// Created on: 2013-09-20 // Created by: Denis BOGOLEPOV // Copyright (c) 2013-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #include #include #include #include #include #include #include #include #include IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderProgram,Standard_Transient) namespace { static volatile Standard_Integer THE_PROGRAM_OBJECT_COUNTER = 0; } // ======================================================================= // function : ShadersFolder // purpose : // ======================================================================= const TCollection_AsciiString& Graphic3d_ShaderProgram::ShadersFolder() { static Standard_Boolean THE_IS_DEFINED = Standard_False; static TCollection_AsciiString THE_SHADERS_FOLDER; if (!THE_IS_DEFINED) { THE_IS_DEFINED = Standard_True; OSD_Environment aDirEnv ("CSF_ShadersDirectory"); THE_SHADERS_FOLDER = aDirEnv.Value(); if (THE_SHADERS_FOLDER.IsEmpty()) { OSD_Environment aCasRootEnv ("CASROOT"); THE_SHADERS_FOLDER = aCasRootEnv.Value(); if (!THE_SHADERS_FOLDER.IsEmpty()) { THE_SHADERS_FOLDER += "/src/Shaders"; } } if (THE_SHADERS_FOLDER.IsEmpty()) { return THE_SHADERS_FOLDER; } const OSD_Path aDirPath (THE_SHADERS_FOLDER); OSD_Directory aDir (aDirPath); const TCollection_AsciiString aProgram = THE_SHADERS_FOLDER + "/Declarations.glsl"; OSD_File aProgramFile (aProgram); if (!aDir.Exists() || !aProgramFile.Exists()) { std::cerr << "Standard GLSL programs are not found in: " << THE_SHADERS_FOLDER.ToCString() << std::endl; throw Standard_Failure("CSF_ShadersDirectory or CASROOT is set incorrectly"); } } return THE_SHADERS_FOLDER; } // ======================================================================= // function : Graphic3d_ShaderProgram // purpose : Creates new empty program object // ======================================================================= Graphic3d_ShaderProgram::Graphic3d_ShaderProgram() : myNbLightsMax (THE_MAX_LIGHTS_DEFAULT), myNbShadowMaps (0), myNbClipPlanesMax (THE_MAX_CLIP_PLANES_DEFAULT), myNbFragOutputs (THE_NB_FRAG_OUTPUTS), myTextureSetBits (Graphic3d_TextureSetBits_NONE), myOitOutput (Graphic3d_RTM_BLEND_UNORDERED), myHasDefSampler (true), myHasAlphaTest (false), myIsPBR (false) { myID = TCollection_AsciiString ("Graphic3d_ShaderProgram_") + TCollection_AsciiString (Standard_Atomic_Increment (&THE_PROGRAM_OBJECT_COUNTER)); } // ======================================================================= // function : ~Graphic3d_ShaderProgram // purpose : Releases resources of program object // ======================================================================= Graphic3d_ShaderProgram::~Graphic3d_ShaderProgram() { // } // ======================================================================= // function : IsDone // purpose : Checks if the program object is valid or not // ======================================================================= Standard_Boolean Graphic3d_ShaderProgram::IsDone() const { if (myShaderObjects.IsEmpty()) { return Standard_False; } for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next()) { if (!anIt.Value()->IsDone()) return Standard_False; } return Standard_True; } // ======================================================================= // function : AttachShader // purpose : Attaches shader object to the program object // ======================================================================= Standard_Boolean Graphic3d_ShaderProgram::AttachShader (const Handle(Graphic3d_ShaderObject)& theShader) { if (theShader.IsNull()) { return Standard_False; } for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next()) { if (anIt.Value() == theShader) return Standard_False; } myShaderObjects.Append (theShader); return Standard_True; } // ======================================================================= // function : DetachShader // purpose : Detaches shader object from the program object // ======================================================================= Standard_Boolean Graphic3d_ShaderProgram::DetachShader (const Handle(Graphic3d_ShaderObject)& theShader) { if (theShader.IsNull()) { return Standard_False; } for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next()) { if (anIt.Value() == theShader) { myShaderObjects.Remove (anIt); return Standard_True; } } return Standard_False; } // ======================================================================= // function : ClearVariables // purpose : Removes all custom uniform variables from the program // ======================================================================= void Graphic3d_ShaderProgram::ClearVariables() { myVariables.Clear(); } // ======================================================================= // function : SetAttributes // purpose : // ======================================================================= void Graphic3d_ShaderProgram::SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes) { myAttributes = theAttributes; }