// 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. #ifndef _OpenGl_ShaderManager_HeaderFile #define _OpenGl_ShaderManager_HeaderFile #include #include #include #include #include #include #include #include #include #include #include #include class OpenGl_View; //! List of shader programs. typedef NCollection_Sequence OpenGl_ShaderProgramList; class OpenGl_ShaderManager; DEFINE_STANDARD_HANDLE(OpenGl_ShaderManager, Standard_Transient) //! This class is responsible for managing shader programs. class OpenGl_ShaderManager : public Standard_Transient { friend class OpenGl_ShaderProgram; public: //! Creates new empty shader manager. Standard_EXPORT OpenGl_ShaderManager (OpenGl_Context* theContext); //! Releases resources of shader manager. Standard_EXPORT virtual ~OpenGl_ShaderManager(); //! Release all resources. Standard_EXPORT void clear(); //! Creates new shader program or re-use shared instance. //! @param theProxy [IN] program definition //! @param theShareKey [OUT] sharing key //! @param theProgram [OUT] OpenGL program //! @return true on success Standard_EXPORT Standard_Boolean Create (const Handle(Graphic3d_ShaderProgram)& theProxy, TCollection_AsciiString& theShareKey, Handle(OpenGl_ShaderProgram)& theProgram); //! Unregisters specified shader program. Standard_EXPORT void Unregister (TCollection_AsciiString& theShareKey, Handle(OpenGl_ShaderProgram)& theProgram); //! Returns list of registered shader programs. Standard_EXPORT const OpenGl_ShaderProgramList& ShaderPrograms() const; //! Returns true if no program objects are registered in the manager. Standard_EXPORT Standard_Boolean IsEmpty() const; //! Bind program for filled primitives rendering Standard_Boolean BindFaceProgram (const Handle(OpenGl_Texture)& theTexture, const Standard_Boolean theToLightOn, const Standard_Boolean theHasVertColor, const Standard_Boolean theEnableEnvMap, const Handle(OpenGl_ShaderProgram)& theCustomProgram) { if (!theCustomProgram.IsNull() || myContext->caps->ffpEnable) { return bindProgramWithState (theCustomProgram); } const Standard_Integer aBits = getProgramBits (theTexture, theHasVertColor, theEnableEnvMap); Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theToLightOn, aBits); return bindProgramWithState (aProgram); } //! Bind program for line rendering Standard_Boolean BindLineProgram (const Handle(OpenGl_Texture)& theTexture, const Standard_Boolean theStipple, const Standard_Boolean theToLightOn, const Standard_Boolean theHasVertColor, const Handle(OpenGl_ShaderProgram)& theCustomProgram) { if (!theCustomProgram.IsNull() || myContext->caps->ffpEnable) { return bindProgramWithState (theCustomProgram); } Standard_Integer aBits = getProgramBits (theTexture, theHasVertColor); if (theStipple) { aBits |= OpenGl_PO_StippleLine; } Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theToLightOn, aBits); return bindProgramWithState (aProgram); } //! Bind program for point rendering Standard_Boolean BindMarkerProgram (const Handle(OpenGl_Texture)& theTexture, const Standard_Boolean theToLightOn, const Standard_Boolean theHasVertColor, const Handle(OpenGl_ShaderProgram)& theCustomProgram) { if (!theCustomProgram.IsNull() || myContext->caps->ffpEnable) { return bindProgramWithState (theCustomProgram); } const Standard_Integer aBits = getProgramBits (theTexture, theHasVertColor) | OpenGl_PO_Point; Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theToLightOn, aBits); return bindProgramWithState (aProgram); } //! Bind program for rendering alpha-textured font. Standard_Boolean BindFontProgram (const Handle(OpenGl_ShaderProgram)& theCustomProgram) { if (!theCustomProgram.IsNull() || myContext->caps->ffpEnable) { return bindProgramWithState (theCustomProgram); } if (myFontProgram.IsNull()) { prepareStdProgramFont(); } return bindProgramWithState (myFontProgram); } //! Bind program for FBO blit operation. Standard_Boolean BindFboBlitProgram() { if (myBlitProgram.IsNull()) { prepareStdProgramFboBlit(); } return !myBlitProgram.IsNull() && myContext->BindProgram (myBlitProgram); } //! Bind program for rendering stereoscopic image. Standard_Boolean BindStereoProgram (const Graphic3d_StereoMode theStereoMode) { if (theStereoMode < 0 || theStereoMode >= Graphic3d_StereoMode_NB) { return Standard_False; } if (myStereoPrograms[theStereoMode].IsNull()) { prepareStdProgramStereo (myStereoPrograms[theStereoMode], theStereoMode); } const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[theStereoMode]; return !aProgram.IsNull() && myContext->BindProgram (aProgram); } public: //! Returns current state of OCCT light sources. Standard_EXPORT const OpenGl_LightSourceState& LightSourceState() const; //! Updates state of OCCT light sources. Standard_EXPORT void UpdateLightSourceStateTo (const OpenGl_ListOfLight* theLights); //! Pushes current state of OCCT light sources to specified program. Standard_EXPORT void PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const; public: //! Returns current state of OCCT projection transform. Standard_EXPORT const OpenGl_ProjectionState& ProjectionState() const; //! Updates state of OCCT projection transform. Standard_EXPORT void UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix); //! Pushes current state of OCCT projection transform to specified program. Standard_EXPORT void PushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const; public: //! Returns current state of OCCT model-world transform. Standard_EXPORT const OpenGl_ModelWorldState& ModelWorldState() const; //! Updates state of OCCT model-world transform. Standard_EXPORT void UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix); //! Pushes current state of OCCT model-world transform to specified program. Standard_EXPORT void PushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const; public: //! Returns current state of OCCT world-view transform. Standard_EXPORT const OpenGl_WorldViewState& WorldViewState() const; //! Updates state of OCCT world-view transform. Standard_EXPORT void UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix); //! Pushes current state of OCCT world-view transform to specified program. Standard_EXPORT void PushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const; public: //! Updates state of OCCT clipping planes. Standard_EXPORT void UpdateClippingState(); //! Reverts state of OCCT clipping planes. Standard_EXPORT void RevertClippingState(); //! Pushes current state of OCCT clipping planes to specified program. Standard_EXPORT void PushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const; public: //! Pushes current state of OCCT graphics parameters to specified program. Standard_EXPORT void PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const; public: //! Overwrites context void SetContext (OpenGl_Context* theCtx) { myContext = theCtx; } //! Returns true when provided context is the same as used one by shader manager. bool IsSameContext (OpenGl_Context* theCtx) const { return myContext == theCtx; } //! Sets shading model. Standard_EXPORT void SetShadingModel (const Graphic3d_TypeOfShadingModel theModel); //! Sets last view manger used with. //! Helps to handle matrix states in multi-view configurations. void SetLastView (const OpenGl_View* theLastView) { myLastView = theLastView; } //! Returns true when provided view is the same as cached one. bool IsSameView (const OpenGl_View* theView) const { return myLastView == theView; } protected: //! Define program bits. Standard_Integer getProgramBits (const Handle(OpenGl_Texture)& theTexture, const Standard_Boolean theHasVertColor, const Standard_Boolean theEnableEnvMap = Standard_False) { Standard_Integer aBits = 0; if (myContext->Clipping().IsClippingOrCappingOn()) { aBits |= OpenGl_PO_ClipPlanes; } if (theEnableEnvMap) { // Environment map overwrites material texture aBits |= OpenGl_PO_TextureEnv; } else if (!theTexture.IsNull()) { aBits |= theTexture->IsAlpha() ? OpenGl_PO_TextureA : OpenGl_PO_TextureRGB; } if (theHasVertColor) { aBits |= OpenGl_PO_VertColor; } return aBits; } //! Prepare standard GLSL program. Handle(OpenGl_ShaderProgram)& getStdProgram (const Standard_Boolean theToLightOn, const Standard_Integer theBits) { // If environment map is enabled lighting calculations are // not needed (in accordance with default OCCT behaviour) if (theToLightOn && (theBits & OpenGl_PO_TextureEnv) == 0) { Handle(OpenGl_ShaderProgram)& aProgram = myLightPrograms->ChangeValue (theBits); if (aProgram.IsNull()) { prepareStdProgramLight (aProgram, theBits); } return aProgram; } Handle(OpenGl_ShaderProgram)& aProgram = myFlatPrograms.ChangeValue (theBits); if (aProgram.IsNull()) { prepareStdProgramFlat (aProgram, theBits); } return aProgram; } //! Prepare standard GLSL program for accessing point sprite alpha. Standard_EXPORT TCollection_AsciiString pointSpriteAlphaSrc(); //! Prepare standard GLSL program for computing point sprite shading. Standard_EXPORT TCollection_AsciiString pointSpriteShadingSrc (const TCollection_AsciiString theBaseColorSrc, const Standard_Integer theBits); //! Prepare standard GLSL program for textured font. Standard_EXPORT Standard_Boolean prepareStdProgramFont(); //! Prepare standard GLSL program for FBO blit operation. Standard_EXPORT Standard_Boolean prepareStdProgramFboBlit(); //! Prepare standard GLSL program without lighting. Standard_EXPORT Standard_Boolean prepareStdProgramFlat (Handle(OpenGl_ShaderProgram)& theProgram, const Standard_Integer theBits); //! Prepare standard GLSL program with lighting. Standard_Boolean prepareStdProgramLight (Handle(OpenGl_ShaderProgram)& theProgram, const Standard_Integer theBits) { return myShadingModel == Graphic3d_TOSM_FRAGMENT ? prepareStdProgramPhong (theProgram, theBits) : prepareStdProgramGouraud (theProgram, theBits); } //! Prepare standard GLSL program with per-vertex lighting. Standard_EXPORT Standard_Boolean prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram, const Standard_Integer theBits); //! Prepare standard GLSL program with per-pixel lighting. Standard_EXPORT Standard_Boolean prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram, const Standard_Integer theBits); //! Define computeLighting GLSL function depending on current lights configuration //! @param theHasVertColor flag to use getVertColor() instead of Ambient and Diffuse components of active material Standard_EXPORT TCollection_AsciiString stdComputeLighting (const Standard_Boolean theHasVertColor); //! Bind specified program to current context and apply state. Standard_EXPORT Standard_Boolean bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram); //! Set pointer myLightPrograms to active lighting programs set from myMapOfLightPrograms Standard_EXPORT void switchLightPrograms(); //! Prepare standard GLSL program for stereoscopic image. Standard_EXPORT Standard_Boolean prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram, const Graphic3d_StereoMode theStereoMode); protected: Graphic3d_TypeOfShadingModel myShadingModel; //!< lighting shading model OpenGl_ShaderProgramList myProgramList; //!< The list of shader programs Handle(OpenGl_SetOfShaderPrograms) myLightPrograms; //!< pointer to active lighting programs matrix OpenGl_SetOfShaderPrograms myFlatPrograms; //!< programs matrix without lighting Handle(OpenGl_ShaderProgram) myFontProgram; //!< standard program for textured text Handle(OpenGl_ShaderProgram) myBlitProgram; //!< standard program for FBO blit emulation OpenGl_MapOfShaderPrograms myMapOfLightPrograms; //!< map of lighting programs depending on shading model and lights configuration Handle(OpenGl_ShaderProgram) myStereoPrograms[Graphic3d_StereoMode_NB]; //!< standard stereo programs OpenGl_Context* myContext; //!< OpenGL context protected: OpenGl_ProjectionState myProjectionState; //!< State of OCCT projection transformation OpenGl_ModelWorldState myModelWorldState; //!< State of OCCT model-world transformation OpenGl_WorldViewState myWorldViewState; //!< State of OCCT world-view transformation OpenGl_ClippingState myClippingState; //!< State of OCCT clipping planes OpenGl_LightSourceState myLightSourceState; //!< State of OCCT light sources private: const OpenGl_View* myLastView; //!< Pointer to the last view shader manager used with public: DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderManager,Standard_Transient) }; #endif // _OpenGl_ShaderManager_HeaderFile