#ifndef _Graphic3d_ShaderProgram_HeaderFile
#define _Graphic3d_ShaderProgram_HeaderFile
+#include <Graphic3d_ShaderAttribute.hxx>
#include <Graphic3d_ShaderObject.hxx>
#include <Graphic3d_ShaderVariable.hxx>
#include <Graphic3d_TextureParams.hxx>
//! List of custom uniform shader variables.
typedef NCollection_Sequence<Handle(Graphic3d_ShaderVariable)> Graphic3d_ShaderVariableList;
+//! List of custom vertex shader attrubures
+typedef NCollection_Sequence<Handle(Graphic3d_ShaderAttribute)> Graphic3d_ShaderAttributeList;
+
//! This class is responsible for managing shader programs.
class Graphic3d_ShaderProgram : public Standard_Transient
{
-
+ DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderProgram, Standard_Transient)
public:
- //! The list of built-in GLSL programs
- enum ShaderName
- {
- ShaderName_UNKNOWN, //!< undefined program
- ShaderName_Phong //!< per-pixel lighting (Phong shading)
- };
+ //! Default value of THE_MAX_LIGHTS macros within GLSL program (see Declarations.glsl).
+ static const Standard_Integer THE_MAX_LIGHTS_DEFAULT = 8;
+
+ //! Default value of THE_MAX_CLIP_PLANES macros within GLSL program (see Declarations.glsl).
+ static const Standard_Integer THE_MAX_CLIP_PLANES_DEFAULT = 8;
+
+ //! Default value of THE_NB_FRAG_OUTPUTS macros within GLSL program (see Declarations.glsl).
+ static const Standard_Integer THE_NB_FRAG_OUTPUTS = 1;
public:
//! Creates new empty program object.
Standard_EXPORT Graphic3d_ShaderProgram();
- //! Creates program object from pre-defined shaders.
- //! Raises Standard_Failure exception if shader resources are unavailable.
- Standard_EXPORT Graphic3d_ShaderProgram (const Graphic3d_ShaderProgram::ShaderName theName);
-
//! Releases resources of program object.
Standard_EXPORT virtual ~Graphic3d_ShaderProgram();
- //! Releases resources of program object.
- Standard_EXPORT void Destroy() const;
-
//! Checks if the program object is valid or not.
Standard_EXPORT virtual Standard_Boolean IsDone() const;
//! @endcode
void SetHeader (const TCollection_AsciiString& theHeader) { myHeader = theHeader; }
+ //! Append line to GLSL header.
+ void AppendToHeader (const TCollection_AsciiString& theHeaderLine)
+ {
+ if (!myHeader.IsEmpty())
+ {
+ myHeader += "\n";
+ }
+ myHeader += theHeaderLine;
+ }
+
+ //! Return the length of array of light sources (THE_MAX_LIGHTS),
+ //! to be used for initialization occLightSources.
+ //! Default value is THE_MAX_LIGHTS_DEFAULT.
+ Standard_Integer NbLightsMax() const { return myNbLightsMax; }
+
+ //! Specify the length of array of light sources (THE_MAX_LIGHTS).
+ void SetNbLightsMax (Standard_Integer theNbLights) { myNbLightsMax = theNbLights; }
+
+ //! Return the length of array of clipping planes (THE_MAX_CLIP_PLANES),
+ //! to be used for initialization occClipPlaneEquations.
+ //! Default value is THE_MAX_CLIP_PLANES_DEFAULT.
+ Standard_Integer NbClipPlanesMax() const { return myNbClipPlanesMax; }
+
+ //! Specify the length of array of clipping planes (THE_MAX_CLIP_PLANES).
+ void SetNbClipPlanesMax (Standard_Integer theNbPlanes) { myNbClipPlanesMax = theNbPlanes; }
+
//! Attaches shader object to the program object.
Standard_EXPORT Standard_Boolean AttachShader (const Handle(Graphic3d_ShaderObject)& theShader);
//! Returns list of attached shader objects.
const Graphic3d_ShaderObjectList& ShaderObjects() const { return myShaderObjects; }
- //! Returns list of custom uniform variables.
+ //! The list of currently pushed but not applied custom uniform variables.
+ //! This list is automatically cleared after applying to GLSL program.
const Graphic3d_ShaderVariableList& Variables() const { return myVariables; }
+ //! Return the list of custom vertex attributes.
+ const Graphic3d_ShaderAttributeList& VertexAttributes() const { return myAttributes; }
+
+ //! Assign the list of custom vertex attributes.
+ //! Should be done before GLSL program initialization.
+ Standard_EXPORT void SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes);
+
+ //! Returns the number (1+) of Fragment Shader outputs to be written to
+ //! (more than 1 can be in case of multiple draw buffers); 1 by default.
+ Standard_Integer NbFragmentOutputs() const { return myNbFragOutputs; }
+
+ //! Sets the number of Fragment Shader outputs to be written to.
+ //! Should be done before GLSL program initialization.
+ void SetNbFragmentOutputs (const Standard_Integer theNbOutputs) { myNbFragOutputs = theNbOutputs; }
+
+ //! Return true if Fragment Shader color should output the weighted OIT coverage; FALSE by default.
+ Standard_Boolean HasWeightOitOutput() const { return myHasWeightOitOutput; }
+
+ //! Set if Fragment Shader color should output the weighted OIT coverage.
+ //! Note that weighted OIT also requires at least 2 Fragment Outputs (color + coverage).
+ void SetWeightOitOutput (Standard_Boolean theOutput) { myHasWeightOitOutput = theOutput; }
+
//! Pushes custom uniform variable to the program.
+ //! The list of pushed variables is automatically cleared after applying to GLSL program.
+ //! Thus after program recreation even unchanged uniforms should be pushed anew.
template<class T>
Standard_Boolean PushVariable (const TCollection_AsciiString& theName,
const T& theValue);
//! Removes all custom uniform variables from the program.
Standard_EXPORT void ClearVariables();
+ //! Pushes float uniform.
+ Standard_Boolean PushVariableFloat (const TCollection_AsciiString& theName, const float theValue) { return PushVariable (theName, theValue); }
+
+ //! Pushes vec2 uniform.
+ Standard_Boolean PushVariableVec2 (const TCollection_AsciiString& theName, const Graphic3d_Vec2& theValue) { return PushVariable (theName, theValue); }
+
+ //! Pushes vec3 uniform.
+ Standard_Boolean PushVariableVec3 (const TCollection_AsciiString& theName, const Graphic3d_Vec3& theValue) { return PushVariable (theName, theValue); }
+
+ //! Pushes vec4 uniform.
+ Standard_Boolean PushVariableVec4 (const TCollection_AsciiString& theName, const Graphic3d_Vec4& theValue) { return PushVariable (theName, theValue); }
+
+ //! Pushes int uniform.
+ Standard_Boolean PushVariableInt (const TCollection_AsciiString& theName, const int theValue) { return PushVariable (theName, theValue); }
+
+ //! Pushes vec2i uniform.
+ Standard_Boolean PushVariableVec2i (const TCollection_AsciiString& theName, const Graphic3d_Vec2i& theValue) { return PushVariable (theName, theValue); }
+
+ //! Pushes vec3i uniform.
+ Standard_Boolean PushVariableVec3i (const TCollection_AsciiString& theName, const Graphic3d_Vec3i& theValue) { return PushVariable (theName, theValue); }
+
+ //! Pushes vec4i uniform.
+ Standard_Boolean PushVariableVec4i (const TCollection_AsciiString& theName, const Graphic3d_Vec4i& theValue) { return PushVariable (theName, theValue); }
+
public:
//! The path to GLSL programs determined from CSF_ShadersDirectory or CASROOT environment variables.
//! @return the root folder with default GLSL programs.
Standard_EXPORT static const TCollection_AsciiString& ShadersFolder();
-public:
-
- DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderProgram,Standard_Transient)
-
private:
- TCollection_AsciiString myID; //!< The unique identifier of program object.
- Graphic3d_ShaderObjectList myShaderObjects; //!< the list of attached shader objects.
- Graphic3d_ShaderVariableList myVariables; //!< the list of custom uniform variables.
- TCollection_AsciiString myHeader; //!< GLSL header with version code and used extensions
+ TCollection_AsciiString myID; //!< the unique identifier of program object
+ Graphic3d_ShaderObjectList myShaderObjects; //!< the list of attached shader objects
+ Graphic3d_ShaderVariableList myVariables; //!< the list of custom uniform variables
+ Graphic3d_ShaderAttributeList myAttributes; //!< the list of custom vertex attributes
+ TCollection_AsciiString myHeader; //!< GLSL header with version code and used extensions
+ 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_Boolean myHasWeightOitOutput; //!< flag indicating that Fragment Shader includes weighted OIT coverage
};