// 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. #ifndef _Graphic3d_ShaderProgram_HeaderFile #define _Graphic3d_ShaderProgram_HeaderFile #include #include #include #include #include //! List of shader objects. typedef NCollection_Sequence Graphic3d_ShaderObjectList; //! List of custom uniform shader variables. typedef NCollection_Sequence Graphic3d_ShaderVariableList; //! List of custom vertex shader attrubures typedef NCollection_Sequence Graphic3d_ShaderAttributeList; //! This class is responsible for managing shader programs. class Graphic3d_ShaderProgram : public Standard_Transient { DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderProgram, Standard_Transient) public: //! Default value of THE_MAX_LIGHTS macros within GLSL program (see Declarations.glsl). static const Standard_Integer THE_MAX_LIGHTS_DEFAULT = 8; //! Default value of THE_MAX_CLIP_PLANES macros within GLSL program (see Declarations.glsl). static const Standard_Integer THE_MAX_CLIP_PLANES_DEFAULT = 8; //! Default value of THE_NB_FRAG_OUTPUTS macros within GLSL program (see Declarations.glsl). static const Standard_Integer THE_NB_FRAG_OUTPUTS = 1; public: //! Creates new empty program object. Standard_EXPORT Graphic3d_ShaderProgram(); //! Releases resources of program object. Standard_EXPORT virtual ~Graphic3d_ShaderProgram(); //! Checks if the program object is valid or not. Standard_EXPORT virtual Standard_Boolean IsDone() const; //! Returns unique ID used to manage resource in graphic driver. const TCollection_AsciiString& GetId() const { return myID; } //! Sets unique ID used to manage resource in graphic driver. //! WARNING! Graphic3d_ShaderProgram constructor generates a unique id for proper resource management; //! however if application overrides it, it is responsibility of application to avoid name collisions. void SetId (const TCollection_AsciiString& theId) { myID = theId; } //! Returns GLSL header (version code and extensions). const TCollection_AsciiString& Header() const { return myHeader; } //! Setup GLSL header containing language version code and used extensions. //! Will be prepended to the very beginning of the source code. //! Example: //! @code //! #version 300 es //! #extension GL_ARB_bindless_texture : require //! @endcode void SetHeader (const TCollection_AsciiString& theHeader) { myHeader = theHeader; } //! Append line to GLSL header. void AppendToHeader (const TCollection_AsciiString& theHeaderLine) { if (!myHeader.IsEmpty()) { myHeader += "\n"; } myHeader += theHeaderLine; } //! Return the length of array of light sources (THE_MAX_LIGHTS), //! to be used for initialization occLightSources. //! Default value is THE_MAX_LIGHTS_DEFAULT. Standard_Integer NbLightsMax() const { return myNbLightsMax; } //! Specify the length of array of light sources (THE_MAX_LIGHTS). void SetNbLightsMax (Standard_Integer theNbLights) { myNbLightsMax = theNbLights; } //! Return the length of array of clipping planes (THE_MAX_CLIP_PLANES), //! to be used for initialization occClipPlaneEquations. //! Default value is THE_MAX_CLIP_PLANES_DEFAULT. Standard_Integer NbClipPlanesMax() const { return myNbClipPlanesMax; } //! Specify the length of array of clipping planes (THE_MAX_CLIP_PLANES). void SetNbClipPlanesMax (Standard_Integer theNbPlanes) { myNbClipPlanesMax = theNbPlanes; } //! Attaches shader object to the program object. Standard_EXPORT Standard_Boolean AttachShader (const Handle(Graphic3d_ShaderObject)& theShader); //! Detaches shader object from the program object. Standard_EXPORT Standard_Boolean DetachShader (const Handle(Graphic3d_ShaderObject)& theShader); //! Returns list of attached shader objects. const Graphic3d_ShaderObjectList& ShaderObjects() const { return myShaderObjects; } //! The list of currently pushed but not applied custom uniform variables. //! This list is automatically cleared after applying to GLSL program. const Graphic3d_ShaderVariableList& Variables() const { return myVariables; } //! Return the list of custom vertex attributes. const Graphic3d_ShaderAttributeList& VertexAttributes() const { return myAttributes; } //! Assign the list of custom vertex attributes. //! Should be done before GLSL program initialization. Standard_EXPORT void SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes); //! Returns the number (1+) of Fragment Shader outputs to be written to //! (more than 1 can be in case of multiple draw buffers); 1 by default. Standard_Integer NbFragmentOutputs() const { return myNbFragOutputs; } //! Sets the number of Fragment Shader outputs to be written to. //! Should be done before GLSL program initialization. void SetNbFragmentOutputs (const Standard_Integer theNbOutputs) { myNbFragOutputs = theNbOutputs; } //! Return true if Fragment Shader should perform alpha test; FALSE by default. Standard_Boolean HasAlphaTest() const { return myHasAlphaTest; } //! Set if Fragment Shader should perform alpha test. //! Note that this flag is designed for usage with - custom shader program may discard fragment regardless this flag. void SetAlphaTest (Standard_Boolean theAlphaTest) { myHasAlphaTest = theAlphaTest; } //! Return TRUE if standard program header should define default texture sampler occSampler0; TRUE by default for compatibility. Standard_Boolean HasDefaultSampler() const { return myHasDefSampler; } //! Set if standard program header should define default texture sampler occSampler0. void SetDefaultSampler (Standard_Boolean theHasDefSampler) { myHasDefSampler = theHasDefSampler; } //! Return true if Fragment Shader color should output the weighted OIT coverage; FALSE by default. Standard_Boolean HasWeightOitOutput() const { return myHasWeightOitOutput; } //! Set if Fragment Shader color should output the weighted OIT coverage. //! Note that weighted OIT also requires at least 2 Fragment Outputs (color + coverage). void SetWeightOitOutput (Standard_Boolean theOutput) { myHasWeightOitOutput = theOutput; } //! Pushes custom uniform variable to the program. //! The list of pushed variables is automatically cleared after applying to GLSL program. //! Thus after program recreation even unchanged uniforms should be pushed anew. template Standard_Boolean PushVariable (const TCollection_AsciiString& theName, const T& theValue); //! Removes all custom uniform variables from the program. Standard_EXPORT void ClearVariables(); //! Pushes float uniform. Standard_Boolean PushVariableFloat (const TCollection_AsciiString& theName, const float theValue) { return PushVariable (theName, theValue); } //! Pushes vec2 uniform. Standard_Boolean PushVariableVec2 (const TCollection_AsciiString& theName, const Graphic3d_Vec2& theValue) { return PushVariable (theName, theValue); } //! Pushes vec3 uniform. Standard_Boolean PushVariableVec3 (const TCollection_AsciiString& theName, const Graphic3d_Vec3& theValue) { return PushVariable (theName, theValue); } //! Pushes vec4 uniform. Standard_Boolean PushVariableVec4 (const TCollection_AsciiString& theName, const Graphic3d_Vec4& theValue) { return PushVariable (theName, theValue); } //! Pushes int uniform. Standard_Boolean PushVariableInt (const TCollection_AsciiString& theName, const int theValue) { return PushVariable (theName, theValue); } //! Pushes vec2i uniform. Standard_Boolean PushVariableVec2i (const TCollection_AsciiString& theName, const Graphic3d_Vec2i& theValue) { return PushVariable (theName, theValue); } //! Pushes vec3i uniform. Standard_Boolean PushVariableVec3i (const TCollection_AsciiString& theName, const Graphic3d_Vec3i& theValue) { return PushVariable (theName, theValue); } //! Pushes vec4i uniform. Standard_Boolean PushVariableVec4i (const TCollection_AsciiString& theName, const Graphic3d_Vec4i& theValue) { return PushVariable (theName, theValue); } public: //! The path to GLSL programs determined from CSF_ShadersDirectory or CASROOT environment variables. //! @return the root folder with default GLSL programs. Standard_EXPORT static const TCollection_AsciiString& ShadersFolder(); private: TCollection_AsciiString myID; //!< the unique identifier of program object Graphic3d_ShaderObjectList myShaderObjects; //!< the list of attached shader objects Graphic3d_ShaderVariableList myVariables; //!< the list of custom uniform variables Graphic3d_ShaderAttributeList myAttributes; //!< the list of custom vertex attributes TCollection_AsciiString myHeader; //!< GLSL header with version code and used extensions Standard_Integer myNbLightsMax; //!< length of array of light sources (THE_MAX_LIGHTS) Standard_Integer myNbClipPlanesMax; //!< length of array of clipping planes (THE_MAX_CLIP_PLANES) Standard_Integer myNbFragOutputs; //!< length of array of Fragment Shader outputs (THE_NB_FRAG_OUTPUTS) Standard_Boolean myHasDefSampler; //!< flag indicating that program defines default texture sampler occSampler0 Standard_Boolean myHasAlphaTest; //!< flag indicating that Fragment Shader performs alpha test Standard_Boolean myHasWeightOitOutput; //!< flag indicating that Fragment Shader includes weighted OIT coverage }; DEFINE_STANDARD_HANDLE (Graphic3d_ShaderProgram, Standard_Transient) // ======================================================================= // function : PushVariable // purpose : Pushes custom uniform variable to the program // ======================================================================= template inline Standard_Boolean Graphic3d_ShaderProgram::PushVariable (const TCollection_AsciiString& theName, const T& theValue) { Handle(Graphic3d_ShaderVariable) aVariable = Graphic3d_ShaderVariable::Create (theName, theValue); if (aVariable.IsNull() || !aVariable->IsDone()) { return Standard_False; } myVariables.Append (aVariable); return Standard_True; } #endif