// 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 #include #include class OpenGl_ShaderProgram; DEFINE_STANDARD_HANDLE(OpenGl_ShaderProgram, OpenGl_NamedResource) //! 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_CHAINS, 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_TEXTURE_ENABLE, OpenGl_OCCT_DISTINGUISH_MODE, OpenGl_OCCT_PBR_FRONT_MATERIAL, OpenGl_OCCT_PBR_BACK_MATERIAL, OpenGl_OCCT_COMMON_FRONT_MATERIAL, OpenGl_OCCT_COMMON_BACK_MATERIAL, OpenGl_OCCT_ALPHA_CUTOFF, OpenGl_OCCT_COLOR, // Weighted, Blended Order-Independent Transparency rendering state OpenGl_OCCT_OIT_OUTPUT, OpenGl_OCCT_OIT_DEPTH_FACTOR, // Context-dependent state OpenGl_OCCT_TEXTURE_TRSF2D, OpenGl_OCCT_POINT_SIZE, // Wireframe state OpenGl_OCCT_VIEWPORT, OpenGl_OCCT_LINE_WIDTH, OpenGl_OCCT_LINE_FEATHER, OpenGl_OCCT_LINE_STIPPLE_PATTERN, // occStipplePattern OpenGl_OCCT_LINE_STIPPLE_FACTOR, // occStippleFactor OpenGl_OCCT_WIREFRAME_COLOR, OpenGl_OCCT_QUAD_MODE_STATE, // Parameters of outline (silhouette) shader OpenGl_OCCT_ORTHO_SCALE, OpenGl_OCCT_SILHOUETTE_THICKNESS, // PBR state OpenGl_OCCT_NB_SPEC_IBL_LEVELS, // DON'T MODIFY THIS ITEM (insert new items before it) OpenGl_OCCT_NUMBER_OF_STATE_VARIABLES }; //! 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_MATERIAL_STATE, OpenGl_SURF_DETAIL_STATE, OpenGL_OIT_STATE, OpenGl_UniformStateType_NB }; //! Simple class represents GLSL program variable location. class OpenGl_ShaderUniformLocation { public: //! Invalid location of uniform/attribute variable. static const GLint INVALID_LOCATION = -1; public: //! Construct an invalid location. OpenGl_ShaderUniformLocation() : myLocation (INVALID_LOCATION) {} //! Constructor with initialization. explicit OpenGl_ShaderUniformLocation (GLint theLocation) : myLocation (theLocation) {} //! Note you may safely put invalid location in functions like glUniform* - the data passed in will be silently ignored. //! @return true if location is not equal to -1. bool IsValid() const { return myLocation != INVALID_LOCATION; } //! Return TRUE for non-invalid location. operator bool() const { return myLocation != INVALID_LOCATION; } //! Convert operators help silently put object to GL functions like glUniform*. operator GLint() const { return myLocation; } private: GLint myLocation; }; //! Wrapper for OpenGL program object. class OpenGl_ShaderProgram : public OpenGl_NamedResource { friend class OpenGl_View; friend class OpenGl_ShaderManager; DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderProgram, OpenGl_NamedResource) 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]; //! Wrapper for compiling shader object with verbose printing on error. Standard_EXPORT static bool compileShaderVerbose (const Handle(OpenGl_Context)& theCtx, const Handle(OpenGl_ShaderObject)& theShader, const TCollection_AsciiString& theSource, bool theToPrintSource = true); //! 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, const TCollection_AsciiString& theId = ""); 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; //! Returns estimated GPU memory usage - cannot be easily estimated. virtual Standard_Size EstimatedDataSize() const Standard_OVERRIDE { return 0; } //! 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. //! @param theCtx bound OpenGL context //! @param theIsVerbose flag to print log on error Standard_EXPORT Standard_Boolean Link (const Handle(OpenGl_Context)& theCtx, bool theIsVerbose = true); //! 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; } public: //! Return TRUE if program defines tessellation stage. Standard_Boolean HasTessellationStage() const { return myHasTessShader; } //! Return the length of array of light sources (THE_MAX_LIGHTS), //! to be used for initialization occLightSources (OpenGl_OCC_LIGHT_SOURCE_PARAMS). Standard_Integer NbLightsMax() const { return myNbLightsMax; } //! Return the length of array of clipping planes (THE_MAX_CLIP_PLANES), //! to be used for initialization occClipPlaneEquations (OpenGl_OCC_CLIP_PLANE_EQUATIONS) and occClipPlaneChains (OpenGl_OCC_CLIP_PLANE_CHAINS). Standard_Integer NbClipPlanesMax() const { return myNbClipPlanesMax; } //! Return the length of array of Fragment Shader outputs (THE_NB_FRAG_OUTPUTS), //! to be used for initialization occFragColorArray/occFragColorN. Standard_Integer NbFragmentOutputs() const { return myNbFragOutputs; } //! Return true if Fragment Shader should perform alpha test; FALSE by default. Standard_Boolean HasAlphaTest() const { return myHasAlphaTest; } //! Return true if Fragment Shader color should output the weighted OIT coverage; FALSE by default. Standard_Boolean HasWeightOitOutput() const { return myHasWeightOitOutput; } //! Return texture units declared within the program, @sa Graphic3d_TextureSetBits. Standard_Integer TextureSetBits() const { return myTextureSetBits; } private: //! Returns index of last modification of variables of specified state type. Standard_Size ActiveState (const OpenGl_UniformStateType theType) const { return theType < OpenGl_UniformStateType_NB ? myCurrentState[theType] : 0; } //! Updates index of last modification of variables of specified state type. void UpdateState (const OpenGl_UniformStateType theType, const Standard_Size theIndex) { if (theType < OpenGl_UniformStateType_NB) { myCurrentState[theType] = theIndex; } } public: //! Returns location of the specific uniform variable. Standard_EXPORT OpenGl_ShaderUniformLocation 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. const OpenGl_ShaderUniformLocation& GetStateLocation (OpenGl_StateVariable theVariable) const { return myStateLocations[theVariable]; } 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 Graphic3d_TextureUnit theTextureUnit); //! Specifies the value of the sampler uniform variable. Standard_EXPORT Standard_Boolean SetSampler (const Handle(OpenGl_Context)& theCtx, GLint theLocation, const Graphic3d_TextureUnit theTextureUnit); public: //! Update the shader program from external files (per shader stage) 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 relinked and TRUE will be returned. //! @param theCtx OpenGL context bound to this working thread //! @param theFolder folder to store files; when unspecified, $CSF_ShadersDirectoryDump or current folder will be used instead //! @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& theFolder = "", Standard_Boolean theToBeautify = Standard_False, Standard_Boolean theToReset = Standard_False); 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; } //! Links the program object. Standard_EXPORT Standard_Boolean link (const Handle(OpenGl_Context)& theCtx); 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) Standard_Integer myNbLightsMax; //!< length of array of light sources (THE_MAX_LIGHTS) Standard_Integer myNbClipPlanesMax; //!< length of array of clipping planes (THE_MAX_CLIP_PLANES) Standard_Integer myNbFragOutputs; //!< length of array of Fragment Shader outputs (THE_NB_FRAG_OUTPUTS) Standard_Integer myTextureSetBits;//!< texture units declared within the program, @sa Graphic3d_TextureSetBits Standard_Boolean myHasAlphaTest; //!< flag indicating that Fragment Shader should perform alpha-test Standard_Boolean myHasWeightOitOutput; //!< flag indicating that Fragment Shader includes weighted OIT coverage Standard_Boolean myHasTessShader; //!< flag indicating that program defines tessellation stage protected: Standard_Size myCurrentState[OpenGl_UniformStateType_NB]; //!< defines last modification for variables of each state type //! Stores locations of OCCT state uniform variables. OpenGl_ShaderUniformLocation myStateLocations[OpenGl_OCCT_NUMBER_OF_STATE_VARIABLES]; }; 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