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 <OpenGl_AspectFace.hxx>
19 #include <OpenGl_AspectLine.hxx>
20 #include <OpenGl_AspectMarker.hxx>
21 #include <OpenGl_AspectText.hxx>
22 #include <OpenGl_Clipping.hxx>
23 #include <OpenGl_Context.hxx>
24 #include <OpenGl_ShaderManager.hxx>
25 #include <OpenGl_ShaderProgram.hxx>
26 #include <OpenGl_Workspace.hxx>
28 IMPLEMENT_STANDARD_HANDLE (OpenGl_SetOfShaderPrograms, Standard_Transient)
29 IMPLEMENT_STANDARD_RTTIEXT(OpenGl_SetOfShaderPrograms, Standard_Transient)
31 IMPLEMENT_STANDARD_HANDLE (OpenGl_ShaderManager, Standard_Transient)
32 IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager, Standard_Transient)
39 //! Definition of VertColor varying.
40 const char THE_VARY_VertColor[] =
41 EOL"varying vec4 VertColor;";
43 const char THE_VARY_TexCoord[] =
44 EOL"varying vec2 TexCoord;";
46 //! Auxiliary function to transform normal
47 const char THE_FUNC_transformNormal[] =
48 EOL"vec3 transformNormal (in vec3 theNormal)"
50 EOL" vec4 aResult = occWorldViewMatrixInverseTranspose"
51 EOL" * occModelWorldMatrixInverseTranspose"
52 EOL" * vec4 (theNormal, 0.0);"
53 EOL" return normalize (aResult.xyz);"
56 //! Global shader variable for color definition with lighting enabled.
57 const char THE_FUNC_lightDef[] =
58 EOL"vec3 Ambient;" //!< Ambient contribution of light sources
59 EOL"vec3 Diffuse;" //!< Diffuse contribution of light sources
60 EOL"vec3 Specular;"; //!< Specular contribution of light sources
62 //! Function computes contribution of isotropic point light source
63 const char THE_FUNC_pointLight[] =
64 EOL"void pointLight (in int theId,"
65 EOL" in vec3 theNormal,"
66 EOL" in vec3 theView,"
67 EOL" in vec3 thePoint,"
68 EOL" in bool theIsFront)"
70 EOL" vec3 aLight = occLight_Position (theId).xyz;"
71 EOL" if (occLight_IsHeadlight (theId) == 0)"
73 EOL" aLight = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aLight, 1.0));"
75 EOL" aLight -= thePoint;"
77 EOL" float aDist = length (aLight);"
78 EOL" aLight = aLight * (1.0 / aDist);"
80 EOL" float anAtten = 1.0 / (occLight_ConstAttenuation (theId)"
81 EOL" + occLight_LinearAttenuation (theId) * aDist);"
83 EOL" vec3 aHalf = normalize (aLight + theView);"
85 EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
86 EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
87 EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
89 EOL" float aSpecl = 0.0;"
90 EOL" if (aNdotL > 0.0)"
92 EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
95 EOL"Diffuse += occLight_Diffuse (theId).rgb * aNdotL * anAtten;"
96 EOL"Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;"
99 //! Function computes contribution of spotlight source
100 const char THE_FUNC_spotLight[] =
101 EOL"void spotLight (in int theId,"
102 EOL" in vec3 theNormal,"
103 EOL" in vec3 theView,"
104 EOL" in vec3 thePoint,"
105 EOL" in bool theIsFront)"
107 EOL" vec3 aLight = occLight_Position (theId).xyz;"
108 EOL" vec3 aSpotDir = occLight_SpotDirection (theId).xyz;"
109 EOL" if (occLight_IsHeadlight (theId) == 0)"
111 EOL" aLight = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aLight, 1.0));"
112 EOL" aSpotDir = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aSpotDir, 0.0));"
114 EOL" aLight -= thePoint;"
116 EOL" float aDist = length (aLight);"
117 EOL" aLight = aLight * (1.0 / aDist);"
119 EOL" aSpotDir = normalize (aSpotDir);"
121 EOL" float aCosA = dot (aSpotDir, -aLight);"
122 EOL" if (aCosA >= 1.0 || aCosA < cos (occLight_SpotCutOff (theId)))"
127 EOL" float anExponent = occLight_SpotExponent (theId);"
128 EOL" float anAtten = 1.0 / (occLight_ConstAttenuation (theId)"
129 EOL" + occLight_LinearAttenuation (theId) * aDist);"
130 EOL" if (anExponent > 0.0)"
132 EOL" anAtten *= pow (aCosA, anExponent * 128.0);"
135 EOL" vec3 aHalf = normalize (aLight + theView);"
137 EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
138 EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
139 EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
141 EOL" float aSpecl = 0.0;"
142 EOL" if (aNdotL > 0.0)"
144 EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
147 EOL" Diffuse += occLight_Diffuse (theId).rgb * aNdotL * anAtten;"
148 EOL" Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;"
151 //! Function computes contribution of directional light source
152 const char THE_FUNC_directionalLight[] =
153 EOL"void directionalLight (in int theId,"
154 EOL" in vec3 theNormal,"
155 EOL" in vec3 theView,"
156 EOL" in bool theIsFront)"
158 EOL" vec3 aLight = normalize (occLight_Position (theId).xyz);"
159 EOL" if (occLight_IsHeadlight (theId) == 0)"
161 EOL" aLight = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aLight, 0.0));"
164 EOL" vec3 aHalf = normalize (aLight + theView);"
166 EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
167 EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
168 EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
170 EOL" float aSpecl = 0.0;"
171 EOL" if (aNdotL > 0.0)"
173 EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
176 EOL" Diffuse += occLight_Diffuse (theId).rgb * aNdotL;"
177 EOL" Specular += occLight_Specular (theId).rgb * aSpecl;"
180 //! Process clipping planes in Fragment Shader.
181 //! Should be added at the beginning of the main() function.
182 const char THE_FRAG_CLIP_PLANES[] =
183 EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount; ++aPlaneIter)"
185 EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
186 EOL" int aClipSpace = occClipPlaneSpaces[aPlaneIter];"
187 EOL" if (aClipSpace == OccEquationCoords_World)"
189 EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz) + aClipEquation.w < 0.0)"
194 EOL" else if (aClipSpace == OccEquationCoords_View)"
196 EOL" if (dot (aClipEquation.xyz, Position.xyz) + aClipEquation.w < 0.0)"
205 // =======================================================================
206 // function : OpenGl_ShaderManager
207 // purpose : Creates new empty shader manager
208 // =======================================================================
209 OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
210 : myShadingModel (Visual3d_TOM_VERTEX),
211 myContext (theContext),
217 // =======================================================================
218 // function : ~OpenGl_ShaderManager
219 // purpose : Releases resources of shader manager
220 // =======================================================================
221 OpenGl_ShaderManager::~OpenGl_ShaderManager()
223 myProgramList.Clear();
226 // =======================================================================
229 // =======================================================================
230 void OpenGl_ShaderManager::clear()
232 myProgramList.Clear();
233 myLightPrograms.Nullify();
234 myFlatPrograms = OpenGl_SetOfShaderPrograms();
235 myMapOfLightPrograms.Clear();
236 myFontProgram.Nullify();
237 switchLightPrograms();
240 // =======================================================================
242 // purpose : Creates new shader program
243 // =======================================================================
244 Standard_Boolean OpenGl_ShaderManager::Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
245 TCollection_AsciiString& theShareKey,
246 Handle(OpenGl_ShaderProgram)& theProgram)
248 theProgram.Nullify();
249 if (theProxy.IsNull())
251 return Standard_False;
254 theShareKey = theProxy->GetId();
255 if (myContext->GetResource<Handle(OpenGl_ShaderProgram)> (theShareKey, theProgram))
257 if (theProgram->Share())
259 myProgramList.Append (theProgram);
261 return Standard_True;
264 theProgram = new OpenGl_ShaderProgram (theProxy);
265 if (!theProgram->Initialize (myContext, theProxy->ShaderObjects()))
267 theProgram->Release (myContext);
269 theProgram.Nullify();
270 return Standard_False;
273 myProgramList.Append (theProgram);
274 myContext->ShareResource (theShareKey, theProgram);
275 return Standard_True;
278 // =======================================================================
279 // function : Unregister
280 // purpose : Removes specified shader program from the manager
281 // =======================================================================
282 void OpenGl_ShaderManager::Unregister (TCollection_AsciiString& theShareKey,
283 Handle(OpenGl_ShaderProgram)& theProgram)
285 for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
287 if (anIt.Value() == theProgram)
289 if (!theProgram->UnShare())
292 theProgram.Nullify();
296 myProgramList.Remove (anIt);
297 myMaterialStates.UnBind (theProgram);
302 const TCollection_AsciiString anID = theProgram->myProxy->GetId();
305 myContext->DelayedRelease (theProgram);
306 theProgram.Nullify();
310 theProgram.Nullify();
311 myContext->ReleaseResource (anID, Standard_True);
315 // =======================================================================
316 // function : ShaderPrograms
317 // purpose : Returns list of registered shader programs
318 // =======================================================================
319 const OpenGl_ShaderProgramList& OpenGl_ShaderManager::ShaderPrograms() const
321 return myProgramList;
324 // =======================================================================
326 // purpose : Returns true if no program objects are attached
327 // =======================================================================
328 Standard_Boolean OpenGl_ShaderManager::IsEmpty() const
330 return myProgramList.IsEmpty();
333 // =======================================================================
334 // function : switchLightPrograms
336 // =======================================================================
337 void OpenGl_ShaderManager::switchLightPrograms()
339 TCollection_AsciiString aKey (myShadingModel == Visual3d_TOM_FRAGMENT ? "p_" : "g_");
340 const OpenGl_ListOfLight* aLights = myLightSourceState.LightSources();
343 for (OpenGl_ListOfLight::Iterator aLightIter (*aLights); aLightIter.More(); aLightIter.Next())
345 switch (aLightIter.Value().Type)
347 case Visual3d_TOLS_AMBIENT:
348 break; // skip ambient
349 case Visual3d_TOLS_DIRECTIONAL:
352 case Visual3d_TOLS_POSITIONAL:
355 case Visual3d_TOLS_SPOT:
362 if (!myMapOfLightPrograms.Find (aKey, myLightPrograms))
364 myLightPrograms = new OpenGl_SetOfShaderPrograms();
365 myMapOfLightPrograms.Bind (aKey, myLightPrograms);
369 // =======================================================================
370 // function : UpdateLightSourceStateTo
371 // purpose : Updates state of OCCT light sources
372 // =======================================================================
373 void OpenGl_ShaderManager::UpdateLightSourceStateTo (const OpenGl_ListOfLight* theLights)
375 myLightSourceState.Set (theLights);
376 myLightSourceState.Update();
377 switchLightPrograms();
380 // =======================================================================
381 // function : SetShadingModel
383 // =======================================================================
384 void OpenGl_ShaderManager::SetShadingModel (const Visual3d_TypeOfModel theModel)
386 myShadingModel = theModel;
387 switchLightPrograms();
390 // =======================================================================
391 // function : SetProjectionState
392 // purpose : Sets new state of OCCT projection transform
393 // =======================================================================
394 void OpenGl_ShaderManager::UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix)
396 myProjectionState.Set (theProjectionMatrix);
397 myProjectionState.Update();
400 // =======================================================================
401 // function : SetModelWorldState
402 // purpose : Sets new state of OCCT model-world transform
403 // =======================================================================
404 void OpenGl_ShaderManager::UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix)
406 myModelWorldState.Set (theModelWorldMatrix);
407 myModelWorldState.Update();
410 // =======================================================================
411 // function : SetWorldViewState
412 // purpose : Sets new state of OCCT world-view transform
413 // =======================================================================
414 void OpenGl_ShaderManager::UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix)
416 myWorldViewState.Set (theWorldViewMatrix);
417 myWorldViewState.Update();
420 // =======================================================================
421 // function : LightSourceState
422 // purpose : Returns current state of OCCT light sources
423 // =======================================================================
424 const OpenGl_LightSourceState& OpenGl_ShaderManager::LightSourceState() const
426 return myLightSourceState;
429 // =======================================================================
430 // function : ProjectionState
431 // purpose : Returns current state of OCCT projection transform
432 // =======================================================================
433 const OpenGl_ProjectionState& OpenGl_ShaderManager::ProjectionState() const
435 return myProjectionState;
438 // =======================================================================
439 // function : ModelWorldState
440 // purpose : Returns current state of OCCT model-world transform
441 // =======================================================================
442 const OpenGl_ModelWorldState& OpenGl_ShaderManager::ModelWorldState() const
444 return myModelWorldState;
447 // =======================================================================
448 // function : WorldViewState
449 // purpose : Returns current state of OCCT world-view transform
450 // =======================================================================
451 const OpenGl_WorldViewState& OpenGl_ShaderManager::WorldViewState() const
453 return myWorldViewState;
456 //! Packed properties of light source
457 class OpenGl_ShaderLightParameters
462 OpenGl_Vec4 Position;
463 OpenGl_Vec4 Direction;
464 OpenGl_Vec4 Parameters;
466 //! Returns packed (serialized) representation of light source properties
467 const OpenGl_Vec4* Packed() const { return reinterpret_cast<const OpenGl_Vec4*> (this); }
468 static Standard_Integer NbOfVec4() { return 4; }
472 //! Packed light source type information
473 class OpenGl_ShaderLightType
477 Standard_Integer Type;
478 Standard_Integer IsHeadlight;
480 //! Returns packed (serialized) representation of light source type
481 const OpenGl_Vec2i* Packed() const { return reinterpret_cast<const OpenGl_Vec2i*> (this); }
482 static Standard_Integer NbOfVec2i() { return 1; }
486 // =======================================================================
487 // function : PushLightSourceState
488 // purpose : Pushes state of OCCT light sources to the program
489 // =======================================================================
490 void OpenGl_ShaderManager::PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
492 if (myLightSourceState.Index() == theProgram->ActiveState (OpenGl_LIGHT_SOURCES_STATE)
493 || !theProgram->IsValid())
498 OpenGl_ShaderLightType* aLightTypeArray = new OpenGl_ShaderLightType[OpenGLMaxLights];
499 for (Standard_Integer aLightIt = 0; aLightIt < OpenGLMaxLights; ++aLightIt)
501 aLightTypeArray[aLightIt].Type = -1;
504 const Standard_Integer aLightsDefNb = Min (myLightSourceState.LightSources()->Size(), OpenGLMaxLights);
505 if (aLightsDefNb < 1)
507 theProgram->SetUniform (myContext,
508 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
510 theProgram->SetUniform (myContext,
511 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT),
512 OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
513 theProgram->SetUniform (myContext,
514 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
515 OpenGLMaxLights * OpenGl_ShaderLightType::NbOfVec2i(),
516 aLightTypeArray[0].Packed());
517 theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
518 delete[] aLightTypeArray;
522 OpenGl_ShaderLightParameters* aLightParamsArray = new OpenGl_ShaderLightParameters[aLightsDefNb];
524 OpenGl_Vec4 anAmbient (0.0f, 0.0f, 0.0f, 0.0f);
525 Standard_Integer aLightsNb = 0;
526 for (OpenGl_ListOfLight::Iterator anIter (*myLightSourceState.LightSources()); anIter.More(); anIter.Next())
528 const OpenGl_Light& aLight = anIter.Value();
529 if (aLight.Type == Visual3d_TOLS_AMBIENT)
531 anAmbient += aLight.Color;
534 else if (aLightsNb >= OpenGLMaxLights)
539 OpenGl_ShaderLightType& aLightType = aLightTypeArray[aLightsNb];
540 aLightType.Type = aLight.Type;
541 aLightType.IsHeadlight = aLight.IsHeadlight;
543 OpenGl_ShaderLightParameters& aLightParams = aLightParamsArray[aLightsNb];
544 aLightParams.Color = aLight.Color;
545 aLightParams.Position = aLight.Type == Visual3d_TOLS_DIRECTIONAL
548 if (aLight.Type == Visual3d_TOLS_SPOT)
550 aLightParams.Direction = aLight.Direction;
552 aLightParams.Parameters = aLight.Params;
556 theProgram->SetUniform (myContext,
557 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
559 theProgram->SetUniform (myContext,
560 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT),
562 theProgram->SetUniform (myContext,
563 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
564 OpenGLMaxLights * OpenGl_ShaderLightType::NbOfVec2i(),
565 aLightTypeArray[0].Packed());
568 theProgram->SetUniform (myContext,
569 theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_PARAMS),
570 aLightsNb * OpenGl_ShaderLightParameters::NbOfVec4(),
571 aLightParamsArray[0].Packed());
573 delete[] aLightParamsArray;
574 delete[] aLightTypeArray;
576 theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
579 // =======================================================================
580 // function : PushProjectionState
581 // purpose : Pushes state of OCCT projection transform to the program
582 // =======================================================================
583 void OpenGl_ShaderManager::PushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const
585 if (myProjectionState.Index() == theProgram->ActiveState (OpenGl_PROJECTION_STATE))
590 theProgram->SetUniform (myContext,
591 theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX),
592 myProjectionState.ProjectionMatrix());
594 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE);
595 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
597 theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse());
600 theProgram->SetUniform (myContext,
601 theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE),
602 myProjectionState.ProjectionMatrix(), true);
604 aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE);
605 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
607 theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse(), true);
610 theProgram->UpdateState (OpenGl_PROJECTION_STATE, myProjectionState.Index());
613 // =======================================================================
614 // function : PushModelWorldState
615 // purpose : Pushes state of OCCT model-world transform to the program
616 // =======================================================================
617 void OpenGl_ShaderManager::PushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const
619 if (myModelWorldState.Index() == theProgram->ActiveState (OpenGl_MODEL_WORLD_STATE))
624 theProgram->SetUniform (myContext,
625 theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX),
626 myModelWorldState.ModelWorldMatrix());
628 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE);
629 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
631 theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse());
634 theProgram->SetUniform (myContext,
635 theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE),
636 myModelWorldState.ModelWorldMatrix(), true);
638 aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE);
639 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
641 theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse(), true);
644 theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
647 // =======================================================================
648 // function : PushWorldViewState
649 // purpose : Pushes state of OCCT world-view transform to the program
650 // =======================================================================
651 void OpenGl_ShaderManager::PushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const
653 if (myWorldViewState.Index() == theProgram->ActiveState (OpenGl_WORLD_VIEW_STATE))
658 theProgram->SetUniform (myContext,
659 theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX),
660 myWorldViewState.WorldViewMatrix());
662 GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE);
663 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
665 theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse());
668 theProgram->SetUniform (myContext,
669 theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE),
670 myWorldViewState.WorldViewMatrix(), true);
672 aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE);
673 if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
675 theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse(), true);
678 theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
681 // =======================================================================
682 // function : UpdateClippingState
683 // purpose : Updates state of OCCT clipping planes
684 // =======================================================================
685 void OpenGl_ShaderManager::UpdateClippingState()
687 myClippingState.Update();
690 // =======================================================================
691 // function : RevertClippingState
692 // purpose : Reverts state of OCCT clipping planes
693 // =======================================================================
694 void OpenGl_ShaderManager::RevertClippingState()
696 myClippingState.Revert();
699 // =======================================================================
700 // function : PushClippingState
701 // purpose : Pushes state of OCCT clipping planes to the program
702 // =======================================================================
703 void OpenGl_ShaderManager::PushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const
705 if (myClippingState.Index() == theProgram->ActiveState (OpenGl_CLIP_PLANES_STATE))
710 theProgram->UpdateState (OpenGl_CLIP_PLANES_STATE, myClippingState.Index());
711 const GLint aLocEquations = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_EQUATIONS);
712 const GLint aLocSpaces = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_SPACES);
713 if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION
714 && aLocSpaces == OpenGl_ShaderProgram::INVALID_LOCATION)
720 for (Graphic3d_SequenceOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
721 anIter.More(); anIter.Next())
723 const Handle(Graphic3d_ClipPlane)& aPlane = anIter.Value();
724 if (!myContext->Clipping().IsEnabled (aPlane))
736 const Standard_Size MAX_CLIP_PLANES = 8;
737 OpenGl_Vec4* anEquations = new OpenGl_Vec4[MAX_CLIP_PLANES];
738 GLint* aSpaces = new GLint [MAX_CLIP_PLANES];
740 for (Graphic3d_SequenceOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
741 anIter.More(); anIter.Next())
743 const Handle(Graphic3d_ClipPlane)& aPlane = anIter.Value();
744 if (!myContext->Clipping().IsEnabled (aPlane))
749 const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
750 anEquations[aPlaneId] = OpenGl_Vec4 ((float) anEquation.x(),
751 (float) anEquation.y(),
752 (float) anEquation.z(),
753 (float) anEquation.w());
754 aSpaces[aPlaneId] = myContext->Clipping().GetEquationSpace (aPlane);
758 theProgram->SetUniform (myContext,
759 theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT),
761 theProgram->SetUniform (myContext, aLocEquations, MAX_CLIP_PLANES, anEquations);
762 theProgram->SetUniform (myContext, aLocSpaces, MAX_CLIP_PLANES, aSpaces);
764 delete[] anEquations;
768 // =======================================================================
769 // function : UpdateMaterialStateTo
770 // purpose : Updates state of OCCT material for specified program
771 // =======================================================================
772 void OpenGl_ShaderManager::UpdateMaterialStateTo (const Handle(OpenGl_ShaderProgram)& theProgram,
773 const OpenGl_Element* theAspect)
775 if (myMaterialStates.IsBound (theProgram))
777 OpenGl_MaterialState& aState = myMaterialStates.ChangeFind (theProgram);
778 aState.Set (theAspect);
783 myMaterialStates.Bind (theProgram, OpenGl_MaterialState (theAspect));
784 myMaterialStates.ChangeFind (theProgram).Update();
788 // =======================================================================
789 // function : ResetMaterialStates
790 // purpose : Resets state of OCCT material for all programs
791 // =======================================================================
792 void OpenGl_ShaderManager::ResetMaterialStates()
794 for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
796 anIt.Value()->UpdateState (OpenGl_MATERIALS_STATE, 0);
800 // =======================================================================
801 // function : MaterialState
802 // purpose : Returns state of OCCT material for specified program
803 // =======================================================================
804 const OpenGl_MaterialState* OpenGl_ShaderManager::MaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
806 if (!myMaterialStates.IsBound (theProgram))
809 return &myMaterialStates.Find (theProgram);
815 static const OpenGl_Vec4 THE_COLOR_BLACK_VEC4 (0.0f, 0.0f, 0.0f, 0.0f);
817 // =======================================================================
818 // function : PushAspectFace
820 // =======================================================================
821 static void PushAspectFace (const Handle(OpenGl_Context)& theCtx,
822 const Handle(OpenGl_ShaderProgram)& theProgram,
823 const OpenGl_AspectFace* theAspect)
825 theProgram->SetUniform (theCtx,
826 theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE),
827 theAspect->DoTextureMap());
828 theProgram->SetUniform (theCtx,
829 theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER),
830 0 /* GL_TEXTURE0 */);
831 theProgram->SetUniform (theCtx,
832 theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE),
833 theAspect->DistinguishingMode());
835 OpenGl_Material aParams;
836 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
838 const GLint aLoc = theProgram->GetStateLocation (anIndex == 0
839 ? OpenGl_OCCT_FRONT_MATERIAL
840 : OpenGl_OCCT_BACK_MATERIAL);
841 if (aLoc == OpenGl_ShaderProgram::INVALID_LOCATION)
846 aParams.Init (anIndex == 0 || theAspect->DistinguishingMode() != TOn
847 ? theAspect->IntFront()
848 : theAspect->IntBack());
849 theProgram->SetUniform (theCtx, aLoc, OpenGl_Material::NbOfVec4(),
854 // =======================================================================
855 // function : PushAspectLine
857 // =======================================================================
858 static void PushAspectLine (const Handle(OpenGl_Context)& theCtx,
859 const Handle(OpenGl_ShaderProgram)& theProgram,
860 const OpenGl_AspectLine* theAspect)
862 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOff);
863 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
865 const OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
866 theAspect->Color().rgb[1],
867 theAspect->Color().rgb[2],
868 theAspect->Color().rgb[3]);
869 OpenGl_Vec4 aParams[5];
870 aParams[0] = THE_COLOR_BLACK_VEC4;
871 aParams[1] = THE_COLOR_BLACK_VEC4;
872 aParams[2] = aDiffuse;
873 aParams[3] = THE_COLOR_BLACK_VEC4;
874 aParams[4].x() = 0.0f; // shininess
875 aParams[4].y() = 0.0f; // transparency
876 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
880 // =======================================================================
881 // function : PushAspectText
883 // =======================================================================
884 static void PushAspectText (const Handle(OpenGl_Context)& theCtx,
885 const Handle(OpenGl_ShaderProgram)& theProgram,
886 const OpenGl_AspectText* theAspect)
888 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOn);
889 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
890 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER), 0 /* GL_TEXTURE0 */);
892 OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
893 theAspect->Color().rgb[1],
894 theAspect->Color().rgb[2],
895 theAspect->Color().rgb[3]);
896 if (theAspect->DisplayType() == Aspect_TODT_DEKALE
897 || theAspect->DisplayType() == Aspect_TODT_SUBTITLE)
899 aDiffuse = OpenGl_Vec4 (theAspect->SubtitleColor().rgb[0],
900 theAspect->SubtitleColor().rgb[1],
901 theAspect->SubtitleColor().rgb[2],
902 theAspect->SubtitleColor().rgb[3]);
905 OpenGl_Vec4 aParams[5];
906 aParams[0] = THE_COLOR_BLACK_VEC4;
907 aParams[1] = THE_COLOR_BLACK_VEC4;
908 aParams[2] = aDiffuse;
909 aParams[3] = THE_COLOR_BLACK_VEC4;
910 aParams[4].x() = 0.0f; // shininess
911 aParams[4].y() = 0.0f; // transparency
912 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
916 // =======================================================================
917 // function : PushAspectMarker
919 // =======================================================================
920 static void PushAspectMarker (const Handle(OpenGl_Context)& theCtx,
921 const Handle(OpenGl_ShaderProgram)& theProgram,
922 const OpenGl_AspectMarker* theAspect)
924 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOn);
925 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
926 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER), 0 /* GL_TEXTURE0 */);
928 const OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
929 theAspect->Color().rgb[1],
930 theAspect->Color().rgb[2],
931 theAspect->Color().rgb[3]);
932 OpenGl_Vec4 aParams[5];
933 aParams[0] = THE_COLOR_BLACK_VEC4;
934 aParams[1] = THE_COLOR_BLACK_VEC4;
935 aParams[2] = aDiffuse;
936 aParams[3] = THE_COLOR_BLACK_VEC4;
937 aParams[4].x() = 0.0f; // shininess
938 aParams[4].y() = 0.0f; // transparency
939 theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
943 }; // nameless namespace
945 // =======================================================================
946 // function : PushMaterialState
947 // purpose : Pushes current state of OCCT material to the program
948 // =======================================================================
949 void OpenGl_ShaderManager::PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
951 if (!myMaterialStates.IsBound (theProgram))
956 const OpenGl_MaterialState& aState = myMaterialStates.Find (theProgram);
957 if (aState.Index() == theProgram->ActiveState (OpenGl_MATERIALS_STATE))
962 if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectFace))
964 PushAspectFace (myContext, theProgram, dynamic_cast<const OpenGl_AspectFace*> (aState.Aspect()));
966 else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectLine))
968 PushAspectLine (myContext, theProgram, dynamic_cast<const OpenGl_AspectLine*> (aState.Aspect()));
970 else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectText))
972 PushAspectText (myContext, theProgram, dynamic_cast<const OpenGl_AspectText*> (aState.Aspect()));
974 else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectMarker))
976 PushAspectMarker (myContext, theProgram, dynamic_cast<const OpenGl_AspectMarker*> (aState.Aspect()));
979 theProgram->UpdateState (OpenGl_MATERIALS_STATE, aState.Index());
982 // =======================================================================
983 // function : PushWorldViewState
984 // purpose : Pushes state of OCCT graphics parameters to the program
985 // =======================================================================
986 void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const
988 PushClippingState (theProgram);
989 PushMaterialState (theProgram);
990 PushWorldViewState (theProgram);
991 PushModelWorldState (theProgram);
992 PushProjectionState (theProgram);
993 PushLightSourceState (theProgram);
996 // =======================================================================
997 // function : prepareStdProgramFont
999 // =======================================================================
1000 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFont()
1002 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1003 TCollection_AsciiString aSrcVert = TCollection_AsciiString()
1007 EOL" TexCoord = occTexCoord.st;"
1008 EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
1011 TCollection_AsciiString aSrcFrag = TCollection_AsciiString() +
1013 + EOL"float getAlpha(void) { return texture2D(occActiveSampler, TexCoord.st).a; }"
1016 EOL" vec4 aColor = occColor;"
1017 EOL" aColor.a *= getAlpha();"
1018 EOL" if (aColor.a <= 0.285) discard;"
1019 EOL" gl_FragColor = aColor;"
1022 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
1023 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
1024 TCollection_AsciiString aKey;
1025 if (!Create (aProgramSrc, aKey, myFontProgram))
1027 myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1028 return Standard_False;
1030 return Standard_True;
1033 // =======================================================================
1034 // function : prepareStdProgramFlat
1036 // =======================================================================
1037 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFlat (Handle(OpenGl_ShaderProgram)& theProgram,
1038 const Standard_Integer theBits)
1040 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1041 TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain;
1042 TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
1043 TCollection_AsciiString aSrcFragMainGetColor = EOL" gl_FragColor = getColor();";
1044 if ((theBits & OpenGl_PO_Point) != 0)
1046 #if defined(GL_ES_VERSION_2_0)
1047 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
1049 if ((theBits & OpenGl_PO_TextureA) != 0)
1052 EOL"float getAlpha(void) { return texture2D(occActiveSampler, gl_PointCoord).a; }"
1053 EOL"vec4 getColor(void)"
1055 EOL" vec4 aColor = occColor;"
1056 EOL" aColor.a *= getAlpha();"
1057 EOL" return aColor;"
1060 aSrcFragMainGetColor =
1061 EOL" vec4 aColor = getColor();"
1062 EOL" if (aColor.a <= 0.1) discard;"
1063 EOL" gl_FragColor = aColor;";
1065 else if ((theBits & OpenGl_PO_TextureRGB) != 0)
1068 EOL"vec4 getColor(void) { return texture2D(occActiveSampler, gl_PointCoord); }";
1069 aSrcFragMainGetColor =
1070 EOL" vec4 aColor = getColor();"
1071 EOL" if (aColor.a <= 0.1) discard;"
1072 EOL" gl_FragColor = aColor;";
1077 if ((theBits & OpenGl_PO_TextureRGB) != 0)
1079 aSrcVertExtraOut += THE_VARY_TexCoord;
1080 aSrcFragExtraOut += THE_VARY_TexCoord;
1081 aSrcVertExtraMain +=
1082 EOL" TexCoord = occTexCoord.st;";
1085 EOL"vec4 getColor(void) { return texture2D(occActiveSampler, TexCoord.st); }";
1088 if ((theBits & OpenGl_PO_VertColor) != 0)
1090 aSrcVertExtraOut += THE_VARY_VertColor;
1091 aSrcVertExtraMain += EOL" VertColor = occVertColor;";
1092 aSrcFragExtraOut += THE_VARY_VertColor;
1093 aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }";
1095 if ((theBits & OpenGl_PO_ClipPlanes) != 0)
1097 const char THE_POS_VARY[] =
1098 EOL"varying vec4 PositionWorld;"
1099 EOL"varying vec4 Position;";
1101 aSrcVertExtraOut += THE_POS_VARY;
1102 aSrcFragExtraOut += THE_POS_VARY;
1103 aSrcVertExtraMain +=
1104 EOL" PositionWorld = occModelWorldMatrix * occVertex;"
1105 EOL" Position = occWorldViewMatrix * PositionWorld;";
1106 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES;
1114 + EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
1123 + aSrcFragMainGetColor
1126 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
1127 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
1129 TCollection_AsciiString aKey;
1130 if (!Create (aProgramSrc, aKey, theProgram))
1132 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1133 return Standard_False;
1135 return Standard_True;
1138 // =======================================================================
1139 // function : stdComputeLighting
1141 // =======================================================================
1142 TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting (const Standard_Boolean theHasVertColor)
1144 bool aLightsMap[Visual3d_TOLS_SPOT + 1] = { false, false, false, false };
1145 TCollection_AsciiString aLightsFunc, aLightsLoop;
1146 const OpenGl_ListOfLight* aLights = myLightSourceState.LightSources();
1147 if (aLights != NULL)
1149 Standard_Integer anIndex = 0;
1150 for (OpenGl_ListOfLight::Iterator aLightIter (*aLights); aLightIter.More(); aLightIter.Next(), ++anIndex)
1152 switch (aLightIter.Value().Type)
1154 case Visual3d_TOLS_AMBIENT:
1156 break; // skip ambient
1157 case Visual3d_TOLS_DIRECTIONAL:
1158 aLightsLoop = aLightsLoop + EOL" directionalLight (" + anIndex + ", theNormal, theView, theIsFront);";
1160 case Visual3d_TOLS_POSITIONAL:
1161 aLightsLoop = aLightsLoop + EOL" pointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
1163 case Visual3d_TOLS_SPOT:
1164 aLightsLoop = aLightsLoop + EOL" spotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
1168 bool& aTypeBit = aLightsMap[aLightIter.Value().Type];
1175 switch (aLightIter.Value().Type)
1177 case Visual3d_TOLS_AMBIENT: break;
1178 case Visual3d_TOLS_DIRECTIONAL: aLightsFunc += THE_FUNC_directionalLight; break;
1179 case Visual3d_TOLS_POSITIONAL: aLightsFunc += THE_FUNC_pointLight; break;
1180 case Visual3d_TOLS_SPOT: aLightsFunc += THE_FUNC_spotLight; break;
1185 TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();";
1186 TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();";
1187 if (theHasVertColor)
1189 aGetMatAmbient = "getVertColor();";
1190 aGetMatDiffuse = "getVertColor();";
1193 return TCollection_AsciiString()
1197 EOL"vec4 computeLighting (in vec3 theNormal,"
1198 EOL" in vec3 theView,"
1199 EOL" in vec4 thePoint,"
1200 EOL" in bool theIsFront)"
1202 EOL" Ambient = occLightAmbient.rgb;"
1203 EOL" Diffuse = vec3 (0.0);"
1204 EOL" Specular = vec3 (0.0);"
1205 EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
1207 + EOL" vec4 aMaterialAmbient = " + aGetMatAmbient
1208 + EOL" vec4 aMaterialDiffuse = " + aGetMatDiffuse
1209 + EOL" vec4 aMaterialSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();"
1210 EOL" vec4 aMaterialEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
1211 EOL" return vec4 (Ambient, 1.0) * aMaterialAmbient"
1212 EOL" + vec4 (Diffuse, 1.0) * aMaterialDiffuse"
1213 EOL" + vec4 (Specular, 1.0) * aMaterialSpecular"
1214 EOL" + aMaterialEmission;"
1218 // =======================================================================
1219 // function : prepareStdProgramGouraud
1221 // =======================================================================
1222 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram,
1223 const Standard_Integer theBits)
1225 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1226 TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain;
1227 TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
1228 if ((theBits & OpenGl_PO_Point) != 0)
1230 #if defined(GL_ES_VERSION_2_0)
1231 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
1234 if ((theBits & OpenGl_PO_VertColor) != 0)
1236 aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
1238 if ((theBits & OpenGl_PO_Point) != 0)
1240 if ((theBits & OpenGl_PO_TextureRGB) != 0)
1243 EOL"vec4 getColor(void)"
1245 EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
1246 EOL" return texture2D(occActiveSampler, gl_PointCoord) * aColor;"
1252 if ((theBits & OpenGl_PO_TextureRGB) != 0)
1254 aSrcVertExtraOut += THE_VARY_TexCoord;
1255 aSrcFragExtraOut += THE_VARY_TexCoord;
1256 aSrcVertExtraMain +=
1257 EOL" TexCoord = occTexCoord.st;";
1260 EOL"vec4 getColor(void)"
1262 EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
1263 EOL" return texture2D(occActiveSampler, TexCoord.st) * aColor;"
1267 if ((theBits & OpenGl_PO_ClipPlanes) != 0)
1269 const char THE_POS_VARY[] =
1270 EOL"varying vec4 PositionWorld;"
1271 EOL"varying vec4 Position;";
1273 aSrcVertExtraOut += THE_POS_VARY;
1274 aSrcFragExtraOut += THE_POS_VARY;
1275 aSrcVertExtraMain +=
1276 EOL" PositionWorld = aPositionWorld;"
1277 EOL" Position = aPosition;";
1278 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES;
1281 const TCollection_AsciiString aLights = stdComputeLighting ((theBits & OpenGl_PO_VertColor) != 0);
1282 aSrcVert = TCollection_AsciiString()
1283 + THE_FUNC_transformNormal
1288 EOL"varying vec4 FrontColor;"
1289 EOL"varying vec4 BackColor;"
1294 EOL" vec4 aPositionWorld = occModelWorldMatrix * occVertex;"
1295 EOL" vec4 aPosition = occWorldViewMatrix * aPositionWorld;"
1296 EOL" vec3 aNormal = transformNormal (occNormal);"
1297 EOL" vec3 aView = vec3 (0.0, 0.0, 1.0);"
1298 EOL" FrontColor = computeLighting (normalize (aNormal), normalize (aView), aPosition, true);"
1299 EOL" BackColor = computeLighting (normalize (aNormal), normalize (aView), aPosition, false);"
1301 + EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
1304 aSrcFrag = TCollection_AsciiString()
1305 + EOL"varying vec4 FrontColor;"
1306 EOL"varying vec4 BackColor;"
1312 + EOL" gl_FragColor = getColor();"
1315 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
1316 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
1317 TCollection_AsciiString aKey;
1318 if (!Create (aProgramSrc, aKey, theProgram))
1320 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1321 return Standard_False;
1323 return Standard_True;
1326 // =======================================================================
1327 // function : prepareStdProgramPhong
1329 // =======================================================================
1330 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram,
1331 const Standard_Integer theBits)
1333 #define thePhongCompLight "computeLighting (normalize (Normal), normalize (View), Position, gl_FrontFacing)"
1335 Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
1336 TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraOut, aSrcFragGetVertColor, aSrcFragExtraMain;
1337 TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return " thePhongCompLight "; }";
1338 if ((theBits & OpenGl_PO_Point) != 0)
1340 #if defined(GL_ES_VERSION_2_0)
1341 aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
1344 if ((theBits & OpenGl_PO_VertColor) != 0)
1346 aSrcVertExtraOut += THE_VARY_VertColor;
1347 aSrcVertExtraMain += EOL" VertColor = occVertColor;";
1348 aSrcFragGetColor = EOL"varying vec4 VertColor;"
1349 EOL"vec4 getVertColor(void) { return VertColor; }";
1352 if ((theBits & OpenGl_PO_Point) != 0)
1354 if ((theBits & OpenGl_PO_TextureRGB) != 0)
1357 EOL"vec4 getColor(void)"
1359 EOL" vec4 aColor = " thePhongCompLight ";"
1360 EOL" return texture2D(occActiveSampler, gl_PointCoord) * aColor;"
1366 if ((theBits & OpenGl_PO_TextureRGB) != 0)
1368 aSrcVertExtraOut += THE_VARY_TexCoord;
1369 aSrcFragExtraOut += THE_VARY_TexCoord;
1370 aSrcVertExtraMain +=
1371 EOL" TexCoord = occTexCoord.st;";
1374 EOL"vec4 getColor(void)"
1376 EOL" vec4 aColor = " thePhongCompLight ";"
1377 EOL" return texture2D(occActiveSampler, TexCoord.st) * aColor;"
1382 if ((theBits & OpenGl_PO_ClipPlanes) != 0)
1384 aSrcFragExtraMain += THE_FRAG_CLIP_PLANES;
1387 aSrcVert = TCollection_AsciiString()
1388 + THE_FUNC_transformNormal
1390 EOL"varying vec4 PositionWorld;"
1391 EOL"varying vec4 Position;"
1392 EOL"varying vec3 Normal;"
1393 EOL"varying vec3 View;"
1398 EOL" PositionWorld = occModelWorldMatrix * occVertex;"
1399 EOL" Position = occWorldViewMatrix * PositionWorld;"
1400 EOL" Normal = transformNormal (occNormal);"
1401 EOL" View = vec3 (0.0, 0.0, 1.0);"
1403 + EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
1406 const TCollection_AsciiString aLights = stdComputeLighting ((theBits & OpenGl_PO_VertColor) != 0);
1407 aSrcFrag = TCollection_AsciiString()
1408 + EOL"varying vec4 PositionWorld;"
1409 EOL"varying vec4 Position;"
1410 EOL"varying vec3 Normal;"
1411 EOL"varying vec3 View;"
1414 + aSrcFragGetVertColor
1421 + EOL" gl_FragColor = getColor();"
1424 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
1425 aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
1426 TCollection_AsciiString aKey;
1427 if (!Create (aProgramSrc, aKey, theProgram))
1429 theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
1430 return Standard_False;
1432 return Standard_True;
1435 // =======================================================================
1436 // function : bindProgramWithState
1438 // =======================================================================
1439 Standard_Boolean OpenGl_ShaderManager::bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram,
1440 const OpenGl_Element* theAspect)
1442 if (!myContext->BindProgram (theProgram))
1444 return Standard_False;
1446 theProgram->ApplyVariables (myContext);
1448 const OpenGl_MaterialState* aMaterialState = MaterialState (theProgram);
1449 if (aMaterialState == NULL || aMaterialState->Aspect() != theAspect)
1451 UpdateMaterialStateTo (theProgram, theAspect);
1454 PushState (theProgram);
1455 return Standard_True;