 == NULL)
834 aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, TexCoord.st).r; }";
838 TCollection_AsciiString aSrcFrag = TCollection_AsciiString() +
839 + EOL"THE_SHADER_IN vec2 TexCoord;"
843 EOL" vec4 aColor = occColor;"
844 EOL" aColor.a *= getAlpha();"
845 EOL" if (aColor.a <= 0.285) discard;"
846 EOL" occFragColor = aColor;"
849 #if !defined(GL_ES_VERSION_2_0)
850 if (myContext->core32 != NULL)
852 aProgramSrc->SetHeader ("#version 150");
855 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
856 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
857 TCollection_AsciiString aKey;
858 if (!Create (aProgramSrc, aKey, myFontProgram))
860 myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
861 return Standard_False;
863 return Standard_True;
866 // =======================================================================
867 // function : prepareStdProgramFboBlit
869 // =======================================================================
870 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFboBlit()
872 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
873 TCollection_AsciiString aSrcVert =
874 EOL"THE_SHADER_OUT vec2 TexCoord;"
877 EOL" TexCoord = occVertex.zw;"
878 EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
881 TCollection_AsciiString aSrcFrag =
882 EOL"uniform sampler2D uColorSampler;"
883 EOL"uniform sampler2D uDepthSampler;"
885 EOL"THE_SHADER_IN vec2 TexCoord;"
889 EOL" gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;"
890 EOL" occFragColor = occTexture2D (uColorSampler, TexCoord);"
893 #if defined(GL_ES_VERSION_2_0)
894 if (myContext->IsGlGreaterEqual (3, 0))
896 aProgramSrc->SetHeader ("#version 300 es");
900 // there is no way to draw into depth buffer
902 EOL"uniform sampler2D uColorSampler;"
904 EOL"THE_SHADER_IN vec2 TexCoord;"
908 EOL" occFragColor = occTexture2D (uColorSampler, TexCoord);"
912 if (myContext->core32 != NULL)
914 aProgramSrc->SetHeader ("#version 150");
917 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
918 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
919 TCollection_AsciiString aKey;
920 if (!Create (aProgramSrc, aKey, myBlitProgram))
922 myBlitProgram = new OpenGl_ShaderProgram(); // just mark as invalid
923 return Standard_False;
926 myContext->BindProgram (myBlitProgram);
927 myBlitProgram->SetSampler (myContext, "uColorSampler", 0);
928 myBlitProgram->SetSampler (myContext, "uDepthSampler", 1);
929 myContext->BindProgram (NULL);
930 return Standard_True;
933 // =======================================================================
934 // function : pointSpriteAlphaSrc
936 // =======================================================================
937 TCollection_AsciiString OpenGl_ShaderManager::pointSpriteAlphaSrc (const Standard_Integer theBits)
939 TCollection_AsciiString aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, " THE_VEC2_glPointCoord ").a; }";
940 #if !defined(GL_ES_VERSION_2_0)
941 if (myContext->core11 == NULL
942 && (theBits & OpenGl_PO_TextureA) != 0)
944 aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, " THE_VEC2_glPointCoord ").r; }";
955 // =======================================================================
956 // function : textureUsed
958 // =======================================================================
959 static bool textureUsed (const Standard_Integer theBits)
961 return (theBits & OpenGl_PO_TextureA) != 0 || (theBits & OpenGl_PO_TextureRGB) != 0;
966 // =======================================================================
967 // function : prepareStdProgramFlat
969 // =======================================================================
970 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFlat (Handle(OpenGl_ShaderProgram)& theProgram,
971 const Standard_Integer theBits)
973 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
974 TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain;
975 TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
976 TCollection_AsciiString aSrcFragMainGetColor = EOL" occFragColor = getColor();";
977 if ((theBits & OpenGl_PO_Point) != 0)
979 #if defined(GL_ES_VERSION_2_0)
980 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
983 if ((theBits & OpenGl_PO_TextureRGB) != 0)
986 EOL"vec4 getColor(void) { return occTexture2D(occActiveSampler, " THE_VEC2_glPointCoord "); }";
989 if (textureUsed (theBits))
991 aSrcGetAlpha = pointSpriteAlphaSrc (theBits);
993 #if !defined(GL_ES_VERSION_2_0)
994 if (myContext->core11 != NULL
995 && myContext->IsGlGreaterEqual (2, 1))
997 aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
1001 aSrcFragMainGetColor =
1002 EOL" vec4 aColor = getColor();"
1003 EOL" aColor.a = getAlpha();"
1004 EOL" if (aColor.a <= 0.1) discard;"
1005 EOL" occFragColor = aColor;";
1009 aSrcFragMainGetColor =
1010 EOL" vec4 aColor = getColor();"
1011 EOL" if (aColor.a <= 0.1) discard;"
1012 EOL" occFragColor = aColor;";
1017 if ((theBits & OpenGl_PO_TextureRGB) != 0)
1019 aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
1020 aSrcFragExtraOut += THE_VARY_TexCoord_IN;
1021 aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
1024 EOL"vec4 getColor(void) { return occTexture2D(occActiveSampler, TexCoord.st / TexCoord.w); }";
1026 else if ((theBits & OpenGl_PO_TextureEnv) != 0)
1028 aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
1029 aSrcFragExtraOut += THE_VARY_TexCoord_IN;
1031 aSrcVertExtraFunc = THE_FUNC_transformNormal;
1033 aSrcVertExtraMain +=
1034 EOL" vec4 aPosition = occWorldViewMatrix * occModelWorldMatrix * occVertex;"
1035 EOL" vec3 aNormal = transformNormal (occNormal);"
1036 EOL" vec3 aReflect = reflect (normalize (aPosition.xyz), aNormal);"
1037 EOL" aReflect.z += 1.0;"
1038 EOL" TexCoord = vec4(aReflect.xy * inversesqrt (dot (aReflect, aReflect)) * 0.5 + vec2 (0.5), 0.0, 1.0);";
1041 EOL"vec4 getColor(void) { return occTexture2D (occActiveSampler, TexCoord.st); }";
1044 if ((theBits & OpenGl_PO_VertColor) != 0)
1046 aSrcVertExtraOut += EOL"THE_SHADER_OUT vec4 VertColor;";
1047 aSrcVertExtraMain += EOL" VertColor = occVertColor;";
1048 aSrcFragExtraOut += EOL"THE_SHADER_IN vec4 VertColor;";
1049 aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }";
1051 if ((theBits & OpenGl_PO_ClipPlanes) != 0)
1054 EOL"THE_SHADER_OUT vec4 PositionWorld;"
1055 EOL"THE_SHADER_OUT vec4 Position;";
1057 EOL"THE_SHADER_IN vec4 PositionWorld;"
1058 EOL"THE_SHADER_IN vec4 Position;";
1059 aSrcVertExtraMain +=
1060 EOL" PositionWorld = occModelWorldMatrix * occVertex;"
1061 EOL" Position = occWorldViewMatrix * PositionWorld;";
1062 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES;
1065 TCollection_AsciiString aSrcVertEndMain;
1066 if ((theBits & OpenGl_PO_StippleLine) != 0)
1068 bool hasGlslBitOps = false;
1069 #if defined(GL_ES_VERSION_2_0)
1070 if (myContext->IsGlGreaterEqual (3, 0))
1072 aProgramSrc->SetHeader ("#version 300 es");
1073 hasGlslBitOps = true;
1076 if (myContext->IsGlGreaterEqual (3, 0))
1078 aProgramSrc->SetHeader ("#version 130");
1079 hasGlslBitOps = true;
1081 else if(myContext->CheckExtension("GL_EXT_gpu_shader4"))
1083 aProgramSrc->SetHeader ("#extension GL_EXT_gpu_shader4 : enable");
1084 hasGlslBitOps = true;
1091 EOL"THE_SHADER_OUT vec2 ScreenSpaceCoord;";
1093 EOL"THE_SHADER_IN vec2 ScreenSpaceCoord;"
1094 EOL"uniform int uPattern;"
1095 EOL"uniform float uFactor;";
1097 EOL" ScreenSpaceCoord = gl_Position.xy / gl_Position.w;";
1098 aSrcFragMainGetColor =
1099 EOL" float anAngle = atan (dFdx (ScreenSpaceCoord.x), dFdy (ScreenSpaceCoord.y));"
1100 EOL" float aRotatePoint = gl_FragCoord.x * sin (anAngle) + gl_FragCoord.y * cos (anAngle);"
1101 EOL" uint aBit = uint (floor (aRotatePoint / uFactor + 0.5)) & 15U;"
1102 EOL" if ((uint (uPattern) & (1U << aBit)) == 0U) discard;"
1103 EOL" vec4 aColor = getColor();"
1104 EOL" if (aColor.a <= 0.1) discard;"
1105 EOL" occFragColor = aColor;";
1109 const TCollection_ExtendedString aWarnMessage =
1110 "Warning: stipple lines in GLSL will be ignored.";
1111 myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
1112 GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, aWarnMessage);
1122 + EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
1133 + aSrcFragMainGetColor
1136 #if !defined(GL_ES_VERSION_2_0)
1137 if (myContext->core32 != NULL)
1139 aProgramSrc->SetHeader ("#version 150");
1142 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
1143 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
1145 TCollection_AsciiString aKey;
1146 if (!Create (aProgramSrc, aKey, theProgram))
1148 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1149 return Standard_False;
1151 return Standard_True;
1154 // =======================================================================
1155 // function : pointSpriteShadingSrc
1157 // =======================================================================
1158 TCollection_AsciiString OpenGl_ShaderManager::pointSpriteShadingSrc (const TCollection_AsciiString theBaseColorSrc,
1159 const Standard_Integer theBits)
1161 TCollection_AsciiString aSrcFragGetColor;
1162 if ((theBits & OpenGl_PO_TextureA) != 0)
1164 aSrcFragGetColor = pointSpriteAlphaSrc (theBits) +
1165 EOL"vec4 getColor(void)"
1167 EOL" vec4 aColor = " + theBaseColorSrc + ";"
1168 EOL" aColor.a = getAlpha();"
1169 EOL" if (aColor.a <= 0.1) discard;"
1170 EOL" return aColor;"
1173 else if ((theBits & OpenGl_PO_TextureRGB) != 0)
1175 aSrcFragGetColor = TCollection_AsciiString() +
1176 EOL"vec4 getColor(void)"
1178 EOL" vec4 aColor = " + theBaseColorSrc + ";"
1179 EOL" aColor = occTexture2D(occActiveSampler, " THE_VEC2_glPointCoord ") * aColor;"
1180 EOL" if (aColor.a <= 0.1) discard;"
1181 EOL" return aColor;"
1185 return aSrcFragGetColor;
1188 // =======================================================================
1189 // function : stdComputeLighting
1191 // =======================================================================
1192 TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting (const Standard_Boolean theHasVertColor)
1194 Standard_Integer aLightsMap[Graphic3d_TOLS_SPOT + 1] = { 0, 0, 0, 0 };
1195 TCollection_AsciiString aLightsFunc, aLightsLoop;
1196 const OpenGl_ListOfLight* aLights = myLightSourceState.LightSources();
1197 if (aLights != NULL)
1199 Standard_Integer anIndex = 0;
1200 for (OpenGl_ListOfLight::Iterator aLightIter (*aLights); aLightIter.More(); aLightIter.Next(), ++anIndex)
1202 switch (aLightIter.Value().Type)
1204 case Graphic3d_TOLS_AMBIENT:
1206 break; // skip ambient
1207 case Graphic3d_TOLS_DIRECTIONAL:
1208 aLightsLoop = aLightsLoop + EOL" directionalLight (" + anIndex + ", theNormal, theView, theIsFront);";
1210 case Graphic3d_TOLS_POSITIONAL:
1211 aLightsLoop = aLightsLoop + EOL" pointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
1213 case Graphic3d_TOLS_SPOT:
1214 aLightsLoop = aLightsLoop + EOL" spotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
1217 aLightsMap[aLightIter.Value().Type] += 1;
1219 const Standard_Integer aNbLoopLights = aLightsMap[Graphic3d_TOLS_DIRECTIONAL]
1220 + aLightsMap[Graphic3d_TOLS_POSITIONAL]
1221 + aLightsMap[Graphic3d_TOLS_SPOT];
1222 if (aLightsMap[Graphic3d_TOLS_DIRECTIONAL] == 1
1223 && aNbLoopLights == 1)
1225 // use the version with hard-coded first index
1226 aLightsLoop = EOL" directionalLightFirst(theNormal, theView, theIsFront);";
1227 aLightsFunc += THE_FUNC_directionalLightFirst;
1229 else if (aLightsMap[Graphic3d_TOLS_DIRECTIONAL] > 0)
1231 aLightsFunc += THE_FUNC_directionalLight;
1233 if (aLightsMap[Graphic3d_TOLS_POSITIONAL] > 0)
1235 aLightsFunc += THE_FUNC_pointLight;
1237 if (aLightsMap[Graphic3d_TOLS_SPOT] > 0)
1239 aLightsFunc += THE_FUNC_spotLight;
1243 TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();";
1244 TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();";
1245 if (theHasVertColor)
1247 aGetMatAmbient = "getVertColor();";
1248 aGetMatDiffuse = "getVertColor();";
1251 return TCollection_AsciiString()
1255 EOL"vec4 computeLighting (in vec3 theNormal,"
1256 EOL" in vec3 theView,"
1257 EOL" in vec4 thePoint,"
1258 EOL" in bool theIsFront)"
1260 EOL" Ambient = occLightAmbient.rgb;"
1261 EOL" Diffuse = vec3 (0.0);"
1262 EOL" Specular = vec3 (0.0);"
1263 EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
1265 + EOL" vec4 aMatAmbient = " + aGetMatAmbient
1266 + EOL" vec4 aMatDiffuse = " + aGetMatDiffuse
1267 + EOL" vec4 aMatSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();"
1268 EOL" vec4 aMatEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
1269 EOL" vec3 aColor = Ambient * aMatAmbient.rgb"
1270 EOL" + Diffuse * aMatDiffuse.rgb"
1271 EOL" + Specular * aMatSpecular.rgb"
1272 EOL" + aMatEmission.rgb;"
1273 EOL" return vec4 (aColor, aMatDiffuse.a);"
1277 // =======================================================================
1278 // function : prepareStdProgramGouraud
1280 // =======================================================================
1281 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram,
1282 const Standard_Integer theBits)
1284 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1285 TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain;
1286 TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
1287 if ((theBits & OpenGl_PO_Point) != 0)
1289 #if defined(GL_ES_VERSION_2_0)
1290 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
1293 if (textureUsed (theBits))
1295 #if !defined(GL_ES_VERSION_2_0)
1296 if (myContext->core11 != NULL
1297 && myContext->IsGlGreaterEqual (2, 1))
1299 aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
1303 aSrcFragGetColor = pointSpriteShadingSrc ("gl_FrontFacing ? FrontColor : BackColor", theBits);
1308 if ((theBits & OpenGl_PO_TextureRGB) != 0)
1310 aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
1311 aSrcFragExtraOut += THE_VARY_TexCoord_IN;
1312 aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
1315 EOL"vec4 getColor(void)"
1317 EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
1318 EOL" return occTexture2D(occActiveSampler, TexCoord.st / TexCoord.w) * aColor;"
1323 if ((theBits & OpenGl_PO_VertColor) != 0)
1325 aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
1328 if ((theBits & OpenGl_PO_ClipPlanes) != 0)
1331 EOL"THE_SHADER_OUT vec4 PositionWorld;"
1332 EOL"THE_SHADER_OUT vec4 Position;";
1334 EOL"THE_SHADER_IN vec4 PositionWorld;"
1335 EOL"THE_SHADER_IN vec4 Position;";
1336 aSrcVertExtraMain +=
1337 EOL" PositionWorld = aPositionWorld;"
1338 EOL" Position = aPosition;";
1339 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES;
1342 const TCollection_AsciiString aLights = stdComputeLighting ((theBits & OpenGl_PO_VertColor) != 0);
1343 aSrcVert = TCollection_AsciiString()
1344 + THE_FUNC_transformNormal
1349 EOL"THE_SHADER_OUT vec4 FrontColor;"
1350 EOL"THE_SHADER_OUT vec4 BackColor;"
1355 EOL" vec4 aPositionWorld = occModelWorldMatrix * occVertex;"
1356 EOL" vec4 aPosition = occWorldViewMatrix * aPositionWorld;"
1357 EOL" vec3 aNormal = transformNormal (occNormal);"
1358 EOL" vec3 aView = vec3 (0.0, 0.0, 1.0);"
1359 EOL" FrontColor = computeLighting (normalize (aNormal), normalize (aView), aPosition, true);"
1360 EOL" BackColor = computeLighting (normalize (aNormal), normalize (aView), aPosition, false);"
1362 + EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
1365 aSrcFrag = TCollection_AsciiString()
1366 + EOL"THE_SHADER_IN vec4 FrontColor;"
1367 EOL"THE_SHADER_IN vec4 BackColor;"
1373 + EOL" occFragColor = getColor();"
1376 #if !defined(GL_ES_VERSION_2_0)
1377 if (myContext->core32 != NULL)
1379 aProgramSrc->SetHeader ("#version 150");
1382 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
1383 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
1384 TCollection_AsciiString aKey;
1385 if (!Create (aProgramSrc, aKey, theProgram))
1387 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1388 return Standard_False;
1390 return Standard_True;
1393 // =======================================================================
1394 // function : prepareStdProgramPhong
1396 // =======================================================================
1397 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram,
1398 const Standard_Integer theBits)
1400 #define thePhongCompLight "computeLighting (normalize (Normal), normalize (View), Position, gl_FrontFacing)"
1402 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1403 TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraOut, aSrcFragGetVertColor, aSrcFragExtraMain;
1404 TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return " thePhongCompLight "; }";
1405 if ((theBits & OpenGl_PO_Point) != 0)
1407 #if defined(GL_ES_VERSION_2_0)
1408 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
1411 if (textureUsed (theBits))
1413 #if !defined(GL_ES_VERSION_2_0)
1414 if (myContext->core11 != NULL
1415 && myContext->IsGlGreaterEqual (2, 1))
1417 aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
1421 aSrcFragGetColor = pointSpriteShadingSrc (thePhongCompLight, theBits);
1426 if ((theBits & OpenGl_PO_TextureRGB) != 0)
1428 aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
1429 aSrcFragExtraOut += THE_VARY_TexCoord_IN;
1430 aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
1433 EOL"vec4 getColor(void)"
1435 EOL" vec4 aColor = " thePhongCompLight ";"
1436 EOL" return occTexture2D(occActiveSampler, TexCoord.st / TexCoord.w) * aColor;"
1441 if ((theBits & OpenGl_PO_VertColor) != 0)
1443 aSrcVertExtraOut += EOL"THE_SHADER_OUT vec4 VertColor;";
1444 aSrcVertExtraMain += EOL" VertColor = occVertColor;";
1445 aSrcFragGetVertColor = EOL"THE_SHADER_IN vec4 VertColor;"
1446 EOL"vec4 getVertColor(void) { return VertColor; }";
1449 if ((theBits & OpenGl_PO_ClipPlanes) != 0)
1451 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES;
1454 aSrcVert = TCollection_AsciiString()
1455 + THE_FUNC_transformNormal
1457 EOL"THE_SHADER_OUT vec4 PositionWorld;"
1458 EOL"THE_SHADER_OUT vec4 Position;"
1459 EOL"THE_SHADER_OUT vec3 Normal;"
1460 EOL"THE_SHADER_OUT vec3 View;"
1465 EOL" PositionWorld = occModelWorldMatrix * occVertex;"
1466 EOL" Position = occWorldViewMatrix * PositionWorld;"
1467 EOL" Normal = transformNormal (occNormal);"
1468 EOL" View = vec3 (0.0, 0.0, 1.0);"
1470 + EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
1473 const TCollection_AsciiString aLights = stdComputeLighting ((theBits & OpenGl_PO_VertColor) != 0);
1474 aSrcFrag = TCollection_AsciiString()
1475 + EOL"THE_SHADER_IN vec4 PositionWorld;"
1476 EOL"THE_SHADER_IN vec4 Position;"
1477 EOL"THE_SHADER_IN vec3 Normal;"
1478 EOL"THE_SHADER_IN vec3 View;"
1481 + aSrcFragGetVertColor
1488 + EOL" occFragColor = getColor();"
1491 #if !defined(GL_ES_VERSION_2_0)
1492 if (myContext->core32 != NULL)
1494 aProgramSrc->SetHeader ("#version 150");
1497 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
1498 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
1499 TCollection_AsciiString aKey;
1500 if (!Create (aProgramSrc, aKey, theProgram))
1502 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1503 return Standard_False;
1505 return Standard_True;
1508 // =======================================================================
1509 // function : prepareStdProgramStereo
1511 // =======================================================================
1512 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
1513 const Graphic3d_StereoMode theStereoMode)
1515 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1516 TCollection_AsciiString aSrcVert =
1517 EOL"THE_SHADER_OUT vec2 TexCoord;"
1520 EOL" TexCoord = occVertex.zw;"
1521 EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
1524 TCollection_AsciiString aSrcFrag;
1525 switch (theStereoMode)
1527 case Graphic3d_StereoMode_Anaglyph:
1530 EOL"uniform sampler2D uLeftSampler;"
1531 EOL"uniform sampler2D uRightSampler;"
1533 EOL"uniform mat4 uMultL;"
1534 EOL"uniform mat4 uMultR;"
1536 EOL"vec4 THE_POW_UP = vec4 (2.2, 2.2, 2.2, 1.0);"
1537 EOL"vec4 THE_POW_DOWN = 1.0 / THE_POW_UP;"
1539 EOL"THE_SHADER_IN vec2 TexCoord;"
1543 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
1544 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
1545 EOL" aColorL = pow (aColorL, THE_POW_UP);" // normalize
1546 EOL" aColorR = pow (aColorR, THE_POW_UP);"
1547 EOL" vec4 aColor = uMultR * aColorR + uMultL * aColorL;"
1548 EOL" occFragColor = pow (aColor, THE_POW_DOWN);"
1552 case Graphic3d_StereoMode_RowInterlaced:
1555 EOL"uniform sampler2D uLeftSampler;"
1556 EOL"uniform sampler2D uRightSampler;"
1558 EOL"THE_SHADER_IN vec2 TexCoord;"
1562 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
1563 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
1564 EOL" if (int (mod (gl_FragCoord.y - 1023.5, 2.0)) != 1)"
1566 EOL" occFragColor = aColorL;"
1570 EOL" occFragColor = aColorR;"
1575 case Graphic3d_StereoMode_ColumnInterlaced:
1578 EOL"uniform sampler2D uLeftSampler;"
1579 EOL"uniform sampler2D uRightSampler;"
1581 EOL"THE_SHADER_IN vec2 TexCoord;"
1585 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
1586 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
1587 EOL" if (int (mod (gl_FragCoord.x - 1023.5, 2.0)) == 1)"
1589 EOL" occFragColor = aColorL;"
1593 EOL" occFragColor = aColorR;"
1598 case Graphic3d_StereoMode_ChessBoard:
1601 EOL"uniform sampler2D uLeftSampler;"
1602 EOL"uniform sampler2D uRightSampler;"
1604 EOL"THE_SHADER_IN vec2 TexCoord;"
1608 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
1609 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
1610 EOL" bool isEvenX = int(mod(floor(gl_FragCoord.x - 1023.5), 2.0)) != 1;"
1611 EOL" bool isEvenY = int(mod(floor(gl_FragCoord.y - 1023.5), 2.0)) == 1;"
1612 EOL" if ((isEvenX && isEvenY) || (!isEvenX && !isEvenY))"
1614 EOL" occFragColor = aColorL;"
1618 EOL" occFragColor = aColorR;"
1623 case Graphic3d_StereoMode_SideBySide:
1626 EOL"uniform sampler2D uLeftSampler;"
1627 EOL"uniform sampler2D uRightSampler;"
1629 EOL"THE_SHADER_IN vec2 TexCoord;"
1633 EOL" vec2 aTexCoord = vec2 (TexCoord.x * 2.0, TexCoord.y);"
1634 EOL" if (TexCoord.x > 0.5)"
1636 EOL" aTexCoord.x -= 1.0;"
1638 EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
1639 EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
1640 EOL" if (TexCoord.x <= 0.5)"
1642 EOL" occFragColor = aColorL;"
1646 EOL" occFragColor = aColorR;"
1651 case Graphic3d_StereoMode_OverUnder:
1654 EOL"uniform sampler2D uLeftSampler;"
1655 EOL"uniform sampler2D uRightSampler;"
1657 EOL"THE_SHADER_IN vec2 TexCoord;"
1661 EOL" vec2 aTexCoord = vec2 (TexCoord.x, TexCoord.y * 2.0);"
1662 EOL" if (TexCoord.y > 0.5)"
1664 EOL" aTexCoord.y -= 1.0;"
1666 EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
1667 EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
1668 EOL" if (TexCoord.y <= 0.5)"
1670 EOL" occFragColor = aColorL;"
1674 EOL" occFragColor = aColorR;"
1679 case Graphic3d_StereoMode_QuadBuffer:
1680 case Graphic3d_StereoMode_SoftPageFlip:
1683 /*const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[Graphic3d_StereoMode_QuadBuffer];
1684 if (!aProgram.IsNull())
1686 return aProgram->IsValid();
1689 EOL"uniform sampler2D uLeftSampler;"
1690 EOL"uniform sampler2D uRightSampler;"
1692 EOL"THE_SHADER_IN vec2 TexCoord;"
1696 EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
1697 EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
1698 EOL" aColorL.b = 0.0;"
1699 EOL" aColorL.g = 0.0;"
1700 EOL" aColorR.r = 0.0;"
1701 EOL" occFragColor = aColorL + aColorR;"
1707 #if !defined(GL_ES_VERSION_2_0)
1708 if (myContext->core32 != NULL)
1710 aProgramSrc->SetHeader ("#version 150");
1714 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
1715 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
1716 TCollection_AsciiString aKey;
1717 if (!Create (aProgramSrc, aKey, theProgram))
1719 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1720 return Standard_False;
1723 myContext->BindProgram (theProgram);
1724 theProgram->SetSampler (myContext, "uLeftSampler", 0);
1725 theProgram->SetSampler (myContext, "uRightSampler", 1);
1726 myContext->BindProgram (NULL);
1727 return Standard_True;
1730 // =======================================================================
1731 // function : bindProgramWithState
1733 // =======================================================================
1734 Standard_Boolean OpenGl_ShaderManager::bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram)
1736 if (!myContext->BindProgram (theProgram))
1738 return Standard_False;
1740 theProgram->ApplyVariables (myContext);
1742 PushState (theProgram);
1743 return Standard_True;