// 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_ShaderProgram_Header #define _OpenGl_ShaderProgram_Header #include #include #include #include #include #include #include #include class OpenGl_ShaderProgram; DEFINE_STANDARD_HANDLE(OpenGl_ShaderProgram, OpenGl_Resource) //! The enumeration of OCCT-specific OpenGL/GLSL variables. enum OpenGl_StateVariable { // OpenGL matrix state OpenGl_OCC_MODEL_WORLD_MATRIX, OpenGl_OCC_WORLD_VIEW_MATRIX, OpenGl_OCC_PROJECTION_MATRIX, OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE, OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE, OpenGl_OCC_PROJECTION_MATRIX_INVERSE, OpenGl_OCC_MODEL_WORLD_MATRIX_TRANSPOSE, OpenGl_OCC_WORLD_VIEW_MATRIX_TRANSPOSE, OpenGl_OCC_PROJECTION_MATRIX_TRANSPOSE, OpenGl_OCC_MODEL_WORLD_MATRIX_INVERSE_TRANSPOSE, OpenGl_OCC_WORLD_VIEW_MATRIX_INVERSE_TRANSPOSE, OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE, // OpenGL clip planes state OpenGl_OCC_CLIP_PLANE_EQUATIONS, OpenGl_OCC_CLIP_PLANE_SPACES, OpenGl_OCC_CLIP_PLANE_COUNT, // OpenGL light state OpenGl_OCC_LIGHT_SOURCE_COUNT, OpenGl_OCC_LIGHT_SOURCE_TYPES, OpenGl_OCC_LIGHT_SOURCE_PARAMS, OpenGl_OCC_LIGHT_AMBIENT, // Material state OpenGl_OCCT_ACTIVE_SAMPLER, OpenGl_OCCT_TEXTURE_ENABLE, OpenGl_OCCT_DISTINGUISH_MODE, OpenGl_OCCT_FRONT_MATERIAL, OpenGl_OCCT_BACK_MATERIAL, OpenGl_OCCT_COLOR, OpenGl_OCCT_TEXTURE_TRSF2D, OpenGl_OCCT_POINT_SIZE, // DON'T MODIFY THIS ITEM (insert new items before it) OpenGl_OCCT_NUMBER_OF_STATE_VARIABLES }; class OpenGl_ShaderProgram; //! Interface for generic setter of user-defined uniform variables. struct OpenGl_SetterInterface { //! Sets user-defined uniform variable to specified program. virtual void Set (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_ShaderVariable)& theVariable, OpenGl_ShaderProgram* theProgram) = 0; //! Destructor virtual ~OpenGl_SetterInterface() {} }; //! List of OpenGL shader objects. typedef NCollection_Sequence OpenGl_ShaderList; //! List of shader variable setters. typedef NCollection_DataMap OpenGl_SetterList; //! Support tool for setting user-defined uniform variables. class OpenGl_VariableSetterSelector { public: //! Creates new setter selector. OpenGl_VariableSetterSelector(); //! Releases memory resources of setter selector. ~OpenGl_VariableSetterSelector(); //! Sets user-defined uniform variable to specified program. void Set (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_ShaderVariable)& theVariable, OpenGl_ShaderProgram* theProgram) const; private: //! List of variable setters. OpenGl_SetterList mySetterList; }; //! Defines types of uniform state variables. enum OpenGl_UniformStateType { OpenGl_LIGHT_SOURCES_STATE, OpenGl_CLIP_PLANES_STATE, OpenGl_MODEL_WORLD_STATE, OpenGl_WORLD_VIEW_STATE, OpenGl_PROJECTION_STATE, OpenGl_MATERIALS_STATE, OpenGl_SURF_DETAIL_STATE }; //! Total number of state types. const int MaxStateTypes = 6; //! Wrapper for OpenGL program object. class OpenGl_ShaderProgram : public OpenGl_Resource { friend class OpenGl_View; public: //! Non-valid shader name. static const GLuint NO_PROGRAM = 0; //! Invalid location of uniform/attribute variable. static const GLint INVALID_LOCATION = -1; //! List of pre-defined OCCT state uniform variables. static Standard_CString PredefinedKeywords[OpenGl_OCCT_NUMBER_OF_STATE_VARIABLES]; //! Creates uninitialized shader program. //! //! WARNING! This constructor is not intended to be called anywhere but from OpenGl_ShaderManager::Create(). //! Manager has been designed to synchronize camera position, lights definition and other aspects of the program implicitly, //! as well as sharing same program across rendering groups. //! //! Program created outside the manager will be left detached from these routines, //! and them should be performed manually by caller. //! //! This constructor has been made public to provide more flexibility to re-use OCCT OpenGL classes without OCCT Viewer itself. //! If this is not the case - create the program using shared OpenGl_ShaderManager instance instead. Standard_EXPORT OpenGl_ShaderProgram (const Handle(Graphic3d_ShaderProgram)& theProxy = NULL); protected: static OpenGl_VariableSetterSelector mySetterSelector; public: //! Releases resources of shader program. Standard_EXPORT virtual ~OpenGl_ShaderProgram(); //! Creates new empty shader program of specified type. Standard_EXPORT Standard_Boolean Create (const Handle(OpenGl_Context)& theCtx); //! Destroys shader program. Standard_EXPORT virtual void Release (OpenGl_Context* theCtx) Standard_OVERRIDE; //! Attaches shader object to the program object. Standard_EXPORT Standard_Boolean AttachShader (const Handle(OpenGl_Context)& theCtx, const Handle(OpenGl_ShaderObject)& theShader); //! Detaches shader object to the program object. Standard_EXPORT Standard_Boolean DetachShader (const Handle(OpenGl_Context)& theCtx, const Handle(OpenGl_ShaderObject)& theShader); //! Initializes program object with the list of shader objects. Standard_EXPORT Standard_Boolean Initialize (const Handle(OpenGl_Context)& theCtx, const Graphic3d_ShaderObjectList& theShaders); //! Links the program object. Standard_EXPORT Standard_Boolean Link (const Handle(OpenGl_Context)& theCtx); //! Fetches information log of the last link operation. Standard_EXPORT Standard_Boolean FetchInfoLog (const Handle(OpenGl_Context)& theCtx, TCollection_AsciiString& theLog); //! Fetches uniform variables from proxy shader program. Standard_EXPORT Standard_Boolean ApplyVariables (const Handle(OpenGl_Context)& theCtx); //! @return true if current object was initialized inline bool IsValid() const { return myProgramID != NO_PROGRAM; } //! @return program ID inline GLuint ProgramId() const { return myProgramID; } private: //! Returns index of last modification of variables of specified state type. Standard_EXPORT Standard_Size ActiveState (const OpenGl_UniformStateType theType) const; //! Updates index of last modification of variables of specified state type. Standard_EXPORT void UpdateState (const OpenGl_UniformStateType theType, const Standard_Size theIndex); public: //! Returns location of the specific uniform variable. Standard_EXPORT GLint GetUniformLocation (const Handle(OpenGl_Context)& theCtx, const GLchar* theName) const; //! Returns index of the generic vertex attribute by variable name. Standard_EXPORT GLint GetAttributeLocation (const Handle(OpenGl_Context)& theCtx, const GLchar* theName) const; //! Returns location of the OCCT state uniform variable. Standard_EXPORT GLint GetStateLocation (const GLuint theVariable) const; public: //! Returns the value of the integer uniform variable. Standard_EXPORT Standard_Boolean GetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, OpenGl_Vec4i& theValue) const; Standard_EXPORT Standard_Boolean GetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, OpenGl_Vec4i& theValue) const; //! Returns the value of the float uniform variable. Standard_EXPORT Standard_Boolean GetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, OpenGl_Vec4& theValue) const; //! Returns the value of the float uniform variable. Standard_EXPORT Standard_Boolean GetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, OpenGl_Vec4& theValue) const; public: //! Returns the integer vertex attribute. Standard_EXPORT Standard_Boolean GetAttribute (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, OpenGl_Vec4i& theValue) const; //! Returns the integer vertex attribute. Standard_EXPORT Standard_Boolean GetAttribute (const Handle(OpenGl_Context)& theCtx, GLint theIndex, OpenGl_Vec4i& theValue) const; //! Returns the float vertex attribute. Standard_EXPORT Standard_Boolean GetAttribute (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, OpenGl_Vec4& theValue) const; //! Returns the float vertex attribute. Standard_EXPORT Standard_Boolean GetAttribute (const Handle(OpenGl_Context)& theCtx, GLint theIndex, OpenGl_Vec4& theValue) const; public: //! Wrapper for glBindAttribLocation() Standard_EXPORT Standard_Boolean SetAttributeName (const Handle(OpenGl_Context)& theCtx, GLint theIndex, const GLchar* theName); //! Wrapper for glVertexAttrib1f() Standard_EXPORT Standard_Boolean SetAttribute (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, GLfloat theValue); //! Wrapper for glVertexAttrib1f() Standard_EXPORT Standard_Boolean SetAttribute (const Handle(OpenGl_Context)& theCtx, GLint theIndex, GLfloat theValue); //! Wrapper for glVertexAttrib2fv() Standard_EXPORT Standard_Boolean SetAttribute (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const OpenGl_Vec2& theValue); //! Wrapper for glVertexAttrib2fv() Standard_EXPORT Standard_Boolean SetAttribute (const Handle(OpenGl_Context)& theCtx, GLint theIndex, const OpenGl_Vec2& theValue); //! Wrapper for glVertexAttrib3fv() Standard_EXPORT Standard_Boolean SetAttribute (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const OpenGl_Vec3& theValue); //! Wrapper for glVertexAttrib3fv() Standard_EXPORT Standard_Boolean SetAttribute (const Handle(OpenGl_Context)& theCtx, GLint theIndex, const OpenGl_Vec3& theValue); //! Wrapper for glVertexAttrib4fv() Standard_EXPORT Standard_Boolean SetAttribute (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const OpenGl_Vec4& theValue); //! Wrapper for glVertexAttrib4fv() Standard_EXPORT Standard_Boolean SetAttribute (const Handle(OpenGl_Context)& theCtx, GLint theIndex, const OpenGl_Vec4& theValue); public: //! Specifies the value of the integer uniform variable. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, GLint theValue); //! Specifies the value of the integer uniform variable. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, GLint theValue); //! Specifies the value of the integer uniform 2D vector. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const OpenGl_Vec2i& theValue); //! Specifies the value of the integer uniform 2D vector. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, const OpenGl_Vec2i& theValue); //! Specifies the value of the integer uniform 3D vector. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const OpenGl_Vec3i& theValue); //! Specifies the value of the integer uniform 3D vector. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, const OpenGl_Vec3i& theValue); //! Specifies the value of the integer uniform 4D vector. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const OpenGl_Vec4i& theValue); //! Specifies the value of the integer uniform 4D vector. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, const OpenGl_Vec4i& theValue); public: //! Specifies the value of the unsigned integer uniform 2D vector (uvec2). Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const OpenGl_Vec2u& theValue); //! Specifies the value of the unsigned integer uniform 2D vector (uvec2). Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, const OpenGl_Vec2u& theValue); //! Specifies the value of the uvec2 uniform array Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const GLsizei theCount, const OpenGl_Vec2u* theValue); //! Specifies the value of the uvec2 uniform array Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, const GLsizei theCount, const OpenGl_Vec2u* theValue); public: //! Specifies the value of the float uniform variable. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, GLfloat theValue); //! Specifies the value of the float uniform variable. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, GLfloat theValue); //! Specifies the value of the float uniform 2D vector. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const OpenGl_Vec2& theValue); //! Specifies the value of the float uniform 2D vector. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, const OpenGl_Vec2& theValue); //! Specifies the value of the float uniform 3D vector. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const OpenGl_Vec3& theValue); //! Specifies the value of the float uniform 3D vector. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, const OpenGl_Vec3& theValue); //! Specifies the value of the float uniform 4D vector. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const OpenGl_Vec4& theValue); //! Specifies the value of the float uniform 4D vector. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, const OpenGl_Vec4& theValue); public: //! Specifies the value of the float uniform 4x4 matrix. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const OpenGl_Mat4& theValue, GLboolean theTranspose = GL_FALSE); //! Specifies the value of the float uniform 4x4 matrix. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, const OpenGl_Mat4& theValue, GLboolean theTranspose = GL_FALSE); //! Specifies the value of the float uniform 4x4 matrix. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const OpenGl_Matrix& theValue, GLboolean theTranspose = GL_FALSE); //! Specifies the value of the float uniform 4x4 matrix. Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, const OpenGl_Matrix& theValue, GLboolean theTranspose = GL_FALSE); //! Specifies the value of the float uniform array Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, GLuint theCount, const Standard_ShortReal* theData); //! Specifies the value of the float2 uniform array Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, GLuint theCount, const OpenGl_Vec2* theData); //! Specifies the value of the float3 uniform array Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, GLuint theCount, const OpenGl_Vec3* theData); //! Specifies the value of the float4 uniform array Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, GLuint theCount, const OpenGl_Vec4* theData); //! Specifies the value of the integer uniform array Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, GLuint theCount, const Standard_Integer* theData); //! Specifies the value of the int2 uniform array Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, GLuint theCount, const OpenGl_Vec2i* theData); //! Specifies the value of the int3 uniform array Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, GLuint theCount, const OpenGl_Vec3i* theData); //! Specifies the value of the int4 uniform array Standard_EXPORT Standard_Boolean SetUniform (const Handle(OpenGl_Context)& theCtx, GLint theLocation, GLuint theCount, const OpenGl_Vec4i* theData); public: //! Specifies the value of the sampler uniform variable. Standard_EXPORT Standard_Boolean SetSampler (const Handle(OpenGl_Context)& theCtx, const GLchar* theName, const GLenum theTextureUnit); //! Specifies the value of the sampler uniform variable. Standard_EXPORT Standard_Boolean SetSampler (const Handle(OpenGl_Context)& theCtx, GLint theLocation, const GLenum theTextureUnit); protected: //! Increments counter of users. //! Used by OpenGl_ShaderManager. //! @return true when resource has been restored from delayed release queue bool Share() { return ++myShareCount == 1; } //! Decrements counter of users. //! Used by OpenGl_ShaderManager. //! @return true when there are no more users of this program has been left bool UnShare() { return --myShareCount == 0; } protected: GLuint myProgramID; //!< Handle of OpenGL shader program OpenGl_ShaderList myShaderObjects; //!< List of attached shader objects Handle(Graphic3d_ShaderProgram) myProxy; //!< Proxy shader program (from application layer) Standard_Integer myShareCount; //!< program users count, initialized with 1 (already shared by one user) protected: Standard_Size myCurrentState[MaxStateTypes]; //!< defines last modification for variables of each state type //! Stores locations of OCCT state uniform variables. GLint myStateLocations[OpenGl_OCCT_NUMBER_OF_STATE_VARIABLES]; public: DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderProgram,OpenGl_Resource) friend class OpenGl_ShaderManager; }; template struct OpenGl_VariableSetter : public OpenGl_SetterInterface { virtual void Set (const Handle(OpenGl_Context)& theCtx, const Handle(Graphic3d_ShaderVariable)& theVariable, OpenGl_ShaderProgram* theProgram) { theProgram->SetUniform (theCtx, theVariable->Name().ToCString(), theVariable->Value()->As()); } }; namespace OpenGl_HashMapInitializer { template struct MapListOfType { NCollection_DataMap myDictionary; MapListOfType (K theKey, V theValue) { myDictionary.Bind (theKey, theValue); } MapListOfType& operator() (K theKey, V theValue) { myDictionary.Bind (theKey, theValue); return *this; } operator const NCollection_DataMap& () const { return myDictionary; } }; template MapListOfType CreateListOf (K theKey, V theValue) { return MapListOfType (theKey, theValue); } } #endif // _OpenGl_ShaderProgram_Header