// 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 { 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; } //! 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; } //! 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); //! 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(); public: DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderProgram,Standard_Transient) 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 }; 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