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 Graphic3d_AlphaMode theAlphaMode,
88 const Standard_Boolean theHasVertColor,
89 const Standard_Boolean theEnableEnvMap,
90 const Handle(OpenGl_ShaderProgram)& theCustomProgram)
92 if (!theCustomProgram.IsNull()
93 || myContext->caps->ffpEnable)
95 return bindProgramWithState (theCustomProgram);
98 const Graphic3d_TypeOfShadingModel aShadeModelOnFace = theShadingModel != Graphic3d_TOSM_UNLIT
99 && (theTextures.IsNull() || theTextures->IsModulate())
101 : Graphic3d_TOSM_UNLIT;
102 const Standard_Integer aBits = getProgramBits (theTextures, theAlphaMode, theHasVertColor, theEnableEnvMap);
103 Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (aShadeModelOnFace, aBits);
104 return bindProgramWithState (aProgram);
107 //! Bind program for line rendering
108 Standard_Boolean BindLineProgram (const Handle(OpenGl_TextureSet)& theTextures,
109 const Aspect_TypeOfLine theLineType,
110 const Graphic3d_TypeOfShadingModel theShadingModel,
111 const Graphic3d_AlphaMode theAlphaMode,
112 const Standard_Boolean theHasVertColor,
113 const Handle(OpenGl_ShaderProgram)& theCustomProgram)
115 if (!theCustomProgram.IsNull()
116 || myContext->caps->ffpEnable)
118 return bindProgramWithState (theCustomProgram);
121 Standard_Integer aBits = getProgramBits (theTextures, theAlphaMode, theHasVertColor, false);
122 if (theLineType != Aspect_TOL_SOLID)
124 aBits |= OpenGl_PO_StippleLine;
127 Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theShadingModel, aBits);
128 return bindProgramWithState (aProgram);
131 //! Bind program for point rendering
132 Standard_Boolean BindMarkerProgram (const Handle(OpenGl_TextureSet)& theTextures,
133 const Graphic3d_TypeOfShadingModel theShadingModel,
134 const Graphic3d_AlphaMode theAlphaMode,
135 const Standard_Boolean theHasVertColor,
136 const Handle(OpenGl_ShaderProgram)& theCustomProgram)
138 if (!theCustomProgram.IsNull()
139 || myContext->caps->ffpEnable)
141 return bindProgramWithState (theCustomProgram);
144 const Standard_Integer aBits = getProgramBits (theTextures, theAlphaMode, theHasVertColor, false) | OpenGl_PO_Point;
145 Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theShadingModel, aBits);
146 return bindProgramWithState (aProgram);
149 //! Bind program for rendering alpha-textured font.
150 Standard_Boolean BindFontProgram (const Handle(OpenGl_ShaderProgram)& theCustomProgram)
152 if (!theCustomProgram.IsNull()
153 || myContext->caps->ffpEnable)
155 return bindProgramWithState (theCustomProgram);
158 if (myFontProgram.IsNull())
160 prepareStdProgramFont();
163 return bindProgramWithState (myFontProgram);
166 //! Bind program for FBO blit operation.
167 Standard_Boolean BindFboBlitProgram()
169 if (myBlitProgram.IsNull())
171 prepareStdProgramFboBlit();
173 return !myBlitProgram.IsNull()
174 && myContext->BindProgram (myBlitProgram);
177 //! Bind program for blended order-independent transparency buffers compositing.
178 Standard_Boolean BindOitCompositingProgram (const Standard_Boolean theIsMSAAEnabled)
180 const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
181 if (myOitCompositingProgram[aProgramIdx].IsNull())
183 prepareStdProgramOitCompositing (theIsMSAAEnabled);
186 const Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram [aProgramIdx];
187 return !aProgram.IsNull() && myContext->BindProgram (aProgram);
190 //! Bind program for rendering stereoscopic image.
191 Standard_Boolean BindStereoProgram (const Graphic3d_StereoMode theStereoMode)
193 if (theStereoMode < 0 || theStereoMode >= Graphic3d_StereoMode_NB)
195 return Standard_False;
198 if (myStereoPrograms[theStereoMode].IsNull())
200 prepareStdProgramStereo (myStereoPrograms[theStereoMode], theStereoMode);
202 const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[theStereoMode];
203 return !aProgram.IsNull()
204 && myContext->BindProgram (aProgram);
209 //! Returns current state of OCCT light sources.
210 const OpenGl_LightSourceState& LightSourceState() const { return myLightSourceState; }
212 //! Updates state of OCCT light sources.
213 Standard_EXPORT void UpdateLightSourceStateTo (const Handle(Graphic3d_LightSet)& theLights);
215 //! Invalidate state of OCCT light sources.
216 Standard_EXPORT void UpdateLightSourceState();
218 //! Pushes current state of OCCT light sources to specified program.
219 Standard_EXPORT void PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
223 //! Returns current state of OCCT projection transform.
224 const OpenGl_ProjectionState& ProjectionState() const { return myProjectionState; }
226 //! Updates state of OCCT projection transform.
227 Standard_EXPORT void UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix);
229 //! Pushes current state of OCCT projection transform to specified program.
230 Standard_EXPORT void PushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
234 //! Returns current state of OCCT model-world transform.
235 const OpenGl_ModelWorldState& ModelWorldState() const { return myModelWorldState; }
237 //! Updates state of OCCT model-world transform.
238 Standard_EXPORT void UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix);
240 //! Pushes current state of OCCT model-world transform to specified program.
241 Standard_EXPORT void PushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
245 //! Returns current state of OCCT world-view transform.
246 const OpenGl_WorldViewState& WorldViewState() const { return myWorldViewState; }
248 //! Updates state of OCCT world-view transform.
249 Standard_EXPORT void UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix);
251 //! Pushes current state of OCCT world-view transform to specified program.
252 Standard_EXPORT void PushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
256 //! Updates state of OCCT clipping planes.
257 Standard_EXPORT void UpdateClippingState();
259 //! Reverts state of OCCT clipping planes.
260 Standard_EXPORT void RevertClippingState();
262 //! Pushes current state of OCCT clipping planes to specified program.
263 Standard_EXPORT void PushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
267 //! Returns current state of material.
268 const OpenGl_MaterialState& MaterialState() const { return myMaterialState; }
270 //! Updates state of material.
271 void UpdateMaterialStateTo (const OpenGl_Material& theFrontMat,
272 const OpenGl_Material& theBackMat,
273 const float theAlphaCutoff,
274 const bool theToDistinguish,
275 const bool theToMapTexture)
277 myMaterialState.Set (theFrontMat, theBackMat, theAlphaCutoff, theToDistinguish, theToMapTexture);
278 myMaterialState.Update();
281 //! Updates state of material.
282 void UpdateMaterialState()
284 myMaterialState.Update();
287 //! Pushes current state of material to specified program.
288 void PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
292 //! Returns state of OIT uniforms.
293 const OpenGl_OitState& OitState() const { return myOitState; }
295 //! Set the state of OIT rendering pass.
296 //! @param theToEnableOitWrite [in] flag indicating whether the special output should be written for OIT algorithm.
297 //! @param theDepthFactor [in] the scalar factor of depth influence to the fragment's coverage.
298 void SetOitState (const bool theToEnableOitWrite, const float theDepthFactor)
300 myOitState.Set (theToEnableOitWrite, theDepthFactor);
304 //! Pushes state of OIT uniforms to the specified program.
305 Standard_EXPORT void PushOitState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
309 //! Pushes current state of OCCT graphics parameters to specified program.
310 Standard_EXPORT void PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
314 //! Overwrites context
315 void SetContext (OpenGl_Context* theCtx)
320 //! Returns true when provided context is the same as used one by shader manager.
321 bool IsSameContext (OpenGl_Context* theCtx) const
323 return myContext == theCtx;
326 //! Choose Shading Model for filled primitives.
327 //! Fallbacks to FACET model if there are no normal attributes.
328 Graphic3d_TypeOfShadingModel ChooseFaceShadingModel (Graphic3d_TypeOfShadingModel theCustomModel,
329 bool theHasNodalNormals) const
331 if (!myContext->ColorMask())
333 return Graphic3d_TOSM_UNLIT;
335 Graphic3d_TypeOfShadingModel aModel = theCustomModel != Graphic3d_TOSM_DEFAULT ? theCustomModel : myShadingModel;
338 case Graphic3d_TOSM_DEFAULT:
339 case Graphic3d_TOSM_UNLIT:
340 case Graphic3d_TOSM_FACET:
342 case Graphic3d_TOSM_VERTEX:
343 case Graphic3d_TOSM_FRAGMENT:
344 return theHasNodalNormals ? aModel : Graphic3d_TOSM_FACET;
346 return Graphic3d_TOSM_UNLIT;
349 //! Choose Shading Model for line primitives.
350 //! Fallbacks to UNLIT model if there are no normal attributes.
351 Graphic3d_TypeOfShadingModel ChooseLineShadingModel (Graphic3d_TypeOfShadingModel theCustomModel,
352 bool theHasNodalNormals) const
354 if (!myContext->ColorMask())
356 return Graphic3d_TOSM_UNLIT;
358 Graphic3d_TypeOfShadingModel aModel = theCustomModel != Graphic3d_TOSM_DEFAULT ? theCustomModel : myShadingModel;
361 case Graphic3d_TOSM_DEFAULT:
362 case Graphic3d_TOSM_UNLIT:
363 case Graphic3d_TOSM_FACET:
364 return Graphic3d_TOSM_UNLIT;
365 case Graphic3d_TOSM_VERTEX:
366 case Graphic3d_TOSM_FRAGMENT:
367 return theHasNodalNormals ? aModel : Graphic3d_TOSM_UNLIT;
369 return Graphic3d_TOSM_UNLIT;
372 //! Choose Shading Model for Marker primitives.
373 Graphic3d_TypeOfShadingModel ChooseMarkerShadingModel (Graphic3d_TypeOfShadingModel theCustomModel,
374 bool theHasNodalNormals) const
376 return ChooseLineShadingModel (theCustomModel, theHasNodalNormals);
379 //! Returns default Shading Model.
380 Graphic3d_TypeOfShadingModel ShadingModel() const { return myShadingModel; }
382 //! Sets shading model.
383 Standard_EXPORT void SetShadingModel (const Graphic3d_TypeOfShadingModel theModel);
385 //! Sets last view manger used with.
386 //! Helps to handle matrix states in multi-view configurations.
387 void SetLastView (const OpenGl_View* theLastView)
389 myLastView = theLastView;
392 //! Returns true when provided view is the same as cached one.
393 bool IsSameView (const OpenGl_View* theView) const
395 return myLastView == theView;
400 //! Define program bits.
401 Standard_Integer getProgramBits (const Handle(OpenGl_TextureSet)& theTextures,
402 Graphic3d_AlphaMode theAlphaMode,
403 Standard_Boolean theHasVertColor,
404 Standard_Boolean theEnableEnvMap)
407 Standard_Integer aBits = 0;
408 if (theAlphaMode == Graphic3d_AlphaMode_Mask)
410 aBits |= OpenGl_PO_AlphaTest;
413 const Standard_Integer aNbPlanes = myContext->Clipping().NbClippingOrCappingOn();
416 aBits |= OpenGl_PO_ClipPlanesN;
419 aBits |= OpenGl_PO_ClipPlanes1;
421 else if (aNbPlanes == 2)
423 aBits |= OpenGl_PO_ClipPlanes2;
429 // Environment map overwrites material texture
430 aBits |= OpenGl_PO_TextureEnv;
432 else if (!theTextures.IsNull()
433 && !theTextures->IsEmpty()
434 && !theTextures->First().IsNull())
436 aBits |= theTextures->First()->IsAlpha() ? OpenGl_PO_TextureA : OpenGl_PO_TextureRGB;
440 aBits |= OpenGl_PO_VertColor;
443 if (myOitState.ToEnableWrite())
445 aBits |= OpenGl_PO_WriteOit;
450 //! Prepare standard GLSL program.
451 Handle(OpenGl_ShaderProgram)& getStdProgram (Graphic3d_TypeOfShadingModel theShadingModel,
452 Standard_Integer theBits)
454 if (theShadingModel == Graphic3d_TOSM_UNLIT
455 || (theBits & OpenGl_PO_TextureEnv) != 0)
457 // If environment map is enabled lighting calculations are
458 // not needed (in accordance with default OCCT behavior)
459 Handle(OpenGl_ShaderProgram)& aProgram = myUnlitPrograms->ChangeValue (Graphic3d_TOSM_UNLIT, theBits);
460 if (aProgram.IsNull())
462 prepareStdProgramUnlit (aProgram, theBits);
467 Handle(OpenGl_ShaderProgram)& aProgram = myLightPrograms->ChangeValue (theShadingModel, theBits);
468 if (aProgram.IsNull())
470 prepareStdProgramLight (aProgram, theShadingModel, theBits);
475 //! Prepare standard GLSL program for accessing point sprite alpha.
476 Standard_EXPORT TCollection_AsciiString pointSpriteAlphaSrc (const Standard_Integer theBits);
478 //! Prepare standard GLSL program for computing point sprite shading.
479 Standard_EXPORT TCollection_AsciiString pointSpriteShadingSrc (const TCollection_AsciiString theBaseColorSrc, const Standard_Integer theBits);
481 //! Prepare standard GLSL program for textured font.
482 Standard_EXPORT Standard_Boolean prepareStdProgramFont();
484 //! Prepare standard GLSL program for FBO blit operation.
485 Standard_EXPORT Standard_Boolean prepareStdProgramFboBlit();
487 //! Prepare standard GLSL programs for OIT compositing operation.
488 Standard_EXPORT Standard_Boolean prepareStdProgramOitCompositing (const Standard_Boolean theMsaa);
490 //! Prepare standard GLSL program without lighting.
491 Standard_EXPORT Standard_Boolean prepareStdProgramUnlit (Handle(OpenGl_ShaderProgram)& theProgram,
492 const Standard_Integer theBits);
494 //! Prepare standard GLSL program with lighting.
495 Standard_Boolean prepareStdProgramLight (Handle(OpenGl_ShaderProgram)& theProgram,
496 Graphic3d_TypeOfShadingModel theShadingModel,
497 Standard_Integer theBits)
499 switch (theShadingModel)
501 case Graphic3d_TOSM_UNLIT: return prepareStdProgramUnlit (theProgram, theBits);
502 case Graphic3d_TOSM_FACET: return prepareStdProgramPhong (theProgram, theBits, true);
503 case Graphic3d_TOSM_VERTEX: return prepareStdProgramGouraud(theProgram, theBits);
504 case Graphic3d_TOSM_DEFAULT:
505 case Graphic3d_TOSM_FRAGMENT: return prepareStdProgramPhong (theProgram, theBits, false);
510 //! Prepare standard GLSL program with per-vertex lighting.
511 Standard_EXPORT Standard_Boolean prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram,
512 const Standard_Integer theBits);
514 //! Prepare standard GLSL program with per-pixel lighting.
515 //! @param theIsFlatNormal when TRUE, the Vertex normals will be ignored and Face normal will be computed instead
516 Standard_EXPORT Standard_Boolean prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram,
517 const Standard_Integer theBits,
518 const Standard_Boolean theIsFlatNormal = false);
520 //! Define computeLighting GLSL function depending on current lights configuration
521 //! @param theNbLights [out] number of defined light sources
522 //! @param theHasVertColor [in] flag to use getVertColor() instead of Ambient and Diffuse components of active material
523 Standard_EXPORT TCollection_AsciiString stdComputeLighting (Standard_Integer& theNbLights,
524 Standard_Boolean theHasVertColor);
526 //! Bind specified program to current context and apply state.
527 Standard_EXPORT Standard_Boolean bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram);
529 //! Set pointer myLightPrograms to active lighting programs set from myMapOfLightPrograms
530 Standard_EXPORT void switchLightPrograms();
532 //! Prepare standard GLSL program for stereoscopic image.
533 Standard_EXPORT Standard_Boolean prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
534 const Graphic3d_StereoMode theStereoMode);
538 //! Packed properties of light source
539 struct OpenGl_ShaderLightParameters
542 OpenGl_Vec4 Position;
543 OpenGl_Vec4 Direction;
544 OpenGl_Vec4 Parameters;
546 //! Returns packed (serialized) representation of light source properties
547 const OpenGl_Vec4* Packed() const { return reinterpret_cast<const OpenGl_Vec4*> (this); }
548 static Standard_Integer NbOfVec4() { return 4; }
551 //! Packed light source type information
552 struct OpenGl_ShaderLightType
554 Standard_Integer Type;
555 Standard_Integer IsHeadlight;
557 //! Returns packed (serialized) representation of light source type
558 const OpenGl_Vec2i* Packed() const { return reinterpret_cast<const OpenGl_Vec2i*> (this); }
559 static Standard_Integer NbOfVec2i() { return 1; }
562 //! Fake OpenGL program for tracking FFP state in the way consistent to programmable pipeline.
563 class OpenGl_ShaderProgramFFP : public OpenGl_ShaderProgram
565 DEFINE_STANDARD_RTTI_INLINE(OpenGl_ShaderProgramFFP, OpenGl_ShaderProgram)
566 friend class OpenGl_ShaderManager;
568 OpenGl_ShaderProgramFFP() {}
573 Handle(OpenGl_ShaderProgramFFP) myFfpProgram;
575 Graphic3d_TypeOfShadingModel myShadingModel; //!< lighting shading model
576 OpenGl_ShaderProgramList myProgramList; //!< The list of shader programs
577 Handle(OpenGl_SetOfShaderPrograms) myLightPrograms; //!< pointer to active lighting programs matrix
578 Handle(OpenGl_SetOfShaderPrograms) myUnlitPrograms; //!< programs matrix without lighting
579 Handle(OpenGl_ShaderProgram) myFontProgram; //!< standard program for textured text
580 Handle(OpenGl_ShaderProgram) myBlitProgram; //!< standard program for FBO blit emulation
581 Handle(OpenGl_ShaderProgram) myOitCompositingProgram[2]; //!< standard program for OIT compositing (default and MSAA).
582 OpenGl_MapOfShaderPrograms myMapOfLightPrograms; //!< map of lighting programs depending on lights configuration
584 Handle(OpenGl_ShaderProgram) myStereoPrograms[Graphic3d_StereoMode_NB]; //!< standard stereo programs
586 OpenGl_Context* myContext; //!< OpenGL context
590 OpenGl_ProjectionState myProjectionState; //!< State of OCCT projection transformation
591 OpenGl_ModelWorldState myModelWorldState; //!< State of OCCT model-world transformation
592 OpenGl_WorldViewState myWorldViewState; //!< State of OCCT world-view transformation
593 OpenGl_ClippingState myClippingState; //!< State of OCCT clipping planes
594 OpenGl_LightSourceState myLightSourceState; //!< State of OCCT light sources
595 OpenGl_MaterialState myMaterialState; //!< State of Front and Back materials
596 OpenGl_OitState myOitState; //!< State of OIT uniforms
598 gp_XYZ myLocalOrigin; //!< local camera transformation
599 Standard_Boolean myHasLocalOrigin; //!< flag indicating that local camera transformation has been set
601 mutable NCollection_Array1<OpenGl_ShaderLightType> myLightTypeArray;
602 mutable NCollection_Array1<OpenGl_ShaderLightParameters> myLightParamsArray;
603 mutable NCollection_Array1<OpenGl_Vec4> myClipPlaneArray;
604 mutable NCollection_Array1<OpenGl_Vec4d> myClipPlaneArrayFfp;
608 const OpenGl_View* myLastView; //!< Pointer to the last view shader manager used with
612 DEFINE_STANDARD_HANDLE(OpenGl_ShaderManager, Standard_Transient)
614 #endif // _OpenGl_ShaderManager_HeaderFile