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.
16 #ifndef _OpenGl_ShaderManager_HeaderFile
17 #define _OpenGl_ShaderManager_HeaderFile
19 #include <Graphic3d_ShaderProgram.hxx>
20 #include <Graphic3d_StereoMode.hxx>
22 #include <NCollection_DataMap.hxx>
23 #include <NCollection_Sequence.hxx>
25 #include <OpenGl_SetOfShaderPrograms.hxx>
26 #include <OpenGl_ShaderStates.hxx>
27 #include <OpenGl_AspectFace.hxx>
28 #include <OpenGl_AspectLine.hxx>
29 #include <OpenGl_AspectText.hxx>
30 #include <OpenGl_AspectMarker.hxx>
31 #include <OpenGl_MaterialState.hxx>
32 #include <OpenGl_Texture.hxx>
36 //! List of shader programs.
37 typedef NCollection_Sequence<Handle(OpenGl_ShaderProgram)> OpenGl_ShaderProgramList;
39 //! This class is responsible for managing shader programs.
40 class OpenGl_ShaderManager : public Standard_Transient
42 DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderManager, Standard_Transient)
43 friend class OpenGl_ShaderProgram;
46 //! Creates new empty shader manager.
47 Standard_EXPORT OpenGl_ShaderManager (OpenGl_Context* theContext);
49 //! Releases resources of shader manager.
50 Standard_EXPORT virtual ~OpenGl_ShaderManager();
52 //! Release all resources.
53 Standard_EXPORT void clear();
55 //! Return local camera transformation.
56 const gp_XYZ& LocalOrigin() const { return myLocalOrigin; }
58 //! Setup local camera transformation for compensating float precision issues.
59 void SetLocalOrigin (const gp_XYZ& theOrigin)
61 myLocalOrigin = theOrigin;
62 myHasLocalOrigin = !theOrigin.IsEqual (gp_XYZ(0.0, 0.0, 0.0), gp::Resolution());
65 //! Creates new shader program or re-use shared instance.
66 //! @param theProxy [IN] program definition
67 //! @param theShareKey [OUT] sharing key
68 //! @param theProgram [OUT] OpenGL program
69 //! @return true on success
70 Standard_EXPORT Standard_Boolean Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
71 TCollection_AsciiString& theShareKey,
72 Handle(OpenGl_ShaderProgram)& theProgram);
74 //! Unregisters specified shader program.
75 Standard_EXPORT void Unregister (TCollection_AsciiString& theShareKey,
76 Handle(OpenGl_ShaderProgram)& theProgram);
78 //! Returns list of registered shader programs.
79 Standard_EXPORT const OpenGl_ShaderProgramList& ShaderPrograms() const;
81 //! Returns true if no program objects are registered in the manager.
82 Standard_EXPORT Standard_Boolean IsEmpty() const;
84 //! Bind program for filled primitives rendering
85 Standard_Boolean BindFaceProgram (const Handle(OpenGl_TextureSet)& theTextures,
86 const Graphic3d_TypeOfShadingModel theShadingModel,
87 const Standard_Boolean theHasVertColor,
88 const Standard_Boolean theEnableEnvMap,
89 const Handle(OpenGl_ShaderProgram)& theCustomProgram)
91 if (!theCustomProgram.IsNull()
92 || myContext->caps->ffpEnable)
94 return bindProgramWithState (theCustomProgram);
97 const Graphic3d_TypeOfShadingModel aShadeModelOnFace = theShadingModel != Graphic3d_TOSM_UNLIT
98 && (theTextures.IsNull() || theTextures->IsModulate())
100 : Graphic3d_TOSM_UNLIT;
101 const Standard_Integer aBits = getProgramBits (theTextures, theHasVertColor, theEnableEnvMap);
102 Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (aShadeModelOnFace, aBits);
103 return bindProgramWithState (aProgram);
106 //! Bind program for line rendering
107 Standard_Boolean BindLineProgram (const Handle(OpenGl_TextureSet)& theTextures,
108 const Aspect_TypeOfLine theLineType,
109 const Graphic3d_TypeOfShadingModel theShadingModel,
110 const Standard_Boolean theHasVertColor,
111 const Handle(OpenGl_ShaderProgram)& theCustomProgram)
113 if (!theCustomProgram.IsNull()
114 || myContext->caps->ffpEnable)
116 return bindProgramWithState (theCustomProgram);
119 Standard_Integer aBits = getProgramBits (theTextures, theHasVertColor);
120 if (theLineType != Aspect_TOL_SOLID)
122 aBits |= OpenGl_PO_StippleLine;
125 Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theShadingModel, aBits);
126 return bindProgramWithState (aProgram);
129 //! Bind program for point rendering
130 Standard_Boolean BindMarkerProgram (const Handle(OpenGl_TextureSet)& theTextures,
131 const Graphic3d_TypeOfShadingModel theShadingModel,
132 const Standard_Boolean theHasVertColor,
133 const Handle(OpenGl_ShaderProgram)& theCustomProgram)
135 if (!theCustomProgram.IsNull()
136 || myContext->caps->ffpEnable)
138 return bindProgramWithState (theCustomProgram);
141 const Standard_Integer aBits = getProgramBits (theTextures, theHasVertColor) | OpenGl_PO_Point;
142 Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theShadingModel, aBits);
143 return bindProgramWithState (aProgram);
146 //! Bind program for rendering alpha-textured font.
147 Standard_Boolean BindFontProgram (const Handle(OpenGl_ShaderProgram)& theCustomProgram)
149 if (!theCustomProgram.IsNull()
150 || myContext->caps->ffpEnable)
152 return bindProgramWithState (theCustomProgram);
155 if (myFontProgram.IsNull())
157 prepareStdProgramFont();
160 return bindProgramWithState (myFontProgram);
163 //! Bind program for FBO blit operation.
164 Standard_Boolean BindFboBlitProgram()
166 if (myBlitProgram.IsNull())
168 prepareStdProgramFboBlit();
170 return !myBlitProgram.IsNull()
171 && myContext->BindProgram (myBlitProgram);
174 //! Bind program for blended order-independent transparency buffers compositing.
175 Standard_Boolean BindOitCompositingProgram (const Standard_Boolean theIsMSAAEnabled)
177 const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
178 if (myOitCompositingProgram[aProgramIdx].IsNull())
180 prepareStdProgramOitCompositing (theIsMSAAEnabled);
183 const Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram [aProgramIdx];
184 return !aProgram.IsNull() && myContext->BindProgram (aProgram);
187 //! Bind program for rendering stereoscopic image.
188 Standard_Boolean BindStereoProgram (const Graphic3d_StereoMode theStereoMode)
190 if (theStereoMode < 0 || theStereoMode >= Graphic3d_StereoMode_NB)
192 return Standard_False;
195 if (myStereoPrograms[theStereoMode].IsNull())
197 prepareStdProgramStereo (myStereoPrograms[theStereoMode], theStereoMode);
199 const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[theStereoMode];
200 return !aProgram.IsNull()
201 && myContext->BindProgram (aProgram);
206 //! Returns current state of OCCT light sources.
207 const OpenGl_LightSourceState& LightSourceState() const { return myLightSourceState; }
209 //! Updates state of OCCT light sources.
210 Standard_EXPORT void UpdateLightSourceStateTo (const Handle(Graphic3d_LightSet)& theLights);
212 //! Invalidate state of OCCT light sources.
213 Standard_EXPORT void UpdateLightSourceState();
215 //! Pushes current state of OCCT light sources to specified program.
216 Standard_EXPORT void PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
220 //! Returns current state of OCCT projection transform.
221 const OpenGl_ProjectionState& ProjectionState() const { return myProjectionState; }
223 //! Updates state of OCCT projection transform.
224 Standard_EXPORT void UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix);
226 //! Pushes current state of OCCT projection transform to specified program.
227 Standard_EXPORT void PushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
231 //! Returns current state of OCCT model-world transform.
232 const OpenGl_ModelWorldState& ModelWorldState() const { return myModelWorldState; }
234 //! Updates state of OCCT model-world transform.
235 Standard_EXPORT void UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix);
237 //! Pushes current state of OCCT model-world transform to specified program.
238 Standard_EXPORT void PushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
242 //! Returns current state of OCCT world-view transform.
243 const OpenGl_WorldViewState& WorldViewState() const { return myWorldViewState; }
245 //! Updates state of OCCT world-view transform.
246 Standard_EXPORT void UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix);
248 //! Pushes current state of OCCT world-view transform to specified program.
249 Standard_EXPORT void PushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
253 //! Updates state of OCCT clipping planes.
254 Standard_EXPORT void UpdateClippingState();
256 //! Reverts state of OCCT clipping planes.
257 Standard_EXPORT void RevertClippingState();
259 //! Pushes current state of OCCT clipping planes to specified program.
260 Standard_EXPORT void PushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
264 //! Returns current state of material.
265 const OpenGl_MaterialState& MaterialState() const { return myMaterialState; }
267 //! Updates state of material.
268 void UpdateMaterialStateTo (const OpenGl_Material& theFrontMat,
269 const OpenGl_Material& theBackMat,
270 const bool theToDistinguish,
271 const bool theToMapTexture)
273 myMaterialState.Set (theFrontMat, theBackMat, theToDistinguish, theToMapTexture);
274 myMaterialState.Update();
277 //! Updates state of material.
278 void UpdateMaterialState()
280 myMaterialState.Update();
283 //! Pushes current state of material to specified program.
284 void PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
288 //! Set the state of OIT rendering pass.
289 //! @param theToEnableOitWrite [in] flag indicating whether the special output should be written for OIT algorithm.
290 //! @param theDepthFactor [in] the scalar factor of depth influence to the fragment's coverage.
291 void SetOitState (const bool theToEnableOitWrite, const float theDepthFactor)
293 myOitState.Set (theToEnableOitWrite, theDepthFactor);
297 //! Pushes state of OIT uniforms to the specified program.
298 Standard_EXPORT void PushOitState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
302 //! Pushes current state of OCCT graphics parameters to specified program.
303 Standard_EXPORT void PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
307 //! Overwrites context
308 void SetContext (OpenGl_Context* theCtx)
313 //! Returns true when provided context is the same as used one by shader manager.
314 bool IsSameContext (OpenGl_Context* theCtx) const
316 return myContext == theCtx;
319 //! Choose Shading Model for filled primitives.
320 //! Fallbacks to FACET model if there are no normal attributes.
321 Graphic3d_TypeOfShadingModel ChooseFaceShadingModel (Graphic3d_TypeOfShadingModel theCustomModel,
322 bool theHasNodalNormals) const
324 if (!myContext->ColorMask())
326 return Graphic3d_TOSM_UNLIT;
328 Graphic3d_TypeOfShadingModel aModel = theCustomModel != Graphic3d_TOSM_DEFAULT ? theCustomModel : myShadingModel;
331 case Graphic3d_TOSM_DEFAULT:
332 case Graphic3d_TOSM_UNLIT:
333 case Graphic3d_TOSM_FACET:
335 case Graphic3d_TOSM_VERTEX:
336 case Graphic3d_TOSM_FRAGMENT:
337 return theHasNodalNormals ? aModel : Graphic3d_TOSM_FACET;
339 return Graphic3d_TOSM_UNLIT;
342 //! Choose Shading Model for line primitives.
343 //! Fallbacks to UNLIT model if there are no normal attributes.
344 Graphic3d_TypeOfShadingModel ChooseLineShadingModel (Graphic3d_TypeOfShadingModel theCustomModel,
345 bool theHasNodalNormals) const
347 if (!myContext->ColorMask())
349 return Graphic3d_TOSM_UNLIT;
351 Graphic3d_TypeOfShadingModel aModel = theCustomModel != Graphic3d_TOSM_DEFAULT ? theCustomModel : myShadingModel;
354 case Graphic3d_TOSM_DEFAULT:
355 case Graphic3d_TOSM_UNLIT:
356 case Graphic3d_TOSM_FACET:
357 return Graphic3d_TOSM_UNLIT;
358 case Graphic3d_TOSM_VERTEX:
359 case Graphic3d_TOSM_FRAGMENT:
360 return theHasNodalNormals ? aModel : Graphic3d_TOSM_UNLIT;
362 return Graphic3d_TOSM_UNLIT;
365 //! Choose Shading Model for Marker primitives.
366 Graphic3d_TypeOfShadingModel ChooseMarkerShadingModel (Graphic3d_TypeOfShadingModel theCustomModel,
367 bool theHasNodalNormals) const
369 return ChooseLineShadingModel (theCustomModel, theHasNodalNormals);
372 //! Returns default Shading Model.
373 Graphic3d_TypeOfShadingModel ShadingModel() const { return myShadingModel; }
375 //! Sets shading model.
376 Standard_EXPORT void SetShadingModel (const Graphic3d_TypeOfShadingModel theModel);
378 //! Sets last view manger used with.
379 //! Helps to handle matrix states in multi-view configurations.
380 void SetLastView (const OpenGl_View* theLastView)
382 myLastView = theLastView;
385 //! Returns true when provided view is the same as cached one.
386 bool IsSameView (const OpenGl_View* theView) const
388 return myLastView == theView;
393 //! Define program bits.
394 Standard_Integer getProgramBits (const Handle(OpenGl_TextureSet)& theTextures,
395 const Standard_Boolean theHasVertColor,
396 const Standard_Boolean theEnableEnvMap = Standard_False)
399 Standard_Integer aBits = 0;
401 const Standard_Integer aNbPlanes = myContext->Clipping().NbClippingOrCappingOn();
404 aBits |= OpenGl_PO_ClipPlanesN;
407 aBits |= OpenGl_PO_ClipPlanes1;
409 else if (aNbPlanes == 2)
411 aBits |= OpenGl_PO_ClipPlanes2;
417 // Environment map overwrites material texture
418 aBits |= OpenGl_PO_TextureEnv;
420 else if (!theTextures.IsNull()
421 && !theTextures->IsEmpty()
422 && !theTextures->First().IsNull())
424 aBits |= theTextures->First()->IsAlpha() ? OpenGl_PO_TextureA : OpenGl_PO_TextureRGB;
428 aBits |= OpenGl_PO_VertColor;
431 if (myOitState.ToEnableWrite())
433 aBits |= OpenGl_PO_WriteOit;
438 //! Prepare standard GLSL program.
439 Handle(OpenGl_ShaderProgram)& getStdProgram (Graphic3d_TypeOfShadingModel theShadingModel,
440 Standard_Integer theBits)
442 if (theShadingModel == Graphic3d_TOSM_UNLIT
443 || (theBits & OpenGl_PO_TextureEnv) != 0)
445 // If environment map is enabled lighting calculations are
446 // not needed (in accordance with default OCCT behavior)
447 Handle(OpenGl_ShaderProgram)& aProgram = myUnlitPrograms->ChangeValue (Graphic3d_TOSM_UNLIT, theBits);
448 if (aProgram.IsNull())
450 prepareStdProgramUnlit (aProgram, theBits);
455 Handle(OpenGl_ShaderProgram)& aProgram = myLightPrograms->ChangeValue (theShadingModel, theBits);
456 if (aProgram.IsNull())
458 prepareStdProgramLight (aProgram, theShadingModel, theBits);
463 //! Prepare standard GLSL program for accessing point sprite alpha.
464 Standard_EXPORT TCollection_AsciiString pointSpriteAlphaSrc (const Standard_Integer theBits);
466 //! Prepare standard GLSL program for computing point sprite shading.
467 Standard_EXPORT TCollection_AsciiString pointSpriteShadingSrc (const TCollection_AsciiString theBaseColorSrc, const Standard_Integer theBits);
469 //! Prepare standard GLSL program for textured font.
470 Standard_EXPORT Standard_Boolean prepareStdProgramFont();
472 //! Prepare standard GLSL program for FBO blit operation.
473 Standard_EXPORT Standard_Boolean prepareStdProgramFboBlit();
475 //! Prepare standard GLSL programs for OIT compositing operation.
476 Standard_EXPORT Standard_Boolean prepareStdProgramOitCompositing (const Standard_Boolean theMsaa);
478 //! Prepare standard GLSL program without lighting.
479 Standard_EXPORT Standard_Boolean prepareStdProgramUnlit (Handle(OpenGl_ShaderProgram)& theProgram,
480 const Standard_Integer theBits);
482 //! Prepare standard GLSL program with lighting.
483 Standard_Boolean prepareStdProgramLight (Handle(OpenGl_ShaderProgram)& theProgram,
484 Graphic3d_TypeOfShadingModel theShadingModel,
485 Standard_Integer theBits)
487 switch (theShadingModel)
489 case Graphic3d_TOSM_UNLIT: return prepareStdProgramUnlit (theProgram, theBits);
490 case Graphic3d_TOSM_FACET: return prepareStdProgramPhong (theProgram, theBits, true);
491 case Graphic3d_TOSM_VERTEX: return prepareStdProgramGouraud(theProgram, theBits);
492 case Graphic3d_TOSM_DEFAULT:
493 case Graphic3d_TOSM_FRAGMENT: return prepareStdProgramPhong (theProgram, theBits, false);
498 //! Prepare standard GLSL program with per-vertex lighting.
499 Standard_EXPORT Standard_Boolean prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram,
500 const Standard_Integer theBits);
502 //! Prepare standard GLSL program with per-pixel lighting.
503 //! @param theIsFlatNormal when TRUE, the Vertex normals will be ignored and Face normal will be computed instead
504 Standard_EXPORT Standard_Boolean prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram,
505 const Standard_Integer theBits,
506 const Standard_Boolean theIsFlatNormal = false);
508 //! Define computeLighting GLSL function depending on current lights configuration
509 //! @param theNbLights [out] number of defined light sources
510 //! @param theHasVertColor [in] flag to use getVertColor() instead of Ambient and Diffuse components of active material
511 Standard_EXPORT TCollection_AsciiString stdComputeLighting (Standard_Integer& theNbLights,
512 Standard_Boolean theHasVertColor);
514 //! Bind specified program to current context and apply state.
515 Standard_EXPORT Standard_Boolean bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram);
517 //! Set pointer myLightPrograms to active lighting programs set from myMapOfLightPrograms
518 Standard_EXPORT void switchLightPrograms();
520 //! Prepare standard GLSL program for stereoscopic image.
521 Standard_EXPORT Standard_Boolean prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
522 const Graphic3d_StereoMode theStereoMode);
526 //! Packed properties of light source
527 struct OpenGl_ShaderLightParameters
530 OpenGl_Vec4 Position;
531 OpenGl_Vec4 Direction;
532 OpenGl_Vec4 Parameters;
534 //! Returns packed (serialized) representation of light source properties
535 const OpenGl_Vec4* Packed() const { return reinterpret_cast<const OpenGl_Vec4*> (this); }
536 static Standard_Integer NbOfVec4() { return 4; }
539 //! Packed light source type information
540 struct OpenGl_ShaderLightType
542 Standard_Integer Type;
543 Standard_Integer IsHeadlight;
545 //! Returns packed (serialized) representation of light source type
546 const OpenGl_Vec2i* Packed() const { return reinterpret_cast<const OpenGl_Vec2i*> (this); }
547 static Standard_Integer NbOfVec2i() { return 1; }
550 //! Fake OpenGL program for tracking FFP state in the way consistent to programmable pipeline.
551 class OpenGl_ShaderProgramFFP : public OpenGl_ShaderProgram
553 DEFINE_STANDARD_RTTI_INLINE(OpenGl_ShaderProgramFFP, OpenGl_ShaderProgram)
554 friend class OpenGl_ShaderManager;
556 OpenGl_ShaderProgramFFP() {}
561 Handle(OpenGl_ShaderProgramFFP) myFfpProgram;
563 Graphic3d_TypeOfShadingModel myShadingModel; //!< lighting shading model
564 OpenGl_ShaderProgramList myProgramList; //!< The list of shader programs
565 Handle(OpenGl_SetOfShaderPrograms) myLightPrograms; //!< pointer to active lighting programs matrix
566 Handle(OpenGl_SetOfShaderPrograms) myUnlitPrograms; //!< programs matrix without lighting
567 Handle(OpenGl_ShaderProgram) myFontProgram; //!< standard program for textured text
568 Handle(OpenGl_ShaderProgram) myBlitProgram; //!< standard program for FBO blit emulation
569 Handle(OpenGl_ShaderProgram) myOitCompositingProgram[2]; //!< standard program for OIT compositing (default and MSAA).
570 OpenGl_MapOfShaderPrograms myMapOfLightPrograms; //!< map of lighting programs depending on lights configuration
572 Handle(OpenGl_ShaderProgram) myStereoPrograms[Graphic3d_StereoMode_NB]; //!< standard stereo programs
574 OpenGl_Context* myContext; //!< OpenGL context
578 OpenGl_ProjectionState myProjectionState; //!< State of OCCT projection transformation
579 OpenGl_ModelWorldState myModelWorldState; //!< State of OCCT model-world transformation
580 OpenGl_WorldViewState myWorldViewState; //!< State of OCCT world-view transformation
581 OpenGl_ClippingState myClippingState; //!< State of OCCT clipping planes
582 OpenGl_LightSourceState myLightSourceState; //!< State of OCCT light sources
583 OpenGl_MaterialState myMaterialState; //!< State of Front and Back materials
584 OpenGl_OitState myOitState; //!< State of OIT uniforms
586 gp_XYZ myLocalOrigin; //!< local camera transformation
587 Standard_Boolean myHasLocalOrigin; //!< flag indicating that local camera transformation has been set
589 mutable NCollection_Array1<OpenGl_ShaderLightType> myLightTypeArray;
590 mutable NCollection_Array1<OpenGl_ShaderLightParameters> myLightParamsArray;
591 mutable NCollection_Array1<OpenGl_Vec4> myClipPlaneArray;
592 mutable NCollection_Array1<OpenGl_Vec4d> myClipPlaneArrayFfp;
596 const OpenGl_View* myLastView; //!< Pointer to the last view shader manager used with
600 DEFINE_STANDARD_HANDLE(OpenGl_ShaderManager, Standard_Transient)
602 #endif // _OpenGl_ShaderManager_HeaderFile