// Created on: 2013-09-26 // 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 #include #include #include #include "../Shaders/Shaders_PBRDistribution_glsl.pxx" #include "../Shaders/Shaders_PBRGeometry_glsl.pxx" #include "../Shaders/Shaders_PBRFresnel_glsl.pxx" #include "../Shaders/Shaders_PBRCookTorrance_glsl.pxx" #include "../Shaders/Shaders_PBRIllumination_glsl.pxx" #include "../Shaders/Shaders_PBREnvBaking_fs.pxx" #include "../Shaders/Shaders_PBREnvBaking_vs.pxx" #include "../Shaders/Shaders_PointLightAttenuation_glsl.pxx" #include "../Shaders/Shaders_TangentSpaceNormal_glsl.pxx" IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager,Standard_Transient) namespace { //! Number specifying maximum number of light sources to prepare a GLSL program with unrolled loop. const Standard_Integer THE_NB_UNROLLED_LIGHTS_MAX = 32; //! Compute the size of array storing holding light sources definition. static Standard_Integer roundUpMaxLightSources (Standard_Integer theNbLights) { Standard_Integer aMaxLimit = THE_NB_UNROLLED_LIGHTS_MAX; for (; aMaxLimit < theNbLights; aMaxLimit *= 2) {} return aMaxLimit; } #define EOL "\n" //! Compute TexCoord value in Vertex Shader const char THE_VARY_TexCoord_Trsf[] = EOL" float aRotSin = occTextureTrsf_RotationSin();" EOL" float aRotCos = occTextureTrsf_RotationCos();" EOL" vec2 aTex2 = vec2 (occTexCoord.x * aRotCos - occTexCoord.y * aRotSin," EOL" occTexCoord.x * aRotSin + occTexCoord.y * aRotCos);" EOL" aTex2 = (aTex2 + occTextureTrsf_Translation()) * occTextureTrsf_Scale();" EOL" TexCoord = vec4(aTex2, occTexCoord.zw);"; //! Auxiliary function to flip gl_PointCoord vertically #define THE_VEC2_glPointCoord "vec2 (gl_PointCoord.x, 1.0 - gl_PointCoord.y)" //! Auxiliary function to transform normal from model to view coordinate system. const char THE_FUNC_transformNormal_view[] = EOL"vec3 transformNormal (in vec3 theNormal)" EOL"{" EOL" vec4 aResult = occWorldViewMatrixInverseTranspose" EOL" * occModelWorldMatrixInverseTranspose" EOL" * vec4 (theNormal, 0.0);" EOL" return normalize (aResult.xyz);" EOL"}"; //! The same function as THE_FUNC_transformNormal but is used in PBR pipeline. //! The normals are expected to be in world coordinate system in PBR pipeline. const char THE_FUNC_transformNormal_world[] = EOL"vec3 transformNormal (in vec3 theNormal)" EOL"{" EOL" vec4 aResult = occModelWorldMatrixInverseTranspose" EOL" * vec4 (theNormal, 0.0);" EOL" return normalize (aResult.xyz);" EOL"}"; //! Global shader variable for color definition with lighting enabled. const char THE_FUNC_lightDef[] = EOL"vec3 Ambient;" //!< Ambient contribution of light sources EOL"vec3 Diffuse;" //!< Diffuse contribution of light sources EOL"vec3 Specular;"; //!< Specular contribution of light sources //! Global shader variable for color definition with lighting enabled. const char THE_FUNC_PBR_lightDef[] = EOL"vec3 DirectLighting;" //!< Accumulator of direct lighting from light sources EOL"vec4 BaseColor;" //!< Base color (albedo) of material for PBR EOL"float Metallic;" //!< Metallic coefficient of material EOL"float NormalizedRoughness;" //!< Normalized roughness coefficient of material EOL"float Roughness;" //!< Roughness coefficient of material EOL"vec3 Emission;" //!< Light intensity emitted by material EOL"float IOR;"; //!< Material's index of refraction //! Function computes contribution of isotropic point light source const char THE_FUNC_pointLight[] = EOL"void pointLight (in int theId," EOL" in vec3 theNormal," EOL" in vec3 theView," EOL" in vec3 thePoint," EOL" in bool theIsFront)" EOL"{" EOL" vec3 aLight = occLight_Position (theId);" EOL" if (!occLight_IsHeadlight (theId))" EOL" {" EOL" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 1.0));" EOL" }" EOL" aLight -= thePoint;" EOL EOL" float aDist = length (aLight);" EOL" float aRange = occLight_Range (theId);" EOL" float anAtten = occPointLightAttenuation (aDist, aRange, occLight_LinearAttenuation (theId), occLight_ConstAttenuation (theId));" EOL" if (anAtten <= 0.0) return;" EOL" aLight /= aDist;" EOL EOL" vec3 aHalf = normalize (aLight + theView);" EOL EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;" EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));" EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));" EOL EOL" float aSpecl = 0.0;" EOL" if (aNdotL > 0.0)" EOL" {" EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());" EOL" }" EOL EOL" Diffuse += occLight_Diffuse (theId) * aNdotL * anAtten;" EOL" Specular += occLight_Specular(theId) * aSpecl * anAtten;" EOL"}"; //! Function computes contribution of isotropic point light source const char THE_FUNC_PBR_pointLight[] = EOL"void pointLight (in int theId," EOL" in vec3 theNormal," EOL" in vec3 theView," EOL" in vec3 thePoint," EOL" in bool theIsFront)" EOL"{" EOL" vec3 aLight = occLight_Position (theId);" EOL" if (occLight_IsHeadlight (theId))" EOL" {" EOL" aLight = vec3 (occWorldViewMatrixInverse * vec4 (aLight, 1.0));" EOL" }" EOL" aLight -= thePoint;" EOL EOL" float aDist = length (aLight);" EOL" float aRange = occLight_Range (theId);" EOL" float anAtten = occPointLightAttenuation (aDist, aRange);" EOL" if (anAtten <= 0.0) return;" EOL" aLight /= aDist;" EOL EOL" theNormal = theIsFront ? theNormal : -theNormal;" EOL" DirectLighting += occPBRIllumination (theView, aLight, theNormal," EOL" BaseColor, Metallic, Roughness, IOR," EOL" occLight_Specular (theId)," EOL" occLight_Intensity(theId) * anAtten);" EOL"}"; //! Function computes contribution of spotlight source const char THE_FUNC_spotLight[] = EOL"void spotLight (in int theId," EOL" in vec3 theNormal," EOL" in vec3 theView," EOL" in vec3 thePoint," EOL" in bool theIsFront)" EOL"{" EOL" vec3 aLight = occLight_Position (theId);" EOL" vec3 aSpotDir = occLight_SpotDirection (theId);" EOL" if (!occLight_IsHeadlight (theId))" EOL" {" EOL" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 1.0));" EOL" aSpotDir = vec3 (occWorldViewMatrix * vec4 (aSpotDir, 0.0));" EOL" }" EOL" aLight -= thePoint;" EOL EOL" float aDist = length (aLight);" EOL" float aRange = occLight_Range (theId);" EOL" float anAtten = occPointLightAttenuation (aDist, aRange, occLight_LinearAttenuation (theId), occLight_ConstAttenuation (theId));" EOL" if (anAtten <= 0.0) return;" EOL" aLight /= aDist;" EOL EOL" aSpotDir = normalize (aSpotDir);" // light cone EOL" float aCosA = dot (aSpotDir, -aLight);" EOL" if (aCosA >= 1.0 || aCosA < cos (occLight_SpotCutOff (theId)))" EOL" {" EOL" return;" EOL" }" EOL EOL" float anExponent = occLight_SpotExponent (theId);" EOL" if (anExponent > 0.0)" EOL" {" EOL" anAtten *= pow (aCosA, anExponent * 128.0);" EOL" }" EOL EOL" vec3 aHalf = normalize (aLight + theView);" EOL EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;" EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));" EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));" EOL EOL" float aSpecl = 0.0;" EOL" if (aNdotL > 0.0)" EOL" {" EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());" EOL" }" EOL EOL" Diffuse += occLight_Diffuse (theId) * aNdotL * anAtten;" EOL" Specular += occLight_Specular(theId) * aSpecl * anAtten;" EOL"}"; //! Function computes contribution of spotlight source const char THE_FUNC_PBR_spotLight[] = EOL"void spotLight (in int theId," EOL" in vec3 theNormal," EOL" in vec3 theView," EOL" in vec3 thePoint," EOL" in bool theIsFront)" EOL"{" EOL" vec3 aLight = occLight_Position (theId);" EOL" vec3 aSpotDir = occLight_SpotDirection (theId);" EOL" if (occLight_IsHeadlight (theId))" EOL" {" EOL" aLight = vec3 (occWorldViewMatrixInverse * vec4 (aLight, 1.0));" EOL" aSpotDir = vec3 (occWorldViewMatrixInverse * vec4 (aSpotDir, 0.0));" EOL" }" EOL" aLight -= thePoint;" EOL EOL" float aDist = length (aLight);" EOL" float aRange = occLight_Range (theId);" EOL" float anAtten = occPointLightAttenuation (aDist, aRange);" EOL" if (anAtten <= 0.0) return;" EOL" aLight /= aDist;" EOL EOL" aSpotDir = normalize (aSpotDir);" // light cone EOL" float aCosA = dot (aSpotDir, -aLight);" EOL" float aRelativeAngle = 2.0 * acos(aCosA) / occLight_SpotCutOff(theId);" EOL" if (aCosA >= 1.0 || aRelativeAngle > 1.0)" EOL" {" EOL" return;" EOL" }" EOL" float anExponent = occLight_SpotExponent (theId);" EOL" if ((1.0 - aRelativeAngle) <= anExponent)" EOL" {" EOL" float anAngularAttenuationOffset = cos(0.5 * occLight_SpotCutOff(theId));" EOL" float anAngularAttenuationScale = 1.0 / max(0.001, cos(0.5 * occLight_SpotCutOff(theId) * (1.0 - anExponent)) - anAngularAttenuationOffset);" EOL" anAngularAttenuationOffset *= -anAngularAttenuationScale;" EOL" float anAngularAttenuantion = clamp(aCosA * anAngularAttenuationScale + anAngularAttenuationOffset, 0.0, 1.0);" EOL" anAtten *= anAngularAttenuantion * anAngularAttenuantion;" EOL" }" EOL" theNormal = theIsFront ? theNormal : -theNormal;" EOL" DirectLighting += occPBRIllumination (theView, aLight, theNormal," EOL" BaseColor, Metallic, Roughness, IOR," EOL" occLight_Specular(theId)," EOL" occLight_Intensity(theId) * anAtten);" EOL"}"; //! Function computes contribution of directional light source const char THE_FUNC_directionalLight[] = EOL"void directionalLight (in int theId," EOL" in vec3 theNormal," EOL" in vec3 theView," EOL" in bool theIsFront)" EOL"{" EOL" vec3 aLight = normalize (occLight_Position (theId));" EOL" if (!occLight_IsHeadlight (theId))" EOL" {" EOL" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 0.0));" EOL" }" EOL EOL" vec3 aHalf = normalize (aLight + theView);" EOL EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;" EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));" EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));" EOL EOL" float aSpecl = 0.0;" EOL" if (aNdotL > 0.0)" EOL" {" EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());" EOL" }" EOL EOL" Diffuse += occLight_Diffuse (theId) * aNdotL;" EOL" Specular += occLight_Specular (theId) * aSpecl;" EOL"}"; //! Function computes contribution of directional light source const char THE_FUNC_PBR_directionalLight[] = EOL"void directionalLight (in int theId," EOL" in vec3 theNormal," EOL" in vec3 theView," EOL" in bool theIsFront)" EOL"{" EOL" vec3 aLight = normalize (occLight_Position (theId));" EOL" if (occLight_IsHeadlight (theId))" EOL" {" EOL" aLight = vec3 (occWorldViewMatrixInverse * vec4 (aLight, 0.0));" EOL" }" EOL EOL" theNormal = theIsFront ? theNormal : -theNormal;" EOL" DirectLighting += occPBRIllumination (theView, aLight, theNormal," EOL" BaseColor, Metallic, Roughness, IOR," EOL" occLight_Specular (theId)," EOL" occLight_Intensity(theId));" EOL"}"; //! The same as THE_FUNC_directionalLight but for the light with zero index //! (avoids limitations on some mobile devices). const char THE_FUNC_directionalLightFirst[] = EOL"void directionalLightFirst (in vec3 theNormal," EOL" in vec3 theView," EOL" in bool theIsFront)" EOL"{" EOL" vec3 aLight = normalize (occLight_Position(0));" EOL" if (!occLight_IsHeadlight (0))" EOL" {" EOL" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 0.0));" EOL" }" EOL EOL" vec3 aHalf = normalize (aLight + theView);" EOL EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;" EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));" EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));" EOL EOL" float aSpecl = 0.0;" EOL" if (aNdotL > 0.0)" EOL" {" EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());" EOL" }" EOL EOL" Diffuse += occLight_Diffuse(0) * aNdotL;" EOL" Specular += occLight_Specular(0) * aSpecl;" EOL"}"; //! Returns the real cubemap fetching direction considering sides orientation, memory layout and vertical flip. const char THE_FUNC_cubemap_vector_transform[] = EOL"vec3 cubemapVectorTransform (in vec3 theVector," EOL" in int theYCoeff," EOL" in int theZCoeff)" EOL"{" EOL" theVector = theVector.yzx;" EOL" theVector.y *= float(theYCoeff);" EOL" theVector.z *= float(theZCoeff);" EOL" return theVector;" EOL"}"; //! Process clipping planes in Fragment Shader. //! Should be added at the beginning of the main() function. const char THE_FRAG_CLIP_PLANES_N[] = EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount; ++aPlaneIter)" EOL" {" EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];" EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)" EOL" {" EOL" discard;" EOL" }" EOL" }"; //! Process chains of clipping planes in Fragment Shader. const char THE_FRAG_CLIP_CHAINS_N[] = EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount;)" EOL" {" EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];" EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)" EOL" {" EOL" if (occClipPlaneChains[aPlaneIter] == 1)" EOL" {" EOL" discard;" EOL" }" EOL" aPlaneIter += 1;" EOL" }" EOL" else" EOL" {" EOL" aPlaneIter += occClipPlaneChains[aPlaneIter];" EOL" }" EOL" }"; //! Process 1 clipping plane in Fragment Shader. const char THE_FRAG_CLIP_PLANES_1[] = EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];" EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0)" EOL" {" EOL" discard;" EOL" }"; //! Process 2 clipping planes in Fragment Shader. const char THE_FRAG_CLIP_PLANES_2[] = EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];" EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];" EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0" EOL" || dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)" EOL" {" EOL" discard;" EOL" }"; //! Process a chain of 2 clipping planes in Fragment Shader (3/4 section). const char THE_FRAG_CLIP_CHAINS_2[] = EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];" EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];" EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0" EOL" && dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)" EOL" {" EOL" discard;" EOL" }"; //! Modify color for Wireframe presentation. const char THE_FRAG_WIREFRAME_COLOR[] = EOL"vec4 getFinalColor(void)" EOL"{" EOL" float aDistance = min (min (EdgeDistance[0], EdgeDistance[1]), EdgeDistance[2]);" EOL" bool isHollow = occWireframeColor.a < 0.0;" EOL" float aMixVal = smoothstep (occLineWidth - occLineFeather * 0.5, occLineWidth + occLineFeather * 0.5, aDistance);" EOL" vec4 aMixColor = isHollow" EOL" ? vec4 (getColor().rgb, 1.0 - aMixVal)" // edges only (of interior color) EOL" : mix (occWireframeColor, getColor(), aMixVal);" // interior + edges EOL" return aMixColor;" EOL"}"; //! Compute gl_Position vertex shader output. const char THE_VERT_gl_Position[] = EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"; //! Displace gl_Position alongside vertex normal for outline rendering. //! This code adds silhouette only for smooth surfaces of closed primitive, and produces visual artifacts on sharp edges. const char THE_VERT_gl_Position_OUTLINE[] = EOL" float anOutlineDisp = occOrthoScale > 0.0 ? occOrthoScale : gl_Position.w;" EOL" vec4 anOutlinePos = occVertex + vec4 (occNormal * (occSilhouetteThickness * anOutlineDisp), 0.0);" EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * anOutlinePos;"; #if !defined(GL_ES_VERSION_2_0) static const GLfloat THE_DEFAULT_AMBIENT[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; static const GLfloat THE_DEFAULT_SPOT_DIR[3] = { 0.0f, 0.0f, -1.0f }; static const GLfloat THE_DEFAULT_SPOT_EXPONENT = 0.0f; static const GLfloat THE_DEFAULT_SPOT_CUTOFF = 180.0f; //! Bind FFP light source. static void bindLight (const Graphic3d_CLight& theLight, const GLenum theLightGlId, const OpenGl_Mat4& theModelView, OpenGl_Context* theCtx) { // the light is a headlight? if (theLight.IsHeadlight()) { theCtx->core11->glMatrixMode (GL_MODELVIEW); theCtx->core11->glLoadIdentity(); } // setup light type const Graphic3d_Vec4& aLightColor = theLight.PackedColor(); switch (theLight.Type()) { case Graphic3d_TOLS_AMBIENT : break; // handled by separate if-clause at beginning of method case Graphic3d_TOLS_DIRECTIONAL: { // if the last parameter of GL_POSITION, is zero, the corresponding light source is a Directional one const OpenGl_Vec4 anInfDir = -theLight.PackedDirectionRange(); // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE. theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT); theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData()); theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData()); theCtx->core11->glLightfv (theLightGlId, GL_POSITION, anInfDir.GetData()); theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR); theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT); theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF); break; } case Graphic3d_TOLS_POSITIONAL: { // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE const OpenGl_Vec4 aPosition (static_cast(theLight.Position().X()), static_cast(theLight.Position().Y()), static_cast(theLight.Position().Z()), 1.0f); theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT); theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData()); theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData()); theCtx->core11->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData()); theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR); theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT); theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF); theCtx->core11->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation()); theCtx->core11->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation()); theCtx->core11->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f); break; } case Graphic3d_TOLS_SPOT: { const OpenGl_Vec4 aPosition (static_cast(theLight.Position().X()), static_cast(theLight.Position().Y()), static_cast(theLight.Position().Z()), 1.0f); theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT); theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, aLightColor.GetData()); theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, aLightColor.GetData()); theCtx->core11->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData()); theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, theLight.PackedDirectionRange().GetData()); theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, theLight.Concentration() * 128.0f); theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, (theLight.Angle() * 180.0f) / GLfloat(M_PI)); theCtx->core11->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation()); theCtx->core11->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation()); theCtx->core11->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f); break; } } // restore matrix in case of headlight if (theLight.IsHeadlight()) { theCtx->core11->glLoadMatrixf (theModelView.GetData()); } glEnable (theLightGlId); } #endif //! Generate map key for light sources configuration. static TCollection_AsciiString genLightKey (const Handle(Graphic3d_LightSet)& theLights) { if (theLights->NbEnabled() <= THE_NB_UNROLLED_LIGHTS_MAX) { return TCollection_AsciiString ("l_") + theLights->KeyEnabledLong(); } const Standard_Integer aMaxLimit = roundUpMaxLightSources (theLights->NbEnabled()); return TCollection_AsciiString ("l_") + theLights->KeyEnabledShort() + aMaxLimit; } } // ======================================================================= // function : OpenGl_ShaderManager // purpose : Creates new empty shader manager // ======================================================================= OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext) : myFfpProgram (new OpenGl_ShaderProgramFFP()), myShadingModel (Graphic3d_TOSM_VERTEX), myUnlitPrograms (new OpenGl_SetOfPrograms()), myContext (theContext), mySRgbState (theContext->ToRenderSRGB()), myHasLocalOrigin (Standard_False), myLastView (NULL) { // } // ======================================================================= // function : ~OpenGl_ShaderManager // purpose : Releases resources of shader manager // ======================================================================= OpenGl_ShaderManager::~OpenGl_ShaderManager() { myProgramList.Clear(); if (!myPBREnvironment.IsNull()) { myPBREnvironment->Release (myContext); } } // ======================================================================= // function : clear // purpose : // ======================================================================= void OpenGl_ShaderManager::clear() { myProgramList.Clear(); myLightPrograms.Nullify(); myUnlitPrograms = new OpenGl_SetOfPrograms(); myOutlinePrograms.Nullify(); myMapOfLightPrograms.Clear(); myFontProgram.Nullify(); myBlitPrograms[0].Init (Handle(OpenGl_ShaderProgram)()); myBlitPrograms[1].Init (Handle(OpenGl_ShaderProgram)()); myBoundBoxProgram.Nullify(); myBoundBoxVertBuffer.Nullify(); for (Standard_Integer aModeIter = 0; aModeIter < Graphic3d_StereoMode_NB; ++aModeIter) { myStereoPrograms[aModeIter].Nullify(); } switchLightPrograms(); } // ======================================================================= // function : Create // purpose : Creates new shader program // ======================================================================= Standard_Boolean OpenGl_ShaderManager::Create (const Handle(Graphic3d_ShaderProgram)& theProxy, TCollection_AsciiString& theShareKey, Handle(OpenGl_ShaderProgram)& theProgram) { theProgram.Nullify(); if (theProxy.IsNull()) { return Standard_False; } theShareKey = theProxy->GetId(); if (myContext->GetResource (theShareKey, theProgram)) { if (theProgram->Share()) { myProgramList.Append (theProgram); } return Standard_True; } theProgram = new OpenGl_ShaderProgram (theProxy); if (!theProgram->Initialize (myContext, theProxy->ShaderObjects())) { theProgram->Release (myContext); theShareKey.Clear(); theProgram.Nullify(); return Standard_False; } myProgramList.Append (theProgram); myContext->ShareResource (theShareKey, theProgram); return Standard_True; } // ======================================================================= // function : Unregister // purpose : Removes specified shader program from the manager // ======================================================================= void OpenGl_ShaderManager::Unregister (TCollection_AsciiString& theShareKey, Handle(OpenGl_ShaderProgram)& theProgram) { for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next()) { if (anIt.Value() == theProgram) { if (!theProgram->UnShare()) { theShareKey.Clear(); theProgram.Nullify(); return; } myProgramList.Remove (anIt); break; } } const TCollection_AsciiString anID = theProgram->myProxy->GetId(); if (anID.IsEmpty()) { myContext->DelayedRelease (theProgram); theProgram.Nullify(); } else { theProgram.Nullify(); myContext->ReleaseResource (anID, Standard_True); } } // ======================================================================= // function : ShaderPrograms // purpose : Returns list of registered shader programs // ======================================================================= const OpenGl_ShaderProgramList& OpenGl_ShaderManager::ShaderPrograms() const { return myProgramList; } // ======================================================================= // function : Empty // purpose : Returns true if no program objects are attached // ======================================================================= Standard_Boolean OpenGl_ShaderManager::IsEmpty() const { return myProgramList.IsEmpty(); } // ======================================================================= // function : switchLightPrograms // purpose : // ======================================================================= void OpenGl_ShaderManager::switchLightPrograms() { const Handle(Graphic3d_LightSet)& aLights = myLightSourceState.LightSources(); if (aLights.IsNull()) { if (!myMapOfLightPrograms.Find ("unlit", myLightPrograms)) { myLightPrograms = new OpenGl_SetOfShaderPrograms (myUnlitPrograms); myMapOfLightPrograms.Bind ("unlit", myLightPrograms); } return; } const TCollection_AsciiString aKey = genLightKey (aLights); if (!myMapOfLightPrograms.Find (aKey, myLightPrograms)) { myLightPrograms = new OpenGl_SetOfShaderPrograms(); myMapOfLightPrograms.Bind (aKey, myLightPrograms); } } // ======================================================================= // function : UpdateSRgbState // purpose : // ======================================================================= void OpenGl_ShaderManager::UpdateSRgbState() { if (mySRgbState == myContext->ToRenderSRGB()) { return; } mySRgbState = myContext->ToRenderSRGB(); // special cases - GLSL programs dealing with sRGB/linearRGB internally myStereoPrograms[Graphic3d_StereoMode_Anaglyph].Nullify(); } // ======================================================================= // function : UpdateLightSourceStateTo // purpose : Updates state of OCCT light sources // ======================================================================= void OpenGl_ShaderManager::UpdateLightSourceStateTo (const Handle(Graphic3d_LightSet)& theLights, Standard_Integer theSpecIBLMapLevels) { myLightSourceState.Set (theLights); myLightSourceState.SetSpecIBLMapLevels (theSpecIBLMapLevels); myLightSourceState.Update(); switchLightPrograms(); } // ======================================================================= // function : UpdateLightSourceState // purpose : // ======================================================================= void OpenGl_ShaderManager::UpdateLightSourceState() { myLightSourceState.Update(); } // ======================================================================= // function : SetShadingModel // purpose : // ======================================================================= void OpenGl_ShaderManager::SetShadingModel (const Graphic3d_TypeOfShadingModel theModel) { if (theModel == Graphic3d_TOSM_DEFAULT) { throw Standard_ProgramError ("OpenGl_ShaderManager::SetShadingModel() - attempt to set invalid Shading Model!"); } myShadingModel = theModel; switchLightPrograms(); } // ======================================================================= // function : SetProjectionState // purpose : Sets new state of OCCT projection transform // ======================================================================= void OpenGl_ShaderManager::UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix) { myProjectionState.Set (theProjectionMatrix); myProjectionState.Update(); } // ======================================================================= // function : SetModelWorldState // purpose : Sets new state of OCCT model-world transform // ======================================================================= void OpenGl_ShaderManager::UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix) { myModelWorldState.Set (theModelWorldMatrix); myModelWorldState.Update(); } // ======================================================================= // function : SetWorldViewState // purpose : Sets new state of OCCT world-view transform // ======================================================================= void OpenGl_ShaderManager::UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix) { myWorldViewState.Set (theWorldViewMatrix); myWorldViewState.Update(); } // ======================================================================= // function : pushLightSourceState // purpose : // ======================================================================= void OpenGl_ShaderManager::pushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const { theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index()); if (theProgram == myFfpProgram) { #if !defined(GL_ES_VERSION_2_0) if (myContext->core11 == NULL) { return; } GLenum aLightGlId = GL_LIGHT0; const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix(); for (Graphic3d_LightSet::Iterator aLightIt (myLightSourceState.LightSources(), Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient); aLightIt.More(); aLightIt.Next()) { if (aLightGlId > GL_LIGHT7) // only 8 lights in FFP... { myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM, "Warning: light sources limit (8) has been exceeded within Fixed-function pipeline."); continue; } bindLight (*aLightIt.Value(), aLightGlId, aModelView, myContext); ++aLightGlId; } // apply accumulated ambient color const Graphic3d_Vec4 anAmbient = !myLightSourceState.LightSources().IsNull() ? myLightSourceState.LightSources()->AmbientColor() : Graphic3d_Vec4 (0.0f, 0.0f, 0.0f, 1.0f); myContext->core11->glLightModelfv (GL_LIGHT_MODEL_AMBIENT, anAmbient.GetData()); // GL_LIGHTING is managed by drawers to switch between shaded / no lighting output, // therefore managing the state here does not have any effect - do it just for consistency. if (aLightGlId != GL_LIGHT0) { ::glEnable (GL_LIGHTING); } else { ::glDisable (GL_LIGHTING); } // switch off unused lights for (; aLightGlId <= GL_LIGHT7; ++aLightGlId) { ::glDisable (aLightGlId); } #endif return; } const Standard_Integer aNbLightsMax = theProgram->NbLightsMax(); const GLint anAmbientLoc = theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT); if (aNbLightsMax == 0 && anAmbientLoc == OpenGl_ShaderProgram::INVALID_LOCATION) { return; } if (myLightTypeArray.Size() < aNbLightsMax) { myLightTypeArray .Resize (0, aNbLightsMax - 1, false); myLightParamsArray.Resize (0, aNbLightsMax - 1, false); } for (Standard_Integer aLightIt = 0; aLightIt < aNbLightsMax; ++aLightIt) { myLightTypeArray.SetValue (aLightIt, -1); } if (myLightSourceState.LightSources().IsNull() || myLightSourceState.LightSources()->IsEmpty()) { theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT), 0); theProgram->SetUniform (myContext, anAmbientLoc, OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f)); theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES), aNbLightsMax, &myLightTypeArray.First()); return; } Standard_Integer aLightsNb = 0; for (Graphic3d_LightSet::Iterator anIter (myLightSourceState.LightSources(), Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient); anIter.More(); anIter.Next()) { const Graphic3d_CLight& aLight = *anIter.Value(); if (aLightsNb >= aNbLightsMax) { if (aNbLightsMax != 0) { myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM, TCollection_AsciiString("Warning: light sources limit (") + aNbLightsMax + ") has been exceeded."); } continue; } Standard_Integer& aLightType = myLightTypeArray .ChangeValue (aLightsNb); OpenGl_ShaderLightParameters& aLightParams = myLightParamsArray.ChangeValue (aLightsNb); if (!aLight.IsEnabled()) // has no affect with Graphic3d_LightSet::IterationFilter_ExcludeDisabled - here just for consistency { // if it is desired to keep disabled light in the same order - we can replace it with a black light so that it will have no influence on result aLightType = -1; // Graphic3d_TOLS_AMBIENT can be used instead aLightParams.Color = OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f); ++aLightsNb; continue; } // ignoring OpenGl_Context::ToRenderSRGB() for light colors, // as non-absolute colors for lights are rare and require tuning anyway aLightType = aLight.Type(); aLightParams.Color = aLight.PackedColor(); aLightParams.Color.a() = aLight.Intensity(); // used by PBR and ignored by old shading model if (aLight.Type() == Graphic3d_TOLS_DIRECTIONAL) { aLightParams.Position = -aLight.PackedDirectionRange(); } else if (!aLight.IsHeadlight()) { aLightParams.Position.x() = static_cast(aLight.Position().X() - myLocalOrigin.X()); aLightParams.Position.y() = static_cast(aLight.Position().Y() - myLocalOrigin.Y()); aLightParams.Position.z() = static_cast(aLight.Position().Z() - myLocalOrigin.Z()); } else { aLightParams.Position.x() = static_cast(aLight.Position().X()); aLightParams.Position.y() = static_cast(aLight.Position().Y()); aLightParams.Position.z() = static_cast(aLight.Position().Z()); } aLightParams.Position.w() = aLight.IsHeadlight() ? 1.0f : 0.0f; if (aLight.Type() == Graphic3d_TOLS_SPOT) { aLightParams.Direction = aLight.PackedDirectionRange(); } if (aLight.Type() == Graphic3d_TOLS_POSITIONAL) { aLightParams.Direction.w() = aLight.Range(); } aLightParams.Parameters = aLight.PackedParams(); ++aLightsNb; } const Graphic3d_Vec4& anAmbient = myLightSourceState.LightSources()->AmbientColor(); theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT), aLightsNb); theProgram->SetUniform (myContext, anAmbientLoc, anAmbient); theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES), aNbLightsMax, &myLightTypeArray.First()); if (aLightsNb > 0) { theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_PARAMS), aLightsNb * OpenGl_ShaderLightParameters::NbOfVec4(), myLightParamsArray.First().Packed()); } if (const OpenGl_ShaderUniformLocation aLocation = theProgram->GetStateLocation (OpenGl_OCCT_NB_SPEC_IBL_LEVELS)) { theProgram->SetUniform (myContext, aLocation, myLightSourceState.SpecIBLMapLevels()); } } // ======================================================================= // function : pushProjectionState // purpose : // ======================================================================= void OpenGl_ShaderManager::pushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const { theProgram->UpdateState (OpenGl_PROJECTION_STATE, myProjectionState.Index()); if (theProgram == myFfpProgram) { #if !defined(GL_ES_VERSION_2_0) if (myContext->core11 != NULL) { myContext->core11->glMatrixMode (GL_PROJECTION); myContext->core11->glLoadMatrixf (myProjectionState.ProjectionMatrix()); } #endif return; } theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX), myProjectionState.ProjectionMatrix()); GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE); if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION) { theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse()); } theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE), myProjectionState.ProjectionMatrix(), true); aLocation = theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE); if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION) { theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse(), true); } } // ======================================================================= // function : pushModelWorldState // purpose : // ======================================================================= void OpenGl_ShaderManager::pushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const { theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index()); if (theProgram == myFfpProgram) { #if !defined(GL_ES_VERSION_2_0) if (myContext->core11 != NULL) { const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix(); myContext->core11->glMatrixMode (GL_MODELVIEW); myContext->core11->glLoadMatrixf (aModelView.GetData()); theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index()); } #endif return; } theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX), myModelWorldState.ModelWorldMatrix()); GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE); if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION) { theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse()); } theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE), myModelWorldState.ModelWorldMatrix(), true); aLocation = theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE); if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION) { theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse(), true); } } // ======================================================================= // function : pushWorldViewState // purpose : // ======================================================================= void OpenGl_ShaderManager::pushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const { if (myWorldViewState.Index() == theProgram->ActiveState (OpenGl_WORLD_VIEW_STATE)) { return; } theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index()); if (theProgram == myFfpProgram) { #if !defined(GL_ES_VERSION_2_0) if (myContext->core11 != NULL) { const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix(); myContext->core11->glMatrixMode (GL_MODELVIEW); myContext->core11->glLoadMatrixf (aModelView.GetData()); theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index()); } #endif return; } theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX), myWorldViewState.WorldViewMatrix()); GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE); if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION) { theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse()); } theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE), myWorldViewState.WorldViewMatrix(), true); aLocation = theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE); if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION) { theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse(), true); } } // ======================================================================= // function : UpdateClippingState // purpose : Updates state of OCCT clipping planes // ======================================================================= void OpenGl_ShaderManager::UpdateClippingState() { myClippingState.Update(); } // ======================================================================= // function : RevertClippingState // purpose : Reverts state of OCCT clipping planes // ======================================================================= void OpenGl_ShaderManager::RevertClippingState() { myClippingState.Revert(); } // ======================================================================= // function : pushClippingState // purpose : // ======================================================================= void OpenGl_ShaderManager::pushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const { theProgram->UpdateState (OpenGl_CLIP_PLANES_STATE, myClippingState.Index()); if (theProgram == myFfpProgram) { #if !defined(GL_ES_VERSION_2_0) if (myContext->core11 == NULL) { return; } const Standard_Integer aNbMaxPlanes = myContext->MaxClipPlanes(); if (myClipPlaneArrayFfp.Size() < aNbMaxPlanes) { myClipPlaneArrayFfp.Resize (0, aNbMaxPlanes - 1, false); } Standard_Integer aPlaneId = 0; Standard_Boolean toRestoreModelView = Standard_False; const Handle(Graphic3d_ClipPlane)& aCappedChain = myContext->Clipping().CappedChain(); for (OpenGl_ClippingIterator aPlaneIter (myContext->Clipping()); aPlaneIter.More(); aPlaneIter.Next()) { const Handle(Graphic3d_ClipPlane)& aPlane = aPlaneIter.Value(); if (aPlaneIter.IsDisabled() || aPlane->IsChain() || (aPlane == aCappedChain && myContext->Clipping().IsCappingEnableAllExcept())) { continue; } else if (aPlaneId >= aNbMaxPlanes) { myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM, TCollection_ExtendedString("Warning: clipping planes limit (") + aNbMaxPlanes + ") has been exceeded."); break; } const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation(); OpenGl_Vec4d& aPlaneEq = myClipPlaneArrayFfp.ChangeValue (aPlaneId); aPlaneEq.x() = anEquation.x(); aPlaneEq.y() = anEquation.y(); aPlaneEq.z() = anEquation.z(); aPlaneEq.w() = anEquation.w(); if (myHasLocalOrigin) { const gp_XYZ aPos = aPlane->ToPlane().Position().Location().XYZ() - myLocalOrigin; const Standard_Real aD = -(anEquation.x() * aPos.X() + anEquation.y() * aPos.Y() + anEquation.z() * aPos.Z()); aPlaneEq.w() = aD; } const GLenum anFfpPlaneID = GL_CLIP_PLANE0 + aPlaneId; if (anFfpPlaneID == GL_CLIP_PLANE0) { // set either identity or pure view matrix toRestoreModelView = Standard_True; myContext->core11->glMatrixMode (GL_MODELVIEW); myContext->core11->glLoadMatrixf (myWorldViewState.WorldViewMatrix().GetData()); } ::glEnable (anFfpPlaneID); myContext->core11->glClipPlane (anFfpPlaneID, aPlaneEq); ++aPlaneId; } // switch off unused lights for (; aPlaneId < aNbMaxPlanes; ++aPlaneId) { ::glDisable (GL_CLIP_PLANE0 + aPlaneId); } // restore combined model-view matrix if (toRestoreModelView) { const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix(); myContext->core11->glLoadMatrixf (aModelView.GetData()); } #endif return; } const GLint aLocEquations = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_EQUATIONS); if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION) { return; } const Standard_Integer aNbClipPlanesMax = theProgram->NbClipPlanesMax(); const Standard_Integer aNbPlanes = Min (myContext->Clipping().NbClippingOrCappingOn(), aNbClipPlanesMax); if (aNbPlanes < 1) { theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT), 0); return; } if (myClipPlaneArray.Size() < aNbClipPlanesMax) { myClipPlaneArray.Resize (0, aNbClipPlanesMax - 1, false); myClipChainArray.Resize (0, aNbClipPlanesMax - 1, false); } Standard_Integer aPlaneId = 0; const Handle(Graphic3d_ClipPlane)& aCappedChain = myContext->Clipping().CappedChain(); for (OpenGl_ClippingIterator aPlaneIter (myContext->Clipping()); aPlaneIter.More(); aPlaneIter.Next()) { const Handle(Graphic3d_ClipPlane)& aPlane = aPlaneIter.Value(); if (aPlaneIter.IsDisabled()) { continue; } if (myContext->Clipping().IsCappingDisableAllExcept()) { // enable only specific (sub) plane if (aPlane != aCappedChain) { continue; } Standard_Integer aSubPlaneIndex = 1; for (const Graphic3d_ClipPlane* aSubPlaneIter = aCappedChain.get(); aSubPlaneIter != NULL; aSubPlaneIter = aSubPlaneIter->ChainNextPlane().get(), ++aSubPlaneIndex) { if (aSubPlaneIndex == myContext->Clipping().CappedSubPlane()) { addClippingPlane (aPlaneId, *aSubPlaneIter, aSubPlaneIter->GetEquation(), 1); break; } } break; } else if (aPlane == aCappedChain) // && myContext->Clipping().IsCappingEnableAllExcept() { // enable sub-planes within processed Chain as reversed and ORed, excluding filtered plane if (aPlaneId + aPlane->NbChainNextPlanes() - 1 > aNbClipPlanesMax) { myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, TCollection_AsciiString("Error: clipping planes limit (") + aNbClipPlanesMax + ") has been exceeded."); break; } Standard_Integer aSubPlaneIndex = 1; for (const Graphic3d_ClipPlane* aSubPlaneIter = aPlane.get(); aSubPlaneIter != NULL; aSubPlaneIter = aSubPlaneIter->ChainNextPlane().get(), ++aSubPlaneIndex) { if (aSubPlaneIndex != -myContext->Clipping().CappedSubPlane()) { addClippingPlane (aPlaneId, *aSubPlaneIter, aSubPlaneIter->ReversedEquation(), 1); } } } else { // normal case if (aPlaneId + aPlane->NbChainNextPlanes() > aNbClipPlanesMax) { myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, TCollection_AsciiString("Error: clipping planes limit (") + aNbClipPlanesMax + ") has been exceeded."); break; } for (const Graphic3d_ClipPlane* aSubPlaneIter = aPlane.get(); aSubPlaneIter != NULL; aSubPlaneIter = aSubPlaneIter->ChainNextPlane().get()) { addClippingPlane (aPlaneId, *aSubPlaneIter, aSubPlaneIter->GetEquation(), aSubPlaneIter->NbChainNextPlanes()); } } } theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT), aPlaneId); theProgram->SetUniform (myContext, aLocEquations, aNbClipPlanesMax, &myClipPlaneArray.First()); theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_CHAINS), aNbClipPlanesMax, &myClipChainArray.First()); } // ======================================================================= // function : pushMaterialState // purpose : // ======================================================================= void OpenGl_ShaderManager::pushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const { const OpenGl_Material& aFrontMat = myMaterialState.FrontMaterial(); const OpenGl_Material& aBackMat = myMaterialState.BackMaterial(); theProgram->UpdateState (OpenGl_MATERIAL_STATE, myMaterialState.Index()); if (theProgram == myFfpProgram) { #if !defined(GL_ES_VERSION_2_0) if (myContext->core11 == NULL) { return; } if (myMaterialState.AlphaCutoff() < ShortRealLast()) { glAlphaFunc (GL_GEQUAL, myMaterialState.AlphaCutoff()); glEnable (GL_ALPHA_TEST); } else { glDisable (GL_ALPHA_TEST); } const GLenum aFrontFace = myMaterialState.ToDistinguish() ? GL_FRONT : GL_FRONT_AND_BACK; myContext->core11->glMaterialfv(aFrontFace, GL_AMBIENT, aFrontMat.Common.Ambient.GetData()); myContext->core11->glMaterialfv(aFrontFace, GL_DIFFUSE, aFrontMat.Common.Diffuse.GetData()); myContext->core11->glMaterialfv(aFrontFace, GL_SPECULAR, aFrontMat.Common.Specular.GetData()); myContext->core11->glMaterialfv(aFrontFace, GL_EMISSION, aFrontMat.Common.Emission.GetData()); myContext->core11->glMaterialf (aFrontFace, GL_SHININESS, aFrontMat.Common.Shine()); if (myMaterialState.ToDistinguish()) { myContext->core11->glMaterialfv(GL_BACK, GL_AMBIENT, aBackMat.Common.Ambient.GetData()); myContext->core11->glMaterialfv(GL_BACK, GL_DIFFUSE, aBackMat.Common.Diffuse.GetData()); myContext->core11->glMaterialfv(GL_BACK, GL_SPECULAR, aBackMat.Common.Specular.GetData()); myContext->core11->glMaterialfv(GL_BACK, GL_EMISSION, aBackMat.Common.Emission.GetData()); myContext->core11->glMaterialf (GL_BACK, GL_SHININESS, aBackMat.Common.Shine()); } #endif return; } theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCCT_ALPHA_CUTOFF), myMaterialState.AlphaCutoff()); theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), myMaterialState.ToMapTexture() ? 1 : 0); theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), myMaterialState.ToDistinguish() ? 1 : 0); if (const OpenGl_ShaderUniformLocation& aLocPbrFront = theProgram->GetStateLocation (OpenGl_OCCT_PBR_FRONT_MATERIAL)) { theProgram->SetUniform (myContext, aLocPbrFront, OpenGl_MaterialPBR::NbOfVec4(), aFrontMat.Pbr.Packed()); } if (const OpenGl_ShaderUniformLocation aLocPbrBack = theProgram->GetStateLocation (OpenGl_OCCT_PBR_BACK_MATERIAL)) { theProgram->SetUniform (myContext, aLocPbrBack, OpenGl_MaterialPBR::NbOfVec4(), aBackMat.Pbr.Packed()); } if (const OpenGl_ShaderUniformLocation aLocFront = theProgram->GetStateLocation (OpenGl_OCCT_COMMON_FRONT_MATERIAL)) { theProgram->SetUniform (myContext, aLocFront, OpenGl_MaterialCommon::NbOfVec4(), aFrontMat.Common.Packed()); } if (const OpenGl_ShaderUniformLocation aLocBack = theProgram->GetStateLocation (OpenGl_OCCT_COMMON_BACK_MATERIAL)) { theProgram->SetUniform (myContext, aLocBack, OpenGl_MaterialCommon::NbOfVec4(), aBackMat.Common.Packed()); } } // ======================================================================= // function : pushOitState // purpose : // ======================================================================= void OpenGl_ShaderManager::pushOitState (const Handle(OpenGl_ShaderProgram)& theProgram) const { const GLint aLocOutput = theProgram->GetStateLocation (OpenGl_OCCT_OIT_OUTPUT); if (aLocOutput != OpenGl_ShaderProgram::INVALID_LOCATION) { theProgram->SetUniform (myContext, aLocOutput, myOitState.ToEnableWrite()); } const GLint aLocDepthFactor = theProgram->GetStateLocation (OpenGl_OCCT_OIT_DEPTH_FACTOR); if (aLocDepthFactor != OpenGl_ShaderProgram::INVALID_LOCATION) { theProgram->SetUniform (myContext, aLocDepthFactor, myOitState.DepthFactor()); } } // ======================================================================= // function : PushInteriorState // purpose : // ======================================================================= void OpenGl_ShaderManager::PushInteriorState (const Handle(OpenGl_ShaderProgram)& theProgram, const Handle(Graphic3d_Aspects)& theAspect) const { if (theProgram.IsNull() || !theProgram->IsValid()) { return; } if (const OpenGl_ShaderUniformLocation aLocLineWidth = theProgram->GetStateLocation (OpenGl_OCCT_LINE_WIDTH)) { theProgram->SetUniform (myContext, aLocLineWidth, theAspect->EdgeWidth() * myContext->LineWidthScale()); theProgram->SetUniform (myContext, theProgram->GetStateLocation (OpenGl_OCCT_LINE_FEATHER), myContext->LineFeather() * myContext->LineWidthScale()); } if (const OpenGl_ShaderUniformLocation aLocWireframeColor = theProgram->GetStateLocation (OpenGl_OCCT_WIREFRAME_COLOR)) { if (theAspect->InteriorStyle() == Aspect_IS_HOLLOW) { theProgram->SetUniform (myContext, aLocWireframeColor, OpenGl_Vec4 (-1.0f, -1.0f, -1.0f, -1.0f)); } else { theProgram->SetUniform (myContext, aLocWireframeColor, myContext->Vec4FromQuantityColor (theAspect->EdgeColorRGBA())); } } if (const OpenGl_ShaderUniformLocation aLocQuadModeState = theProgram->GetStateLocation (OpenGl_OCCT_QUAD_MODE_STATE)) { theProgram->SetUniform (myContext, aLocQuadModeState, theAspect->ToSkipFirstEdge() ? 1 : 0); } } // ======================================================================= // function : PushState // purpose : Pushes state of OCCT graphics parameters to the program // ======================================================================= void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram, Graphic3d_TypeOfShadingModel theShadingModel) const { const Handle(OpenGl_ShaderProgram)& aProgram = !theProgram.IsNull() ? theProgram : myFfpProgram; PushClippingState (aProgram); PushWorldViewState (aProgram); PushModelWorldState (aProgram); PushProjectionState (aProgram); PushLightSourceState (aProgram); PushMaterialState (aProgram); PushOitState (aProgram); if (!theProgram.IsNull()) { if (const OpenGl_ShaderUniformLocation& aLocViewPort = theProgram->GetStateLocation (OpenGl_OCCT_VIEWPORT)) { theProgram->SetUniform (myContext, aLocViewPort, OpenGl_Vec4 ((float )myContext->Viewport()[0], (float )myContext->Viewport()[1], (float )myContext->Viewport()[2], (float )myContext->Viewport()[3])); } } #if !defined(GL_ES_VERSION_2_0) else if (myContext->core11 != NULL) { // manage FFP lighting myContext->SetShadeModel (theShadingModel); if (theShadingModel == Graphic3d_TOSM_UNLIT) { glDisable (GL_LIGHTING); } else { glEnable (GL_LIGHTING); } } #else (void )theShadingModel; #endif } // ======================================================================= // function : prepareStdProgramFont // purpose : // ======================================================================= Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFont() { OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts; aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT)); aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); TCollection_AsciiString aSrcVert = TCollection_AsciiString() + EOL"void main()" EOL"{" EOL" TexCoord = occTexCoord.st;" + THE_VERT_gl_Position + EOL"}"; TCollection_AsciiString aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).a; }"; #if !defined(GL_ES_VERSION_2_0) if (myContext->core11 == NULL) { aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).r; }"; } #endif TCollection_AsciiString aSrcFrag = aSrcGetAlpha + EOL"void main()" EOL"{" EOL" vec4 aColor = occColor;" EOL" aColor.a *= getAlpha();" EOL" if (aColor.a <= 0.285) discard;" EOL" occSetFragColor (aColor);" EOL"}"; Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram(); defaultGlslVersion (aProgramSrc, "font", 0); aProgramSrc->SetDefaultSampler (false); aProgramSrc->SetNbLightsMax (0); aProgramSrc->SetNbClipPlanesMax (0); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts)); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts)); TCollection_AsciiString aKey; if (!Create (aProgramSrc, aKey, myFontProgram)) { myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid return Standard_False; } return Standard_True; } // ======================================================================= // function : BindFboBlitProgram // purpose : // ======================================================================= Standard_Boolean OpenGl_ShaderManager::BindFboBlitProgram (Standard_Integer theNbSamples, Standard_Boolean theIsFallback_sRGB) { NCollection_Array1& aList = myBlitPrograms[theIsFallback_sRGB ? 1 : 0]; Standard_Integer aNbSamples = Max (theNbSamples, 1); if (aNbSamples > aList.Upper()) { aList.Resize (1, aNbSamples, true); } Handle(OpenGl_ShaderProgram)& aProg = aList[aNbSamples]; if (aProg.IsNull()) { prepareStdProgramFboBlit (aProg, aNbSamples, theIsFallback_sRGB); } return !aProg.IsNull() && myContext->BindProgram (aProg); } // ======================================================================= // function : prepareStdProgramFboBlit // purpose : // ======================================================================= Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFboBlit (Handle(OpenGl_ShaderProgram)& theProgram, Standard_Integer theNbSamples, Standard_Boolean theIsFallback_sRGB) { OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts; aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); TCollection_AsciiString aSrcVert = EOL"void main()" EOL"{" EOL" TexCoord = occVertex.zw;" EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);" EOL"}"; TCollection_AsciiString aSrcFrag; if (theNbSamples > 1) { #if defined(GL_ES_VERSION_2_0) aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("highp sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT)); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("highp sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT)); #else aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT)); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT)); #endif aSrcFrag = TCollection_AsciiString() + EOL"#define THE_NUM_SAMPLES " + theNbSamples + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "") + EOL"void main()" EOL"{" EOL" ivec2 aSize = textureSize (uColorSampler);" EOL" ivec2 anUV = ivec2 (vec2 (aSize) * TexCoord);" EOL" gl_FragDepth = texelFetch (uDepthSampler, anUV, THE_NUM_SAMPLES / 2 - 1).r;" EOL EOL" vec4 aColor = vec4 (0.0);" EOL" for (int aSample = 0; aSample < THE_NUM_SAMPLES; ++aSample)" EOL" {" EOL" vec4 aVal = texelFetch (uColorSampler, anUV, aSample);" EOL" aColor += aVal;" EOL" }" EOL" aColor /= float(THE_NUM_SAMPLES);" EOL"#ifdef THE_SHIFT_sRGB" EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));" EOL"#endif" EOL" occSetFragColor (aColor);" EOL"}"; } else { aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uColorSampler", Graphic3d_TOS_FRAGMENT)); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uDepthSampler", Graphic3d_TOS_FRAGMENT)); aSrcFrag = TCollection_AsciiString() + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "") + EOL"void main()" EOL"{" EOL" gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;" EOL" vec4 aColor = occTexture2D (uColorSampler, TexCoord);" EOL"#ifdef THE_SHIFT_sRGB" EOL" aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));" EOL"#endif" EOL" occSetFragColor (aColor);" EOL"}"; } Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram(); #if defined(GL_ES_VERSION_2_0) if (myContext->IsGlGreaterEqual (3, 1)) { // required for MSAA sampler aProgramSrc->SetHeader ("#version 310 es"); } else if (myContext->IsGlGreaterEqual (3, 0)) { aProgramSrc->SetHeader ("#version 300 es"); } else if (myContext->extFragDepth) { aProgramSrc->SetHeader ("#extension GL_EXT_frag_depth : enable" EOL"#define gl_FragDepth gl_FragDepthEXT"); } else { // there is no way to draw into depth buffer aSrcFrag = EOL"void main()" EOL"{" EOL" occSetFragColor (occTexture2D (uColorSampler, TexCoord));" EOL"}"; } #else if (myContext->core32 != NULL) { aProgramSrc->SetHeader ("#version 150"); } #endif TCollection_AsciiString anId = "occt_blit"; if (theNbSamples > 1) { anId += TCollection_AsciiString ("_msaa") + theNbSamples; } if (theIsFallback_sRGB) { anId += "_gamma"; } aProgramSrc->SetId (anId); aProgramSrc->SetDefaultSampler (false); aProgramSrc->SetNbLightsMax (0); aProgramSrc->SetNbClipPlanesMax (0); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts)); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts)); TCollection_AsciiString aKey; if (!Create (aProgramSrc, aKey, theProgram)) { theProgram = new OpenGl_ShaderProgram(); // just mark as invalid return Standard_False; } myContext->BindProgram (theProgram); theProgram->SetSampler (myContext, "uColorSampler", Graphic3d_TextureUnit_0); theProgram->SetSampler (myContext, "uDepthSampler", Graphic3d_TextureUnit_1); myContext->BindProgram (NULL); return Standard_True; } // ======================================================================= // function : prepareStdProgramOitCompositing // purpose : // ======================================================================= Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitCompositing (const Standard_Boolean theMsaa) { Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram[theMsaa ? 1 : 0]; Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram(); TCollection_AsciiString aSrcVert, aSrcFrag; OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts; aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aSrcVert = EOL"void main()" EOL"{" EOL" TexCoord = occVertex.zw;" EOL" gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);" EOL"}"; if (!theMsaa) { aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uAccumTexture", Graphic3d_TOS_FRAGMENT)); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uWeightTexture", Graphic3d_TOS_FRAGMENT)); aSrcFrag = EOL"void main()" EOL"{" EOL" vec4 aAccum = occTexture2D (uAccumTexture, TexCoord);" EOL" float aWeight = occTexture2D (uWeightTexture, TexCoord).r;" EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));" EOL"}"; #if !defined(GL_ES_VERSION_2_0) if (myContext->IsGlGreaterEqual (3, 2)) { aProgramSrc->SetHeader ("#version 150"); } #else if (myContext->IsGlGreaterEqual (3, 0)) { aProgramSrc->SetHeader ("#version 300 es"); } #endif } else { aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uAccumTexture", Graphic3d_TOS_FRAGMENT)); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uWeightTexture", Graphic3d_TOS_FRAGMENT)); aSrcFrag = EOL"void main()" EOL"{" EOL" ivec2 aTexel = ivec2 (vec2 (textureSize (uAccumTexture)) * TexCoord);" EOL" vec4 aAccum = texelFetch (uAccumTexture, aTexel, gl_SampleID);" EOL" float aWeight = texelFetch (uWeightTexture, aTexel, gl_SampleID).r;" EOL" occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));" EOL"}"; #if !defined(GL_ES_VERSION_2_0) if (myContext->IsGlGreaterEqual (4, 0)) { aProgramSrc->SetHeader ("#version 400"); } #else if (myContext->IsGlGreaterEqual (3, 2)) { aProgramSrc->SetHeader ("#version 320 es"); } else if (myContext->IsGlGreaterEqual (3, 0)) { aProgramSrc->SetHeader ("#version 300 es"); // with GL_OES_sample_variables extension } #endif } aProgramSrc->SetId (theMsaa ? "occt_weight-oit-msaa" : "occt_weight-oit"); aProgramSrc->SetDefaultSampler (false); aProgramSrc->SetNbLightsMax (0); aProgramSrc->SetNbClipPlanesMax (0); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts)); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts)); TCollection_AsciiString aKey; if (!Create (aProgramSrc, aKey, aProgram)) { aProgram = new OpenGl_ShaderProgram(); // just mark as invalid return Standard_False; } myContext->BindProgram (aProgram); aProgram->SetSampler (myContext, "uAccumTexture", Graphic3d_TextureUnit_0); aProgram->SetSampler (myContext, "uWeightTexture", Graphic3d_TextureUnit_1); myContext->BindProgram (Handle(OpenGl_ShaderProgram)()); return Standard_True; } // ======================================================================= // function : pointSpriteAlphaSrc // purpose : // ======================================================================= TCollection_AsciiString OpenGl_ShaderManager::pointSpriteAlphaSrc (Standard_Integer theBits) { TCollection_AsciiString aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").a; }"; #if !defined(GL_ES_VERSION_2_0) if (myContext->core11 == NULL && (theBits & OpenGl_PO_PointSpriteA) == OpenGl_PO_PointSpriteA) { aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").r; }"; } #else (void )theBits; #endif return aSrcGetAlpha; } // ======================================================================= // function : defaultGlslVersion // purpose : // ======================================================================= int OpenGl_ShaderManager::defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram, const TCollection_AsciiString& theName, int theBits, bool theUsesDerivates) const { int aBits = theBits; const bool toUseDerivates = theUsesDerivates || (theBits & OpenGl_PO_StippleLine) != 0 || (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal; #if !defined(GL_ES_VERSION_2_0) if (myContext->core32 != NULL) { theProgram->SetHeader ("#version 150"); } else { if ((theBits & OpenGl_PO_StippleLine) != 0 || theProgram->IsPBR()) { if (myContext->IsGlGreaterEqual (3, 0)) { theProgram->SetHeader ("#version 130"); } else if (myContext->CheckExtension ("GL_EXT_gpu_shader4")) // myContext->hasGlslBitwiseOps == OpenGl_FeatureInExtensions { // GL_EXT_gpu_shader4 defines GLSL type "unsigned int", while core GLSL specs define type "uint" theProgram->SetHeader ("#extension GL_EXT_gpu_shader4 : enable\n" "#define uint unsigned int"); } } } (void )toUseDerivates; #else #if defined(__EMSCRIPTEN__) if (myContext->IsGlGreaterEqual (3, 0)) { // consider this is browser responsibility to provide working WebGL 2.0 implementation // and black-list broken drivers (there is no OpenGL ES greater than 3.0) theProgram->SetHeader ("#version 300 es"); } #endif // prefer "100 es" on OpenGL ES 3.0- devices (save the features unavailable before "300 es") // and "300 es" on OpenGL ES 3.1+ devices if (myContext->IsGlGreaterEqual (3, 1)) { if ((theBits & OpenGl_PO_NeedsGeomShader) != 0) { theProgram->SetHeader (myContext->hasGeometryStage != OpenGl_FeatureInExtensions ? "#version 320 es" : "#version 310 es"); } else { theProgram->SetHeader ("#version 300 es"); } } else { if (theProgram->IsPBR() && myContext->IsGlGreaterEqual (3, 0)) { theProgram->SetHeader ("#version 300 es"); } if ((theBits & OpenGl_PO_WriteOit) != 0 || (theBits & OpenGl_PO_StippleLine) != 0) { if (myContext->IsGlGreaterEqual (3, 0)) { theProgram->SetHeader ("#version 300 es"); } else { aBits = aBits & ~OpenGl_PO_WriteOit; if (!myContext->oesStdDerivatives) { aBits = aBits & ~OpenGl_PO_StippleLine; } } } if (toUseDerivates) { if (myContext->IsGlGreaterEqual (3, 0)) { theProgram->SetHeader ("#version 300 es"); } else if (myContext->oesStdDerivatives) { theProgram->SetHeader ("#extension GL_OES_standard_derivatives : enable"); } } } #endif // should fit OpenGl_PO_NB char aBitsStr[64]; Sprintf (aBitsStr, "%04x", aBits); theProgram->SetId (TCollection_AsciiString ("occt_") + theName + aBitsStr); return aBits; } // ======================================================================= // function : prepareGeomMainSrc // purpose : // ======================================================================= TCollection_AsciiString OpenGl_ShaderManager::prepareGeomMainSrc (OpenGl_ShaderObject::ShaderVariableList& theUnifoms, OpenGl_ShaderObject::ShaderVariableList& theStageInOuts, Standard_Integer theBits) { if ((theBits & OpenGl_PO_NeedsGeomShader) == 0) { return TCollection_AsciiString(); } TCollection_AsciiString aSrcMainGeom = EOL"void main()" EOL"{"; if ((theBits & OpenGl_PO_MeshEdges) != 0) { theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_GEOMETRY)); theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("bool occIsQuadMode", Graphic3d_TOS_GEOMETRY)); theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_GEOMETRY)); theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineWidth", Graphic3d_TOS_FRAGMENT)); theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("float occLineFeather", Graphic3d_TOS_FRAGMENT)); theUnifoms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occWireframeColor", Graphic3d_TOS_FRAGMENT)); theStageInOuts.Append(OpenGl_ShaderObject::ShaderVariable ("vec3 EdgeDistance", Graphic3d_TOS_GEOMETRY | Graphic3d_TOS_FRAGMENT)); aSrcMainGeom = TCollection_AsciiString() + EOL"vec3 ViewPortTransform (vec4 theVec)" EOL"{" EOL" vec3 aWinCoord = theVec.xyz / theVec.w;" EOL" aWinCoord = aWinCoord * 0.5 + 0.5;" EOL" aWinCoord.xy = aWinCoord.xy * occViewport.zw + occViewport.xy;" EOL" return aWinCoord;" EOL"}" + aSrcMainGeom + EOL" vec3 aSideA = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[1].gl_Position);" EOL" vec3 aSideB = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);" EOL" vec3 aSideC = ViewPortTransform (gl_in[1].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);" EOL" float aQuadArea = abs (aSideB.x * aSideC.y - aSideB.y * aSideC.x);" EOL" vec3 aLenABC = vec3 (length (aSideA), length (aSideB), length (aSideC));" EOL" vec3 aHeightABC = vec3 (aQuadArea) / aLenABC;" EOL" aHeightABC = max (aHeightABC, vec3 (10.0 * occLineWidth));" // avoid shrunk presentation disappearing at distance EOL" float aQuadModeHeightC = occIsQuadMode ? occLineWidth + 1.0 : 0.0;"; } for (Standard_Integer aVertIter = 0; aVertIter < 3; ++aVertIter) { const TCollection_AsciiString aVertIndex (aVertIter); // pass variables from Vertex shader to Fragment shader through Geometry shader for (OpenGl_ShaderObject::ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next()) { if (aVarListIter.Value().Stages == (Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)) { const TCollection_AsciiString aVarName = aVarListIter.Value().Name.Token (" ", 2); aSrcMainGeom += TCollection_AsciiString() + EOL" geomOut." + aVarName + " = geomIn[" + aVertIndex + "]." + aVarName + ";"; } } if ((theBits & OpenGl_PO_MeshEdges) != 0) { switch (aVertIter) { case 0: aSrcMainGeom += EOL" EdgeDistance = vec3 (aHeightABC[0], 0.0, aQuadModeHeightC);"; break; case 1: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, aHeightABC[1], aQuadModeHeightC);"; break; case 2: aSrcMainGeom += EOL" EdgeDistance = vec3 (0.0, 0.0, aHeightABC[2]);"; break; } } aSrcMainGeom += TCollection_AsciiString() + EOL" gl_Position = gl_in[" + aVertIndex + "].gl_Position;" EOL" EmitVertex();"; } aSrcMainGeom += EOL" EndPrimitive();" EOL"}"; return aSrcMainGeom; } // ======================================================================= // function : prepareStdProgramUnlit // purpose : // ======================================================================= Standard_Boolean OpenGl_ShaderManager::prepareStdProgramUnlit (Handle(OpenGl_ShaderProgram)& theProgram, Standard_Integer theBits, Standard_Boolean theIsOutline) { Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram(); TCollection_AsciiString aSrcVert, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcVertEndMain; TCollection_AsciiString aSrcFrag, aSrcFragExtraMain; TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }"; TCollection_AsciiString aSrcFragMainGetColor = EOL" occSetFragColor (getFinalColor());"; OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts; if ((theBits & OpenGl_PO_IsPoint) != 0) { #if defined(GL_ES_VERSION_2_0) aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;"; #endif if ((theBits & OpenGl_PO_PointSprite) != 0) { aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT)); if ((theBits & OpenGl_PO_PointSpriteA) != OpenGl_PO_PointSpriteA) { aSrcFragGetColor = EOL"vec4 getColor(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord "); }"; } else if ((theBits & OpenGl_PO_TextureRGB) != 0 && (theBits & OpenGl_PO_VertColor) == 0) { aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor); aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX)); aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aSrcVertExtraMain += EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);"; aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }"; } aSrcGetAlpha = pointSpriteAlphaSrc (theBits); #if !defined(GL_ES_VERSION_2_0) if (myContext->core11 != NULL && myContext->IsGlGreaterEqual (2, 1)) { aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2 } #endif aSrcFragMainGetColor = EOL" vec4 aColor = getColor();" EOL" aColor.a = getAlpha();" EOL" if (aColor.a <= 0.1) discard;" EOL" occSetFragColor (aColor);"; } else { if ((theBits & OpenGl_PO_TextureRGB) != 0 && (theBits & OpenGl_PO_VertColor) == 0) { aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor); aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX)); aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aSrcVertExtraMain += EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);"; aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }"; } aSrcFragMainGetColor = EOL" vec4 aColor = getColor();" EOL" if (aColor.a <= 0.1) discard;" EOL" occSetFragColor (aColor);"; } } else { if ((theBits & OpenGl_PO_HasTextures) != 0) { aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT)); aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureEnv) { aSrcVertExtraFunc = THE_FUNC_transformNormal_view; aSrcVertExtraMain += EOL" vec4 aPosition = occWorldViewMatrix * occModelWorldMatrix * occVertex;" EOL" vec3 aNormal = transformNormal (occNormal);" EOL" vec3 aReflect = reflect (normalize (aPosition.xyz), aNormal);" EOL" aReflect.z += 1.0;" EOL" TexCoord = vec4(aReflect.xy * inversesqrt (dot (aReflect, aReflect)) * 0.5 + vec2 (0.5), 0.0, 1.0);"; aSrcFragGetColor = EOL"vec4 getColor(void) { return occTexture2D (occSamplerBaseColor, TexCoord.st); }"; } else { aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor); aSrcVertExtraMain += THE_VARY_TexCoord_Trsf; aSrcFragGetColor = EOL"vec4 getColor(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w); }"; } } } if ((theBits & OpenGl_PO_VertColor) != 0) { aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aSrcVertExtraMain += EOL" VertColor = occVertColor;"; aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }"; } int aNbClipPlanes = 0; if ((theBits & OpenGl_PO_ClipPlanesN) != 0) { aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aSrcVertExtraMain += EOL" PositionWorld = occModelWorldMatrix * occVertex;" EOL" Position = occWorldViewMatrix * PositionWorld;"; if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN) { aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT; aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0 ? THE_FRAG_CLIP_CHAINS_N : THE_FRAG_CLIP_PLANES_N; } else if ((theBits & OpenGl_PO_ClipPlanes1) != 0) { aNbClipPlanes = 1; aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1; } else if ((theBits & OpenGl_PO_ClipPlanes2) != 0) { aNbClipPlanes = 2; aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0 ? THE_FRAG_CLIP_CHAINS_2 : THE_FRAG_CLIP_PLANES_2; } } if ((theBits & OpenGl_PO_WriteOit) != 0) { aProgramSrc->SetNbFragmentOutputs (2); aProgramSrc->SetWeightOitOutput (true); } if (theIsOutline) { aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occOrthoScale", Graphic3d_TOS_VERTEX)); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occSilhouetteThickness", Graphic3d_TOS_VERTEX)); aSrcVertEndMain = THE_VERT_gl_Position_OUTLINE; } else if ((theBits & OpenGl_PO_StippleLine) != 0) { const Standard_Integer aBits = defaultGlslVersion (aProgramSrc, "unlit", theBits); if ((aBits & OpenGl_PO_StippleLine) != 0) { if (myContext->hasGlslBitwiseOps != OpenGl_FeatureNotAvailable) { aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int occStipplePattern", Graphic3d_TOS_FRAGMENT)); } else { aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("bool occStipplePattern[16]", Graphic3d_TOS_FRAGMENT)); } aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occStippleFactor", Graphic3d_TOS_FRAGMENT)); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_VERTEX)); aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 ScreenSpaceCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aSrcVertEndMain = EOL" vec2 aPosition = gl_Position.xy / gl_Position.w;" EOL" aPosition = aPosition * 0.5 + 0.5;" EOL" ScreenSpaceCoord = aPosition.xy * occViewport.zw + occViewport.xy;"; aSrcFragMainGetColor = TCollection_AsciiString() + EOL" vec2 anAxis = vec2 (0.0, 1.0);" EOL" if (abs (dFdx (ScreenSpaceCoord.x)) - abs (dFdy (ScreenSpaceCoord.y)) > 0.001)" EOL" {" EOL" anAxis = vec2 (1.0, 0.0);" EOL" }" EOL" float aRotatePoint = dot (gl_FragCoord.xy, anAxis);" + (myContext->hasGlslBitwiseOps != OpenGl_FeatureNotAvailable ? EOL" uint aBit = uint (floor (aRotatePoint / occStippleFactor + 0.5)) & 15U;" EOL" if ((uint (occStipplePattern) & (1U << aBit)) == 0U) discard;" : EOL" int aBit = int (mod (floor (aRotatePoint / occStippleFactor + 0.5), 16.0));" EOL" if (!occStipplePattern[aBit]) discard;") + EOL" vec4 aColor = getFinalColor();" EOL" if (aColor.a <= 0.1) discard;" EOL" occSetFragColor (aColor);"; } else { myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, "Warning: stipple lines in GLSL will be ignored."); } } aSrcVert = aSrcVertExtraFunc + EOL"void main()" EOL"{" + aSrcVertExtraMain + THE_VERT_gl_Position + aSrcVertEndMain + EOL"}"; TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits); aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0 ? THE_FRAG_WIREFRAME_COLOR : EOL"#define getFinalColor getColor"; aSrcFrag = aSrcFragGetColor + aSrcGetAlpha + EOL"void main()" EOL"{" + aSrcFragExtraMain + aSrcFragMainGetColor + EOL"}"; defaultGlslVersion (aProgramSrc, theIsOutline ? "outline" : "unlit", theBits); aProgramSrc->SetDefaultSampler (false); aProgramSrc->SetNbLightsMax (0); aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes); aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0); const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0; aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts)); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts)); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts)); TCollection_AsciiString aKey; if (!Create (aProgramSrc, aKey, theProgram)) { theProgram = new OpenGl_ShaderProgram(); // just mark as invalid return Standard_False; } return Standard_True; } // ======================================================================= // function : pointSpriteShadingSrc // purpose : // ======================================================================= TCollection_AsciiString OpenGl_ShaderManager::pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc, Standard_Integer theBits) { TCollection_AsciiString aSrcFragGetColor; if ((theBits & OpenGl_PO_PointSpriteA) == OpenGl_PO_PointSpriteA) { aSrcFragGetColor = pointSpriteAlphaSrc (theBits) + EOL"vec4 getColor(void)" EOL"{" EOL" vec4 aColor = " + theBaseColorSrc + ";" EOL" aColor.a = getAlpha();" EOL" if (aColor.a <= 0.1) discard;" EOL" return aColor;" EOL"}"; } else if ((theBits & OpenGl_PO_PointSprite) == OpenGl_PO_PointSprite) { aSrcFragGetColor = TCollection_AsciiString() + EOL"vec4 getColor(void)" EOL"{" EOL" vec4 aColor = " + theBaseColorSrc + ";" EOL" aColor = occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ") * aColor;" EOL" if (aColor.a <= 0.1) discard;" EOL" return aColor;" EOL"}"; } return aSrcFragGetColor; } // ======================================================================= // function : stdComputeLighting // purpose : // ======================================================================= TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting (Standard_Integer& theNbLights, Standard_Boolean theHasVertColor, Standard_Boolean theIsPBR, Standard_Boolean theHasEmissive) { TCollection_AsciiString aLightsFunc, aLightsLoop; theNbLights = 0; const Handle(Graphic3d_LightSet)& aLights = myLightSourceState.LightSources(); if (!aLights.IsNull()) { theNbLights = aLights->NbEnabled(); if (theNbLights <= THE_NB_UNROLLED_LIGHTS_MAX) { Standard_Integer anIndex = 0; for (Graphic3d_LightSet::Iterator aLightIter (aLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient); aLightIter.More(); aLightIter.Next(), ++anIndex) { switch (aLightIter.Value()->Type()) { case Graphic3d_TOLS_AMBIENT: --anIndex; break; // skip ambient case Graphic3d_TOLS_DIRECTIONAL: aLightsLoop = aLightsLoop + EOL" directionalLight (" + anIndex + ", theNormal, theView, theIsFront);"; break; case Graphic3d_TOLS_POSITIONAL: aLightsLoop = aLightsLoop + EOL" pointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);"; break; case Graphic3d_TOLS_SPOT: aLightsLoop = aLightsLoop + EOL" spotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);"; break; } } } else { theNbLights = roundUpMaxLightSources (theNbLights); bool isFirstInLoop = true; aLightsLoop = aLightsLoop + EOL" for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)" EOL" {" EOL" int aType = occLight_Type (anIndex);"; if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0) { isFirstInLoop = false; aLightsLoop += EOL" if (aType == OccLightType_Direct)" EOL" {" EOL" directionalLight (anIndex, theNormal, theView, theIsFront);" EOL" }"; } if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0) { if (!isFirstInLoop) { aLightsLoop += EOL" else "; } isFirstInLoop = false; aLightsLoop += EOL" if (aType == OccLightType_Point)" EOL" {" EOL" pointLight (anIndex, theNormal, theView, aPoint, theIsFront);" EOL" }"; } if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0) { if (!isFirstInLoop) { aLightsLoop += EOL" else "; } isFirstInLoop = false; aLightsLoop += EOL" if (aType == OccLightType_Spot)" EOL" {" EOL" spotLight (anIndex, theNormal, theView, aPoint, theIsFront);" EOL" }"; } aLightsLoop += EOL" }"; } if (theIsPBR) { aLightsFunc += Shaders_PBRDistribution_glsl; aLightsFunc += Shaders_PBRGeometry_glsl; aLightsFunc += Shaders_PBRFresnel_glsl; aLightsFunc += Shaders_PBRCookTorrance_glsl; aLightsFunc += Shaders_PBRIllumination_glsl; } if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) == 1 && theNbLights == 1 && !theIsPBR) { // use the version with hard-coded first index aLightsLoop = EOL" directionalLightFirst(theNormal, theView, theIsFront);"; aLightsFunc += THE_FUNC_directionalLightFirst; } else if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0) { aLightsFunc += theIsPBR ? THE_FUNC_PBR_directionalLight : THE_FUNC_directionalLight; } if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0) { aLightsFunc += theIsPBR ? THE_FUNC_PBR_pointLight : THE_FUNC_pointLight; } if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0) { aLightsFunc += theIsPBR ? THE_FUNC_PBR_spotLight : THE_FUNC_spotLight; } } TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();"; TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();"; if (theHasVertColor) { aGetMatAmbient = "getVertColor();"; aGetMatDiffuse = "getVertColor();"; } if (!theIsPBR) { return TCollection_AsciiString() + THE_FUNC_lightDef + Shaders_PointLightAttenuation_glsl + aLightsFunc + EOL EOL"vec4 computeLighting (in vec3 theNormal," EOL" in vec3 theView," EOL" in vec4 thePoint," EOL" in bool theIsFront)" EOL"{" EOL" Ambient = occLightAmbient.rgb;" EOL" Diffuse = vec3 (0.0);" EOL" Specular = vec3 (0.0);" EOL" vec3 aPoint = thePoint.xyz / thePoint.w;" + aLightsLoop + EOL" vec4 aMatAmbient = " + aGetMatAmbient + EOL" vec4 aMatDiffuse = " + aGetMatDiffuse + EOL" vec4 aMatSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();" EOL" vec3 aColor = Ambient * aMatAmbient.rgb + Diffuse * aMatDiffuse.rgb + Specular * aMatSpecular.rgb;" EOL" occTextureOcclusion(aColor, TexCoord.st);" + (theHasEmissive ? EOL" vec4 aMatEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();" EOL" aColor += aMatEmission.rgb;" : "") + EOL" return vec4 (aColor, aMatDiffuse.a);" EOL"}"; } else { return TCollection_AsciiString() + THE_FUNC_PBR_lightDef + Shaders_PointLightAttenuation_glsl + aLightsFunc + EOL EOL"vec4 computeLighting (in vec3 theNormal," EOL" in vec3 theView," EOL" in vec4 thePoint," EOL" in bool theIsFront)" EOL"{" EOL" DirectLighting = vec3(0.0);" EOL" BaseColor = " + (theHasVertColor ? "getVertColor();" : "occTextureColor(occPBRMaterial_Color (theIsFront), TexCoord.st / TexCoord.w);") + EOL" Emission = occTextureEmissive(occPBRMaterial_Emission (theIsFront), TexCoord.st / TexCoord.w);" EOL" Metallic = occTextureMetallic(occPBRMaterial_Metallic (theIsFront), TexCoord.st / TexCoord.w);" EOL" NormalizedRoughness = occTextureRoughness(occPBRMaterial_NormalizedRoughness (theIsFront), TexCoord.st / TexCoord.w);" EOL" Roughness = occRoughness (NormalizedRoughness);" EOL" IOR = occPBRMaterial_IOR (theIsFront);" EOL" vec3 aPoint = thePoint.xyz / thePoint.w;" + aLightsLoop + EOL" vec3 aColor = DirectLighting;" EOL" vec3 anIndirectLightingSpec = occPBRFresnel (BaseColor.rgb, Metallic, IOR);" EOL" vec2 aCoeff = occTexture2D (occEnvLUT, vec2(abs(dot(theView, theNormal)), NormalizedRoughness)).xy;" EOL" anIndirectLightingSpec *= aCoeff.x;" EOL" anIndirectLightingSpec += aCoeff.y;" EOL" anIndirectLightingSpec *= occTextureCubeLod (occSpecIBLMap, -reflect (theView, theNormal), NormalizedRoughness * float (occNbSpecIBLLevels - 1)).rgb;" EOL" vec3 aRefractionCoeff = 1.0 - occPBRFresnel (BaseColor.rgb, Metallic, NormalizedRoughness, IOR, abs(dot(theView, theNormal)));" EOL" aRefractionCoeff *= (1.0 - Metallic);" EOL" vec3 anIndirectLightingDiff = aRefractionCoeff * BaseColor.rgb * BaseColor.a;" EOL" anIndirectLightingDiff *= occDiffIBLMap (theNormal).rgb;" EOL" aColor += occLightAmbient.rgb * (anIndirectLightingDiff + anIndirectLightingSpec);" EOL" aColor += Emission;" EOL" occTextureOcclusion(aColor, TexCoord.st / TexCoord.w);" EOL" return vec4 (aColor, mix(1.0, BaseColor.a, aRefractionCoeff.x));" EOL"}"; } } // ======================================================================= // function : prepareStdProgramGouraud // purpose : // ======================================================================= Standard_Boolean OpenGl_ShaderManager::prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram, const Standard_Integer theBits) { Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram(); TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraMain; TCollection_AsciiString aSrcFrag, aSrcFragExtraMain; TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }"; OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts; if ((theBits & OpenGl_PO_IsPoint) != 0) { #if defined(GL_ES_VERSION_2_0) aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;"; #endif if ((theBits & OpenGl_PO_PointSprite) != 0) { #if !defined(GL_ES_VERSION_2_0) if (myContext->core11 != NULL && myContext->IsGlGreaterEqual (2, 1)) { aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2 } #endif aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT)); aSrcFragGetColor = pointSpriteShadingSrc ("gl_FrontFacing ? FrontColor : BackColor", theBits); } if ((theBits & OpenGl_PO_TextureRGB) != 0 && (theBits & OpenGl_PO_VertColor) == 0) { aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX)); aSrcVertColor = EOL"vec4 getVertColor(void) { return occTexture2D (occSamplerBaseColor, occTexCoord.xy); }"; } } else { if ((theBits & OpenGl_PO_TextureRGB) != 0) { aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor); aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT)); aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aSrcVertExtraMain += THE_VARY_TexCoord_Trsf; aSrcFragGetColor = EOL"vec4 getColor(void)" EOL"{" EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;" EOL" return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w) * aColor;" EOL"}"; } } if ((theBits & OpenGl_PO_VertColor) != 0) { aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }"; } int aNbClipPlanes = 0; if ((theBits & OpenGl_PO_ClipPlanesN) != 0) { aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aSrcVertExtraMain += EOL" PositionWorld = aPositionWorld;" EOL" Position = aPosition;"; if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN) { aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT; aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0 ? THE_FRAG_CLIP_CHAINS_N : THE_FRAG_CLIP_PLANES_N; } else if ((theBits & OpenGl_PO_ClipPlanes1) != 0) { aNbClipPlanes = 1; aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1; } else if ((theBits & OpenGl_PO_ClipPlanes2) != 0) { aNbClipPlanes = 2; aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0 ? THE_FRAG_CLIP_CHAINS_2 : THE_FRAG_CLIP_PLANES_2; } } if ((theBits & OpenGl_PO_WriteOit) != 0) { aProgramSrc->SetNbFragmentOutputs (2); aProgramSrc->SetWeightOitOutput (true); } aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 FrontColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 BackColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); Standard_Integer aNbLights = 0; const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, !aSrcVertColor.IsEmpty(), false, true); aSrcVert = TCollection_AsciiString() + THE_FUNC_transformNormal_view + EOL + aSrcVertColor + aLights + EOL"void main()" EOL"{" EOL" vec4 aPositionWorld = occModelWorldMatrix * occVertex;" EOL" vec4 aPosition = occWorldViewMatrix * aPositionWorld;" EOL" vec3 aNormal = transformNormal (occNormal);" EOL" vec3 aView = vec3 (0.0, 0.0, 1.0);" EOL" FrontColor = computeLighting (normalize (aNormal), normalize (aView), aPosition, true);" EOL" BackColor = computeLighting (normalize (aNormal), normalize (aView), aPosition, false);" + aSrcVertExtraMain + THE_VERT_gl_Position + EOL"}"; TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits); aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0 ? THE_FRAG_WIREFRAME_COLOR : EOL"#define getFinalColor getColor"; aSrcFrag = TCollection_AsciiString() + aSrcFragGetColor + EOL"void main()" EOL"{" + aSrcFragExtraMain + EOL" occSetFragColor (getFinalColor());" + EOL"}"; const TCollection_AsciiString aProgId = TCollection_AsciiString ("gouraud-") + genLightKey (myLightSourceState.LightSources()) + "-"; defaultGlslVersion (aProgramSrc, aProgId, theBits); aProgramSrc->SetDefaultSampler (false); aProgramSrc->SetNbLightsMax (aNbLights); aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes); aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0); const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0; aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts)); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts)); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts)); TCollection_AsciiString aKey; if (!Create (aProgramSrc, aKey, theProgram)) { theProgram = new OpenGl_ShaderProgram(); // just mark as invalid return Standard_False; } return Standard_True; } // ======================================================================= // function : prepareStdProgramPhong // purpose : // ======================================================================= Standard_Boolean OpenGl_ShaderManager::prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram, const Standard_Integer theBits, const Standard_Boolean theIsFlatNormal, const Standard_Boolean theIsPBR) { TCollection_AsciiString aPosition = theIsPBR ? "PositionWorld" : "Position"; TCollection_AsciiString aPhongCompLight = TCollection_AsciiString() + "computeLighting (normalize (Normal), normalize (View), " + aPosition + ", gl_FrontFacing)"; const bool isFlatNormal = theIsFlatNormal && myContext->hasFlatShading != OpenGl_FeatureNotAvailable; const char* aDFdxSignReversion = ""; #if defined(GL_ES_VERSION_2_0) if (isFlatNormal != theIsFlatNormal) { myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM, "Warning: flat shading requires OpenGL ES 3.0+ or GL_OES_standard_derivatives extension."); } else if (isFlatNormal && myContext->Vendor().Search("qualcomm") != -1) { // workaround Adreno driver bug computing reversed normal using dFdx/dFdy aDFdxSignReversion = "-"; myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM, "Warning: applied workaround for flat shading normal computation using dFdx/dFdy on Adreno"); } #endif Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram(); aProgramSrc->SetPBR (theIsPBR); TCollection_AsciiString aSrcVert, aSrcVertExtraFunc, aSrcVertExtraMain; TCollection_AsciiString aSrcFrag, aSrcFragGetVertColor, aSrcFragExtraMain; TCollection_AsciiString aSrcFragGetColor = TCollection_AsciiString() + EOL"vec4 getColor(void) { return " + aPhongCompLight + "; }"; OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts; if ((theBits & OpenGl_PO_IsPoint) != 0) { #if defined(GL_ES_VERSION_2_0) aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;"; #endif if ((theBits & OpenGl_PO_PointSprite) != 0) { #if !defined(GL_ES_VERSION_2_0) if (myContext->core11 != NULL && myContext->IsGlGreaterEqual (2, 1)) { aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2 } #endif aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT)); aSrcFragGetColor = pointSpriteShadingSrc (aPhongCompLight, theBits); } if ((theBits & OpenGl_PO_TextureRGB) != 0 && (theBits & OpenGl_PO_VertColor) == 0) { aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor); aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX)); aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aSrcVertExtraMain += EOL" VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);"; aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }"; } } else { if ((theBits & OpenGl_PO_TextureRGB) != 0) { aUniforms .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT)); aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aSrcVertExtraMain += THE_VARY_TexCoord_Trsf; Standard_Integer aTextureBits = Graphic3d_TextureSetBits_BaseColor | Graphic3d_TextureSetBits_Occlusion | Graphic3d_TextureSetBits_Emissive; if (!theIsPBR) { aSrcFragGetColor = TCollection_AsciiString() + EOL"vec4 getColor(void)" EOL"{" EOL" vec2 aTexUV = TexCoord.st / TexCoord.w;" EOL" vec4 aColor = " + aPhongCompLight + ";" EOL" aColor *= occTexture2D(occSamplerBaseColor, aTexUV);" EOL" vec3 anEmission = occTextureEmissive((gl_FrontFacing ? occFrontMaterial_Emission() : occBackMaterial_Emission()).rgb, aTexUV);" EOL" aColor.rgb += anEmission;" EOL" return aColor;" EOL"}"; } else { aTextureBits |= Graphic3d_TextureSetBits_MetallicRoughness; } if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal && !isFlatNormal) { if (myContext->hasFlatShading != OpenGl_FeatureNotAvailable) { aTextureBits |= Graphic3d_TextureSetBits_Normal; } else { myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM, "Warning: ignoring Normal Map texture due to hardware capabilities"); } } aProgramSrc->SetTextureSetBits (aTextureBits); } } if ((theBits & OpenGl_PO_VertColor) != 0) { aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aSrcVertExtraMain += EOL" VertColor = occVertColor;"; aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }"; } int aNbClipPlanes = 0; if ((theBits & OpenGl_PO_ClipPlanesN) != 0) { if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN) { aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT; aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0 ? THE_FRAG_CLIP_CHAINS_N : THE_FRAG_CLIP_PLANES_N; } else if ((theBits & OpenGl_PO_ClipPlanes1) != 0) { aNbClipPlanes = 1; aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1; } else if ((theBits & OpenGl_PO_ClipPlanes2) != 0) { aNbClipPlanes = 2; aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0 ? THE_FRAG_CLIP_CHAINS_2 : THE_FRAG_CLIP_PLANES_2; } } if ((theBits & OpenGl_PO_WriteOit) != 0) { aProgramSrc->SetNbFragmentOutputs (2); aProgramSrc->SetWeightOitOutput (true); } if (isFlatNormal) { aSrcFragExtraMain += TCollection_AsciiString() + EOL" Normal = " + aDFdxSignReversion + "normalize (cross (dFdx (" + aPosition + ".xyz / " + aPosition + ".w), dFdy (" + aPosition + ".xyz / " + aPosition + ".w)));" EOL" if (!gl_FrontFacing) { Normal = -Normal; }"; } else { aStageInOuts.Append(OpenGl_ShaderObject::ShaderVariable("vec3 vNormal", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aSrcVertExtraFunc += THE_FUNC_transformNormal_world; aSrcVertExtraMain += EOL" vNormal = transformNormal (occNormal);"; aSrcFragExtraMain += EOL" Normal = vNormal;"; if ((theBits & OpenGl_PO_IsPoint) == 0 && (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal && myContext->hasFlatShading != OpenGl_FeatureNotAvailable) { aSrcFrag += Shaders_TangentSpaceNormal_glsl; // apply normal map texture aSrcFragExtraMain += EOL"#if defined(THE_HAS_TEXTURE_NORMAL)" EOL" vec2 aTexCoord = TexCoord.st / TexCoord.w;" EOL" vec4 aMapNormalValue = occTextureNormal(aTexCoord);" EOL" if (aMapNormalValue.w > 0.5)" EOL" {" EOL" mat2 aDeltaUVMatrix = mat2 (dFdx(aTexCoord), dFdy(aTexCoord));" EOL" mat2x3 aDeltaVectorMatrix = mat2x3 (dFdx (PositionWorld.xyz), dFdy (PositionWorld.xyz));" EOL" Normal = TangentSpaceNormal (aDeltaUVMatrix, aDeltaVectorMatrix, aMapNormalValue.xyz, Normal, !gl_FrontFacing);" EOL" }" EOL"#endif"; } if (!theIsPBR) { aSrcFragExtraMain += EOL" Normal = normalize ((occWorldViewMatrixInverseTranspose * vec4 (Normal, 0.0)).xyz);"; } } aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 View", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aSrcVert = TCollection_AsciiString() + aSrcVertExtraFunc + EOL"void main()" EOL"{" EOL" PositionWorld = occModelWorldMatrix * occVertex;" EOL" Position = occWorldViewMatrix * PositionWorld;" EOL" if (occProjectionMatrix[3][3] == 1.0)" EOL" {" EOL" View = vec3(0.0, 0.0, 1.0);" EOL" }" EOL" else" EOL" {" EOL" View = -Position.xyz;" EOL" }" + (theIsPBR ? EOL" View = (occWorldViewMatrixInverse * vec4(View, 0.0)).xyz;" : "") + aSrcVertExtraMain + THE_VERT_gl_Position + EOL"}"; TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits); aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0 ? THE_FRAG_WIREFRAME_COLOR : EOL"#define getFinalColor getColor"; Standard_Integer aNbLights = 0; const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, !aSrcFragGetVertColor.IsEmpty(), theIsPBR, (theBits & OpenGl_PO_TextureRGB) == 0 || (theBits & OpenGl_PO_IsPoint) != 0); aSrcFrag += TCollection_AsciiString() + EOL + aSrcFragGetVertColor + EOL"vec3 Normal;" + aLights + aSrcFragGetColor + EOL EOL"void main()" EOL"{" + aSrcFragExtraMain + EOL" occSetFragColor (getFinalColor());" + EOL"}"; const TCollection_AsciiString aProgId = TCollection_AsciiString (theIsFlatNormal ? "flat-" : "phong-") + (theIsPBR ? "pbr-" : "") + genLightKey (myLightSourceState.LightSources()) + "-"; defaultGlslVersion (aProgramSrc, aProgId, theBits, isFlatNormal); aProgramSrc->SetDefaultSampler (false); aProgramSrc->SetNbLightsMax (aNbLights); aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes); aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0); const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0; aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts)); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts)); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts)); TCollection_AsciiString aKey; if (!Create (aProgramSrc, aKey, theProgram)) { theProgram = new OpenGl_ShaderProgram(); // just mark as invalid return Standard_False; } return Standard_True; } // ======================================================================= // function : prepareStdProgramStereo // purpose : // ======================================================================= Standard_Boolean OpenGl_ShaderManager::prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram, const Graphic3d_StereoMode theStereoMode) { Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram(); OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts; aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); TCollection_AsciiString aSrcVert = EOL"void main()" EOL"{" EOL" TexCoord = occVertex.zw;" EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);" EOL"}"; TCollection_AsciiString aSrcFrag; aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uLeftSampler", Graphic3d_TOS_FRAGMENT)); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uRightSampler", Graphic3d_TOS_FRAGMENT)); const char* aName = "stereo"; switch (theStereoMode) { case Graphic3d_StereoMode_Anaglyph: { aName = "anaglyph"; aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 uMultL", Graphic3d_TOS_FRAGMENT)); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 uMultR", Graphic3d_TOS_FRAGMENT)); const TCollection_AsciiString aNormalize = mySRgbState ? EOL"#define sRgb2linear(theColor) theColor" EOL"#define linear2sRgb(theColor) theColor" : EOL"#define sRgb2linear(theColor) pow(theColor, vec4(2.2, 2.2, 2.2, 1.0))" EOL"#define linear2sRgb(theColor) pow(theColor, 1.0 / vec4(2.2, 2.2, 2.2, 1.0))"; aSrcFrag = aNormalize + EOL"void main()" EOL"{" EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);" EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);" EOL" aColorL = sRgb2linear (aColorL);" EOL" aColorR = sRgb2linear (aColorR);" EOL" vec4 aColor = uMultR * aColorR + uMultL * aColorL;" EOL" occSetFragColor (linear2sRgb (aColor));" EOL"}"; break; } case Graphic3d_StereoMode_RowInterlaced: { aName = "row-interlaced"; aSrcFrag = EOL"void main()" EOL"{" EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);" EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);" EOL" if (int (mod (gl_FragCoord.y - 1023.5, 2.0)) != 1)" EOL" {" EOL" occSetFragColor (aColorL);" EOL" }" EOL" else" EOL" {" EOL" occSetFragColor (aColorR);" EOL" }" EOL"}"; break; } case Graphic3d_StereoMode_ColumnInterlaced: { aName = "column-interlaced"; aSrcFrag = EOL"void main()" EOL"{" EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);" EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);" EOL" if (int (mod (gl_FragCoord.x - 1023.5, 2.0)) == 1)" EOL" {" EOL" occSetFragColor (aColorL);" EOL" }" EOL" else" EOL" {" EOL" occSetFragColor (aColorR);" EOL" }" EOL"}"; break; } case Graphic3d_StereoMode_ChessBoard: { aName = "chessboard"; aSrcFrag = EOL"void main()" EOL"{" EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);" EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);" EOL" bool isEvenX = int(mod(floor(gl_FragCoord.x - 1023.5), 2.0)) != 1;" EOL" bool isEvenY = int(mod(floor(gl_FragCoord.y - 1023.5), 2.0)) == 1;" EOL" if ((isEvenX && isEvenY) || (!isEvenX && !isEvenY))" EOL" {" EOL" occSetFragColor (aColorL);" EOL" }" EOL" else" EOL" {" EOL" occSetFragColor (aColorR);" EOL" }" EOL"}"; break; } case Graphic3d_StereoMode_SideBySide: { aName = "sidebyside"; aSrcFrag = EOL"void main()" EOL"{" EOL" vec2 aTexCoord = vec2 (TexCoord.x * 2.0, TexCoord.y);" EOL" if (TexCoord.x > 0.5)" EOL" {" EOL" aTexCoord.x -= 1.0;" EOL" }" EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);" EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);" EOL" if (TexCoord.x <= 0.5)" EOL" {" EOL" occSetFragColor (aColorL);" EOL" }" EOL" else" EOL" {" EOL" occSetFragColor (aColorR);" EOL" }" EOL"}"; break; } case Graphic3d_StereoMode_OverUnder: { aName = "overunder"; aSrcFrag = EOL"void main()" EOL"{" EOL" vec2 aTexCoord = vec2 (TexCoord.x, TexCoord.y * 2.0);" EOL" if (TexCoord.y > 0.5)" EOL" {" EOL" aTexCoord.y -= 1.0;" EOL" }" EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);" EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);" EOL" if (TexCoord.y <= 0.5)" EOL" {" EOL" occSetFragColor (aColorL);" EOL" }" EOL" else" EOL" {" EOL" occSetFragColor (aColorR);" EOL" }" EOL"}"; break; } case Graphic3d_StereoMode_QuadBuffer: case Graphic3d_StereoMode_SoftPageFlip: case Graphic3d_StereoMode_OpenVR: default: { /*const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[Graphic3d_StereoMode_QuadBuffer]; if (!aProgram.IsNull()) { return aProgram->IsValid(); }*/ aSrcFrag = EOL"void main()" EOL"{" EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);" EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);" EOL" aColorL.b = 0.0;" EOL" aColorL.g = 0.0;" EOL" aColorR.r = 0.0;" EOL" occSetFragColor (aColorL + aColorR);" EOL"}"; break; } } defaultGlslVersion (aProgramSrc, aName, 0); aProgramSrc->SetDefaultSampler (false); aProgramSrc->SetNbLightsMax (0); aProgramSrc->SetNbClipPlanesMax (0); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts)); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts)); TCollection_AsciiString aKey; if (!Create (aProgramSrc, aKey, theProgram)) { theProgram = new OpenGl_ShaderProgram(); // just mark as invalid return Standard_False; } myContext->BindProgram (theProgram); theProgram->SetSampler (myContext, "uLeftSampler", Graphic3d_TextureUnit_0); theProgram->SetSampler (myContext, "uRightSampler", Graphic3d_TextureUnit_1); myContext->BindProgram (NULL); return Standard_True; } // ======================================================================= // function : prepareStdProgramBoundBox // purpose : // ======================================================================= Standard_Boolean OpenGl_ShaderManager::prepareStdProgramBoundBox() { Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram(); OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts; aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 occBBoxCenter", Graphic3d_TOS_VERTEX)); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 occBBoxSize", Graphic3d_TOS_VERTEX)); TCollection_AsciiString aSrcVert = EOL"void main()" EOL"{" EOL" vec4 aCenter = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);" EOL" vec4 aPos = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);" EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * aPos;" EOL"}"; TCollection_AsciiString aSrcFrag = EOL"void main()" EOL"{" EOL" occSetFragColor (occColor);" EOL"}"; defaultGlslVersion (aProgramSrc, "bndbox", 0); aProgramSrc->SetDefaultSampler (false); aProgramSrc->SetNbLightsMax (0); aProgramSrc->SetNbClipPlanesMax (0); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts)); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts)); TCollection_AsciiString aKey; if (!Create (aProgramSrc, aKey, myBoundBoxProgram)) { myBoundBoxProgram = new OpenGl_ShaderProgram(); // just mark as invalid return Standard_False; } const OpenGl_Vec4 aMin (-0.5f, -0.5f, -0.5f, 1.0f); const OpenGl_Vec4 anAxisShifts[3] = { OpenGl_Vec4 (1.0f, 0.0f, 0.0f, 0.0f), OpenGl_Vec4 (0.0f, 1.0f, 0.0f, 0.0f), OpenGl_Vec4 (0.0f, 0.0f, 1.0f, 0.0f) }; const OpenGl_Vec4 aLookup1 (0.0f, 1.0f, 0.0f, 1.0f); const OpenGl_Vec4 aLookup2 (0.0f, 0.0f, 1.0f, 1.0f); OpenGl_Vec4 aLinesVertices[24]; for (int anAxis = 0, aVertex = 0; anAxis < 3; ++anAxis) { for (int aCompIter = 0; aCompIter < 4; ++aCompIter) { aLinesVertices[aVertex++] = aMin + anAxisShifts[(anAxis + 1) % 3] * aLookup1[aCompIter] + anAxisShifts[(anAxis + 2) % 3] * aLookup2[aCompIter]; aLinesVertices[aVertex++] = aMin + anAxisShifts[anAxis] + anAxisShifts[(anAxis + 1) % 3] * aLookup1[aCompIter] + anAxisShifts[(anAxis + 2) % 3] * aLookup2[aCompIter]; } } if (myContext->ToUseVbo()) { myBoundBoxVertBuffer = new OpenGl_VertexBuffer(); if (myBoundBoxVertBuffer->Init (myContext, 4, 24, aLinesVertices[0].GetData())) { myContext->ShareResource ("OpenGl_ShaderManager_BndBoxVbo", myBoundBoxVertBuffer); return Standard_True; } } myBoundBoxVertBuffer = new OpenGl_VertexBufferCompat(); myBoundBoxVertBuffer->Init (myContext, 4, 24, aLinesVertices[0].GetData()); myContext->ShareResource ("OpenGl_ShaderManager_BndBoxVbo", myBoundBoxVertBuffer); return Standard_True; } // ======================================================================= // function : preparePBREnvBakingProgram // purpose : // ======================================================================= Standard_Boolean OpenGl_ShaderManager::preparePBREnvBakingProgram() { Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram(); OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts; TCollection_AsciiString aSrcVert = TCollection_AsciiString() + THE_FUNC_cubemap_vector_transform + Shaders_PBREnvBaking_vs; TCollection_AsciiString aSrcFrag = TCollection_AsciiString() + THE_FUNC_cubemap_vector_transform + Shaders_PBRDistribution_glsl + Shaders_PBREnvBaking_fs; // constant array definition requires OpenGL 2.1+ or OpenGL ES 3.0+ #if defined(GL_ES_VERSION_2_0) aProgramSrc->SetHeader ("#version 300 es"); #else aProgramSrc->SetHeader ("#version 120"); #endif defaultGlslVersion (aProgramSrc, "pbr_env_baking", 0); aProgramSrc->SetDefaultSampler (false); aProgramSrc->SetNbLightsMax (0); aProgramSrc->SetNbClipPlanesMax (0); aProgramSrc->SetPBR (true); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts)); aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts)); TCollection_AsciiString aKey; if (!Create (aProgramSrc, aKey, myPBREnvBakingProgram)) { myPBREnvBakingProgram = new OpenGl_ShaderProgram(); // just mark as invalid return Standard_False; } return Standard_True; } // ======================================================================= // function : GetBgCubeMapProgram // purpose : // ======================================================================= const Handle(Graphic3d_ShaderProgram)& OpenGl_ShaderManager::GetBgCubeMapProgram () { if (myBgCubeMapProgram.IsNull()) { myBgCubeMapProgram = new Graphic3d_ShaderProgram(); OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts; aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable("vec3 ViewDirection", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT)); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("samplerCube occSampler0", Graphic3d_TOS_FRAGMENT)); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int uYCoeff", Graphic3d_TOS_VERTEX)); aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int uZCoeff", Graphic3d_TOS_VERTEX)); TCollection_AsciiString aSrcVert = TCollection_AsciiString() + THE_FUNC_cubemap_vector_transform + EOL"void main()" EOL"{" EOL" ViewDirection = cubemapVectorTransform (occVertex.xyz, uYCoeff, uZCoeff);" EOL" vec4 aPos = occProjectionMatrix * occWorldViewMatrix * vec4(occVertex.xyz, 1.0);" EOL" gl_Position = aPos.xyww;" EOL"}"; TCollection_AsciiString aSrcFrag = EOL"#define occEnvCubemap occSampler0" EOL"void main()" EOL"{" EOL" occSetFragColor (vec4(occTextureCube (occEnvCubemap, ViewDirection).rgb, 1.0));" EOL"}"; defaultGlslVersion (myBgCubeMapProgram, "background_cubemap", 0); myBgCubeMapProgram->SetDefaultSampler (false); myBgCubeMapProgram->SetNbLightsMax (0); myBgCubeMapProgram->SetNbClipPlanesMax (0); myBgCubeMapProgram->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts)); myBgCubeMapProgram->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts)); } return myBgCubeMapProgram; } // ======================================================================= // function : bindProgramWithState // purpose : // ======================================================================= Standard_Boolean OpenGl_ShaderManager::bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram, Graphic3d_TypeOfShadingModel theShadingModel) { const Standard_Boolean isBound = myContext->BindProgram (theProgram); if (isBound && !theProgram.IsNull()) { theProgram->ApplyVariables (myContext); } PushState (theProgram, theShadingModel); return isBound; } // ======================================================================= // function : BindMarkerProgram // purpose : // ======================================================================= Standard_Boolean OpenGl_ShaderManager::BindMarkerProgram (const Handle(OpenGl_TextureSet)& theTextures, Graphic3d_TypeOfShadingModel theShadingModel, Graphic3d_AlphaMode theAlphaMode, Standard_Boolean theHasVertColor, const Handle(OpenGl_ShaderProgram)& theCustomProgram) { if (!theCustomProgram.IsNull() || myContext->caps->ffpEnable) { return bindProgramWithState (theCustomProgram, theShadingModel); } Standard_Integer aBits = getProgramBits (theTextures, theAlphaMode, Aspect_IS_SOLID, theHasVertColor, false, false); if (!theTextures.IsNull() && theTextures->HasPointSprite()) { aBits |= theTextures->Last()->IsAlpha() ? OpenGl_PO_PointSpriteA : OpenGl_PO_PointSprite; } else { aBits |= OpenGl_PO_PointSimple; } Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theShadingModel, aBits); return bindProgramWithState (aProgram, theShadingModel); }