// Created on: 2013-09-19 // 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_ShaderObject_Header #define _OpenGl_ShaderObject_Header #include #include #include #include //! Wrapper for OpenGL shader object. class OpenGl_ShaderObject : public OpenGl_Resource { DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderObject, OpenGl_Resource) friend class OpenGl_ShaderProgram; public: //! Non-valid shader name. static const GLuint NO_SHADER = 0; public: //! Structure defining shader uniform or in/out variable. struct ShaderVariable { TCollection_AsciiString Name; //!< variable name Standard_Integer Stages; //!< active stages as Graphic3d_TypeOfShaderObject bits; //! for in/out variables, intermediate stages will be automatically filled //! Create new shader variable. ShaderVariable (const TCollection_AsciiString& theVarName, Standard_Integer theShaderStageBits) : Name (theVarName), Stages (theShaderStageBits) {} //! Empty constructor. ShaderVariable() : Stages (0) {} }; //! List of variable of shader program. typedef NCollection_Sequence ShaderVariableList; //! This is a preprocessor for Graphic3d_ShaderObject::CreateFromSource() function. //! Creates a new shader object from specified source according to list of uniforms and in/out variables. //! @param theSource shader object source code to modify //! @param theType shader object type to create //! @param theUniforms list of uniform variables //! @param theStageInOuts list of stage in/out variables //! @param theInName name of input variables block; //! can be empty for accessing each variable without block prefix //! (mandatory for stages accessing both inputs and outputs) //! @param theOutName name of output variables block; //! can be empty for accessing each variable without block prefix //! (mandatory for stages accessing both inputs and outputs) //! @param theNbGeomInputVerts number of geometry shader input vertexes Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (TCollection_AsciiString& theSource, Graphic3d_TypeOfShaderObject theType, const ShaderVariableList& theUniforms, const ShaderVariableList& theStageInOuts, const TCollection_AsciiString& theInName = TCollection_AsciiString(), const TCollection_AsciiString& theOutName = TCollection_AsciiString(), Standard_Integer theNbGeomInputVerts = 0); public: //! Creates uninitialized shader object. Standard_EXPORT OpenGl_ShaderObject (GLenum theType); //! Releases resources of shader object. Standard_EXPORT virtual ~OpenGl_ShaderObject(); //! Loads shader source code. Standard_EXPORT Standard_Boolean LoadSource (const Handle(OpenGl_Context)& theCtx, const TCollection_AsciiString& theSource); //! Compiles the shader object. Standard_EXPORT Standard_Boolean Compile (const Handle(OpenGl_Context)& theCtx); //! Wrapper for compiling shader object with verbose printing on error. //! @param theCtx bound OpenGL context //! @param theId GLSL program id to define file name //! @param theSource source code to load //! @param theIsVerbose flag to print log on error //! @param theToPrintSource flag to print source code on error Standard_EXPORT Standard_Boolean LoadAndCompile (const Handle(OpenGl_Context)& theCtx, const TCollection_AsciiString& theId, const TCollection_AsciiString& theSource, bool theIsVerbose = true, bool theToPrintSource = true); //! Print source code of this shader object to messenger. Standard_EXPORT void DumpSourceCode (const Handle(OpenGl_Context)& theCtx, const TCollection_AsciiString& theId, const TCollection_AsciiString& theSource) const; //! Fetches information log of the last compile operation. Standard_EXPORT Standard_Boolean FetchInfoLog (const Handle(OpenGl_Context)& theCtx, TCollection_AsciiString& theLog); //! Creates new empty shader object of specified type. Standard_EXPORT Standard_Boolean Create (const Handle(OpenGl_Context)& theCtx); //! Destroys shader object. Standard_EXPORT virtual void Release (OpenGl_Context* theCtx) Standard_OVERRIDE; //! Returns estimated GPU memory usage - not implemented. virtual Standard_Size EstimatedDataSize() const Standard_OVERRIDE { return 0; } //! Returns type of shader object. GLenum Type() const { return myType; } public: //! Update the shader object from external file in the following way: //! 1) If external file does not exist, then it will be created (current source code will be dumped, no recompilation) and FALSE will be returned. //! 2) If external file exists and it has the same timestamp as myDumpDate, nothing will be done and FALSE will be returned. //! 3) If external file exists and it has newer timestamp than myDumpDate, shader will be recompiled and TRUE will be returned. //! @param theCtx OpenGL context bound to this working thread //! @param theId GLSL program id to define file name //! @param theFolder folder to store files //! @param theToBeautify flag improving formatting (add extra newlines) //! @param theToReset when TRUE, existing dumps will be overridden Standard_EXPORT Standard_Boolean updateDebugDump (const Handle(OpenGl_Context)& theCtx, const TCollection_AsciiString& theId, const TCollection_AsciiString& theFolder, Standard_Boolean theToBeautify, Standard_Boolean theToReset); protected: Quantity_Date myDumpDate; //!< The recent date of the shader dump GLenum myType; //!< Type of OpenGL shader object GLuint myShaderID; //!< Handle of OpenGL shader object }; DEFINE_STANDARD_HANDLE(OpenGl_ShaderObject, OpenGl_Resource) #endif // _OpenGl_ShaderObject_Header