#include <typeinfo>
+#include <Graphic3d_TextureParams.hxx>
#include <OpenGl_AspectFace.hxx>
#include <OpenGl_AspectLine.hxx>
#include <OpenGl_AspectMarker.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_Workspace.hxx>
-IMPLEMENT_STANDARD_HANDLE (OpenGl_SetOfShaderPrograms, Standard_Transient)
-IMPLEMENT_STANDARD_RTTIEXT(OpenGl_SetOfShaderPrograms, Standard_Transient)
+#include <TCollection_ExtendedString.hxx>
-IMPLEMENT_STANDARD_HANDLE (OpenGl_ShaderManager, Standard_Transient)
-IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager, Standard_Transient)
+IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager,Standard_Transient)
namespace
{
+ //! Clipping planes limit (see the same definition in Declarations.glsl).
+ static const Standard_Size THE_MAX_CLIP_PLANES = 8;
+
#define EOL "\n"
+//! Definition of TexCoord varying.
+const char THE_VARY_TexCoord_OUT[] =
+ EOL"THE_SHADER_OUT vec4 TexCoord;";
+const char THE_VARY_TexCoord_IN[] =
+ EOL"THE_SHADER_IN vec4 TexCoord;";
+//! Compute TexCoord value in Vertex Shader
+const char THE_VARY_TexCoord_Trsf[] =
+ EOL" float aRotSin = occTextureTrsf_RotationSin();"
+ EOL" float aRotCos = occTextureTrsf_RotationCos();"
+ EOL" vec2 aTex2 = (occTexCoord.xy + occTextureTrsf_Translation()) * occTextureTrsf_Scale();"
+ EOL" vec2 aCopy = aTex2;"
+ EOL" aTex2.x = aCopy.x * aRotCos - aCopy.y * aRotSin;"
+ EOL" aTex2.y = aCopy.x * aRotSin + aCopy.y * aRotCos;"
+ EOL" TexCoord = vec4(aTex2, occTexCoord.zw);";
+
+//! Auxiliary function to flip gl_PointCoord vertically
+#define THE_VEC2_glPointCoord "vec2 (gl_PointCoord.x, 1.0 - gl_PointCoord.y)"
+
//! Auxiliary function to transform normal
const char THE_FUNC_transformNormal[] =
EOL"vec3 transformNormal (in vec3 theNormal)"
EOL" Specular += occLight_Specular (theId).rgb * aSpecl;"
EOL"}";
+//! The same as THE_FUNC_directionalLight but for the light with zero index
+//! (avoids limitations on some mobile devices).
+const char THE_FUNC_directionalLightFirst[] =
+ EOL"void directionalLightFirst (in vec3 theNormal,"
+ EOL" in vec3 theView,"
+ EOL" in bool theIsFront)"
+ EOL"{"
+ EOL" vec3 aLight = normalize (occLightSources[1].xyz);"
+ EOL" if (occLight_IsHeadlight (0) == 0)"
+ EOL" {"
+ EOL" aLight = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aLight, 0.0));"
+ EOL" }"
+ EOL
+ EOL" vec3 aHalf = normalize (aLight + theView);"
+ EOL
+ EOL" vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
+ EOL" float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
+ EOL" float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
+ EOL
+ EOL" float aSpecl = 0.0;"
+ EOL" if (aNdotL > 0.0)"
+ EOL" {"
+ EOL" aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
+ EOL" }"
+ EOL
+ EOL" Diffuse += occLightSources[0].rgb * aNdotL;"
+ EOL" Specular += occLightSources[0].rgb * aSpecl;"
+ EOL"}";
+
//! Process clipping planes in Fragment Shader.
//! Should be added at the beginning of the main() function.
-const char THE_FRAG_CLIP_PLANES[] =
+const char THE_FRAG_CLIP_PLANES_N[] =
EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount; ++aPlaneIter)"
EOL" {"
EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
- EOL" int aClipSpace = occClipPlaneSpaces[aPlaneIter];"
- EOL" if (aClipSpace == OccEquationCoords_World)"
+ EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
EOL" {"
- EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz) + aClipEquation.w < 0.0)"
- EOL" {"
- EOL" discard;"
- EOL" }"
- EOL" }"
- EOL" else if (aClipSpace == OccEquationCoords_View)"
- EOL" {"
- EOL" if (dot (aClipEquation.xyz, Position.xyz) + aClipEquation.w < 0.0)"
- EOL" {"
- EOL" discard;"
- EOL" }"
+ EOL" discard;"
EOL" }"
EOL" }";
+//! Process 1 clipping plane in Fragment Shader.
+const char THE_FRAG_CLIP_PLANES_1[] =
+ EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
+ EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0)"
+ EOL" {"
+ EOL" discard;"
+ EOL" }";
+
+//! Process 2 clipping planes in Fragment Shader.
+const char THE_FRAG_CLIP_PLANES_2[] =
+ EOL" vec4 aClipEquation0 = occClipPlaneEquations[0];"
+ EOL" vec4 aClipEquation1 = occClipPlaneEquations[1];"
+ EOL" if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
+ EOL" || dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
+ EOL" {"
+ EOL" discard;"
+ EOL" }";
+
}
// =======================================================================
// purpose : Creates new empty shader manager
// =======================================================================
OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
-: myShadingModel (Visual3d_TOM_VERTEX),
+: myShadingModel (Graphic3d_TOSM_VERTEX),
myContext (theContext),
myLastView (NULL)
{
myFlatPrograms = OpenGl_SetOfShaderPrograms();
myMapOfLightPrograms.Clear();
myFontProgram.Nullify();
+ myBlitProgram.Nullify();
+ for (Standard_Integer aModeIter = 0; aModeIter < Graphic3d_StereoMode_NB; ++aModeIter)
+ {
+ myStereoPrograms[aModeIter].Nullify();
+ }
switchLightPrograms();
}
}
myProgramList.Remove (anIt);
- myMaterialStates.UnBind (theProgram);
break;
}
}
// =======================================================================
void OpenGl_ShaderManager::switchLightPrograms()
{
- TCollection_AsciiString aKey (myShadingModel == Visual3d_TOM_FRAGMENT ? "p_" : "g_");
+ TCollection_AsciiString aKey (myShadingModel == Graphic3d_TOSM_FRAGMENT ? "p_" : "g_");
const OpenGl_ListOfLight* aLights = myLightSourceState.LightSources();
if (aLights != NULL)
{
{
switch (aLightIter.Value().Type)
{
- case Visual3d_TOLS_AMBIENT:
+ case Graphic3d_TOLS_AMBIENT:
break; // skip ambient
- case Visual3d_TOLS_DIRECTIONAL:
+ case Graphic3d_TOLS_DIRECTIONAL:
aKey += "d";
break;
- case Visual3d_TOLS_POSITIONAL:
+ case Graphic3d_TOLS_POSITIONAL:
aKey += "p";
break;
- case Visual3d_TOLS_SPOT:
+ case Graphic3d_TOLS_SPOT:
aKey += "s";
break;
}
// function : SetShadingModel
// purpose :
// =======================================================================
-void OpenGl_ShaderManager::SetShadingModel (const Visual3d_TypeOfModel theModel)
+void OpenGl_ShaderManager::SetShadingModel (const Graphic3d_TypeOfShadingModel theModel)
{
myShadingModel = theModel;
switchLightPrograms();
myWorldViewState.Update();
}
-// =======================================================================
-// function : RevertProjectionStateTo
-// purpose : Reverts state of OCCT projection transform
-// =======================================================================
-void OpenGl_ShaderManager::RevertProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix)
-{
- myProjectionState.Set (theProjectionMatrix);
- myProjectionState.Revert();
-}
-
-// =======================================================================
-// function : RevertModelWorldStateTo
-// purpose : Reverts state of OCCT model-world transform
-// =======================================================================
-void OpenGl_ShaderManager::RevertModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix)
-{
- myModelWorldState.Set (theModelWorldMatrix);
- myModelWorldState.Revert();
-}
-
-// =======================================================================
-// function : RevertWorldViewStateTo
-// purpose : Reverts state of OCCT world-view transform
-// =======================================================================
-void OpenGl_ShaderManager::RevertWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix)
-{
- myWorldViewState.Set (theWorldViewMatrix);
- myWorldViewState.Revert();
-}
-
// =======================================================================
// function : LightSourceState
// purpose : Returns current state of OCCT light sources
for (OpenGl_ListOfLight::Iterator anIter (*myLightSourceState.LightSources()); anIter.More(); anIter.Next())
{
const OpenGl_Light& aLight = anIter.Value();
- if (aLight.Type == Visual3d_TOLS_AMBIENT)
+ if (aLight.Type == Graphic3d_TOLS_AMBIENT)
{
anAmbient += aLight.Color;
continue;
OpenGl_ShaderLightParameters& aLightParams = aLightParamsArray[aLightsNb];
aLightParams.Color = aLight.Color;
- aLightParams.Position = aLight.Type == Visual3d_TOLS_DIRECTIONAL
+ aLightParams.Position = aLight.Type == Graphic3d_TOLS_DIRECTIONAL
? -aLight.Direction
: aLight.Position;
- if (aLight.Type == Visual3d_TOLS_SPOT)
+ if (aLight.Type == Graphic3d_TOLS_SPOT)
{
aLightParams.Direction = aLight.Direction;
}
theProgram->UpdateState (OpenGl_CLIP_PLANES_STATE, myClippingState.Index());
const GLint aLocEquations = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_EQUATIONS);
- const GLint aLocSpaces = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_SPACES);
- if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION
- && aLocSpaces == OpenGl_ShaderProgram::INVALID_LOCATION)
+ if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION)
{
return;
}
return;
}
- const Standard_Size MAX_CLIP_PLANES = 8;
- OpenGl_Vec4* anEquations = new OpenGl_Vec4[MAX_CLIP_PLANES];
- GLint* aSpaces = new GLint [MAX_CLIP_PLANES];
+ OpenGl_Vec4 anEquations[THE_MAX_CLIP_PLANES];
GLuint aPlaneId = 0;
for (Graphic3d_SequenceOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
anIter.More(); anIter.Next())
{
continue;
}
+ else if (aPlaneId >= THE_MAX_CLIP_PLANES)
+ {
+ myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
+ "Warning: clipping planes limit (8) has been exceeded.");
+ break;
+ }
const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
anEquations[aPlaneId] = OpenGl_Vec4 ((float) anEquation.x(),
(float) anEquation.y(),
(float) anEquation.z(),
(float) anEquation.w());
- aSpaces[aPlaneId] = myContext->Clipping().GetEquationSpace (aPlane);
++aPlaneId;
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT),
aPlanesNb);
- theProgram->SetUniform (myContext, aLocEquations, MAX_CLIP_PLANES, anEquations);
- theProgram->SetUniform (myContext, aLocSpaces, MAX_CLIP_PLANES, aSpaces);
-
- delete[] anEquations;
- delete[] aSpaces;
-}
-
-// =======================================================================
-// function : UpdateMaterialStateTo
-// purpose : Updates state of OCCT material for specified program
-// =======================================================================
-void OpenGl_ShaderManager::UpdateMaterialStateTo (const Handle(OpenGl_ShaderProgram)& theProgram,
- const OpenGl_Element* theAspect)
-{
- if (myMaterialStates.IsBound (theProgram))
- {
- OpenGl_MaterialState& aState = myMaterialStates.ChangeFind (theProgram);
- aState.Set (theAspect);
- aState.Update();
- }
- else
- {
- myMaterialStates.Bind (theProgram, OpenGl_MaterialState (theAspect));
- myMaterialStates.ChangeFind (theProgram).Update();
- }
-}
-
-// =======================================================================
-// function : ResetMaterialStates
-// purpose : Resets state of OCCT material for all programs
-// =======================================================================
-void OpenGl_ShaderManager::ResetMaterialStates()
-{
- for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
- {
- anIt.Value()->UpdateState (OpenGl_MATERIALS_STATE, 0);
- }
-}
-
-// =======================================================================
-// function : MaterialState
-// purpose : Returns state of OCCT material for specified program
-// =======================================================================
-const OpenGl_MaterialState* OpenGl_ShaderManager::MaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
-{
- if (!myMaterialStates.IsBound (theProgram))
- return NULL;
-
- return &myMaterialStates.Find (theProgram);
-}
-
-namespace
-{
-
-static const OpenGl_Vec4 THE_COLOR_BLACK_VEC4 (0.0f, 0.0f, 0.0f, 0.0f);
-
-// =======================================================================
-// function : PushAspectFace
-// purpose :
-// =======================================================================
-static void PushAspectFace (const Handle(OpenGl_Context)& theCtx,
- const Handle(OpenGl_ShaderProgram)& theProgram,
- const OpenGl_AspectFace* theAspect)
-{
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE),
- theAspect->DoTextureMap());
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER),
- 0 /* GL_TEXTURE0 */);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE),
- theAspect->DistinguishingMode());
-
- OpenGl_Material aParams;
- for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
- {
- const GLint aLoc = theProgram->GetStateLocation (anIndex == 0
- ? OpenGl_OCCT_FRONT_MATERIAL
- : OpenGl_OCCT_BACK_MATERIAL);
- if (aLoc == OpenGl_ShaderProgram::INVALID_LOCATION)
- {
- continue;
- }
-
- aParams.Init (anIndex == 0 ? theAspect->IntFront() : theAspect->IntBack());
- theProgram->SetUniform (theCtx, aLoc, OpenGl_Material::NbOfVec4(),
- aParams.Packed());
- }
-}
-
-// =======================================================================
-// function : PushAspectLine
-// purpose :
-// =======================================================================
-static void PushAspectLine (const Handle(OpenGl_Context)& theCtx,
- const Handle(OpenGl_ShaderProgram)& theProgram,
- const OpenGl_AspectLine* theAspect)
-{
- theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOff);
- theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
-
- const OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
- theAspect->Color().rgb[1],
- theAspect->Color().rgb[2],
- theAspect->Color().rgb[3]);
- OpenGl_Vec4 aParams[5];
- aParams[0] = THE_COLOR_BLACK_VEC4;
- aParams[1] = THE_COLOR_BLACK_VEC4;
- aParams[2] = aDiffuse;
- aParams[3] = THE_COLOR_BLACK_VEC4;
- aParams[4].x() = 0.0f; // shininess
- aParams[4].y() = 0.0f; // transparency
- theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
- 5, aParams);
+ theProgram->SetUniform (myContext, aLocEquations, THE_MAX_CLIP_PLANES, anEquations);
}
// =======================================================================
-// function : PushAspectText
-// purpose :
+// function : PushState
+// purpose : Pushes state of OCCT graphics parameters to the program
// =======================================================================
-static void PushAspectText (const Handle(OpenGl_Context)& theCtx,
- const Handle(OpenGl_ShaderProgram)& theProgram,
- const OpenGl_AspectText* theAspect)
+void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
- theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOn);
- theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
- theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER), 0 /* GL_TEXTURE0 */);
-
- OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
- theAspect->Color().rgb[1],
- theAspect->Color().rgb[2],
- theAspect->Color().rgb[3]);
- if (theAspect->DisplayType() == Aspect_TODT_DEKALE
- || theAspect->DisplayType() == Aspect_TODT_SUBTITLE)
- {
- aDiffuse = OpenGl_Vec4 (theAspect->SubtitleColor().rgb[0],
- theAspect->SubtitleColor().rgb[1],
- theAspect->SubtitleColor().rgb[2],
- theAspect->SubtitleColor().rgb[3]);
- }
-
- OpenGl_Vec4 aParams[5];
- aParams[0] = THE_COLOR_BLACK_VEC4;
- aParams[1] = THE_COLOR_BLACK_VEC4;
- aParams[2] = aDiffuse;
- aParams[3] = THE_COLOR_BLACK_VEC4;
- aParams[4].x() = 0.0f; // shininess
- aParams[4].y() = 0.0f; // transparency
- theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
- 5, aParams);
+ PushClippingState (theProgram);
+ PushWorldViewState (theProgram);
+ PushModelWorldState (theProgram);
+ PushProjectionState (theProgram);
+ PushLightSourceState (theProgram);
}
// =======================================================================
-// function : PushAspectMarker
+// function : prepareStdProgramFont
// purpose :
// =======================================================================
-static void PushAspectMarker (const Handle(OpenGl_Context)& theCtx,
- const Handle(OpenGl_ShaderProgram)& theProgram,
- const OpenGl_AspectMarker* theAspect)
-{
- theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE), TOn);
- theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE), TOff);
- theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER), 0 /* GL_TEXTURE0 */);
-
- const OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
- theAspect->Color().rgb[1],
- theAspect->Color().rgb[2],
- theAspect->Color().rgb[3]);
- OpenGl_Vec4 aParams[5];
- aParams[0] = THE_COLOR_BLACK_VEC4;
- aParams[1] = THE_COLOR_BLACK_VEC4;
- aParams[2] = aDiffuse;
- aParams[3] = THE_COLOR_BLACK_VEC4;
- aParams[4].x() = 0.0f; // shininess
- aParams[4].y() = 0.0f; // transparency
- theProgram->SetUniform (theCtx, theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL),
- 5, aParams);
-}
-
-}; // nameless namespace
-
-// =======================================================================
-// function : PushMaterialState
-// purpose : Pushes current state of OCCT material to the program
-// =======================================================================
-void OpenGl_ShaderManager::PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
+Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFont()
{
- if (!myMaterialStates.IsBound (theProgram))
- {
- return;
- }
-
- const OpenGl_MaterialState& aState = myMaterialStates.Find (theProgram);
- if (aState.Index() == theProgram->ActiveState (OpenGl_MATERIALS_STATE))
- {
- return;
- }
-
- if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectFace))
- {
- PushAspectFace (myContext, theProgram, dynamic_cast<const OpenGl_AspectFace*> (aState.Aspect()));
- }
- else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectLine))
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+ + EOL"THE_SHADER_OUT vec2 TexCoord;"
+ EOL"void main()"
+ EOL"{"
+ EOL" TexCoord = occTexCoord.st;"
+ EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
+ EOL"}";
+
+ TCollection_AsciiString
+ aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, TexCoord.st).a; }";
+#if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core11 == NULL)
{
- PushAspectLine (myContext, theProgram, dynamic_cast<const OpenGl_AspectLine*> (aState.Aspect()));
+ aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, TexCoord.st).r; }";
}
- else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectText))
+#endif
+
+ TCollection_AsciiString aSrcFrag = TCollection_AsciiString() +
+ + EOL"THE_SHADER_IN vec2 TexCoord;"
+ + aSrcGetAlpha
+ + EOL"void main()"
+ EOL"{"
+ EOL" vec4 aColor = occColor;"
+ EOL" aColor.a *= getAlpha();"
+ EOL" if (aColor.a <= 0.285) discard;"
+ EOL" occFragColor = aColor;"
+ EOL"}";
+
+#if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core32 != NULL)
{
- PushAspectText (myContext, theProgram, dynamic_cast<const OpenGl_AspectText*> (aState.Aspect()));
+ aProgramSrc->SetHeader ("#version 150");
}
- else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectMarker))
+#endif
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
+ TCollection_AsciiString aKey;
+ if (!Create (aProgramSrc, aKey, myFontProgram))
{
- PushAspectMarker (myContext, theProgram, dynamic_cast<const OpenGl_AspectMarker*> (aState.Aspect()));
+ myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
+ return Standard_False;
}
-
- theProgram->UpdateState (OpenGl_MATERIALS_STATE, aState.Index());
-}
-
-// =======================================================================
-// function : PushWorldViewState
-// purpose : Pushes state of OCCT graphics parameters to the program
-// =======================================================================
-void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const
-{
- PushClippingState (theProgram);
- PushMaterialState (theProgram);
- PushWorldViewState (theProgram);
- PushModelWorldState (theProgram);
- PushProjectionState (theProgram);
- PushLightSourceState (theProgram);
+ return Standard_True;
}
// =======================================================================
-// function : prepareStdProgramFont
+// function : prepareStdProgramFboBlit
// purpose :
// =======================================================================
-Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFont()
+Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFboBlit()
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert =
+ EOL"THE_SHADER_OUT vec2 TexCoord;"
EOL"void main()"
EOL"{"
- EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
+ EOL" TexCoord = occVertex.zw;"
+ EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
EOL"}";
TCollection_AsciiString aSrcFrag =
- EOL"float getAlpha(void) { return texture2D(occActiveSampler, gl_PointCoord).a; }"
+ EOL"uniform sampler2D uColorSampler;"
+ EOL"uniform sampler2D uDepthSampler;"
+ EOL
+ EOL"THE_SHADER_IN vec2 TexCoord;"
+ EOL
EOL"void main()"
EOL"{"
- EOL" vec4 aColor = occColor;"
- EOL" aColor.a *= getAlpha();"
- EOL" if (aColor.a <= 0.285) discard;"
- EOL" gl_FragColor = aColor;"
+ EOL" gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;"
+ EOL" occFragColor = occTexture2D (uColorSampler, TexCoord);"
EOL"}";
+#if defined(GL_ES_VERSION_2_0)
+ if (myContext->IsGlGreaterEqual (3, 0))
+ {
+ aProgramSrc->SetHeader ("#version 300 es");
+ }
+ else
+ {
+ // there is no way to draw into depth buffer
+ aSrcFrag =
+ EOL"uniform sampler2D uColorSampler;"
+ EOL
+ EOL"THE_SHADER_IN vec2 TexCoord;"
+ EOL
+ EOL"void main()"
+ EOL"{"
+ EOL" occFragColor = occTexture2D (uColorSampler, TexCoord);"
+ EOL"}";
+ }
+#else
+ if (myContext->core32 != NULL)
+ {
+ aProgramSrc->SetHeader ("#version 150");
+ }
+#endif
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
TCollection_AsciiString aKey;
- if (!Create (aProgramSrc, aKey, myFontProgram))
+ if (!Create (aProgramSrc, aKey, myBlitProgram))
{
- myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
+ myBlitProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
+
+ myContext->BindProgram (myBlitProgram);
+ myBlitProgram->SetSampler (myContext, "uColorSampler", 0);
+ myBlitProgram->SetSampler (myContext, "uDepthSampler", 1);
+ myContext->BindProgram (NULL);
return Standard_True;
}
+// =======================================================================
+// function : pointSpriteAlphaSrc
+// purpose :
+// =======================================================================
+TCollection_AsciiString OpenGl_ShaderManager::pointSpriteAlphaSrc (const Standard_Integer theBits)
+{
+ TCollection_AsciiString aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, " THE_VEC2_glPointCoord ").a; }";
+#if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core11 == NULL
+ && (theBits & OpenGl_PO_TextureA) != 0)
+ {
+ aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, " THE_VEC2_glPointCoord ").r; }";
+ }
+#else
+ (void )theBits;
+#endif
+ return aSrcGetAlpha;
+}
+
+namespace
+{
+
+ // =======================================================================
+ // function : textureUsed
+ // purpose :
+ // =======================================================================
+ static bool textureUsed (const Standard_Integer theBits)
+ {
+ return (theBits & OpenGl_PO_TextureA) != 0 || (theBits & OpenGl_PO_TextureRGB) != 0;
+ }
+
+}
+
// =======================================================================
// function : prepareStdProgramFlat
// purpose :
const Standard_Integer theBits)
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
- TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain;
+ TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain;
TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
- TCollection_AsciiString aSrcFragMainGetColor = EOL" gl_FragColor = getColor();";
+ TCollection_AsciiString aSrcFragMainGetColor = EOL" occFragColor = getColor();";
if ((theBits & OpenGl_PO_Point) != 0)
{
#if defined(GL_ES_VERSION_2_0)
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
#endif
- if ((theBits & OpenGl_PO_TextureA) != 0)
+
+ if ((theBits & OpenGl_PO_TextureRGB) != 0)
{
aSrcFragGetColor =
- EOL"float getAlpha(void) { return texture2D(occActiveSampler, gl_PointCoord).a; }"
- EOL"vec4 getColor(void)"
- EOL"{"
- EOL" vec4 aColor = occColor;"
- EOL" aColor.a *= getAlpha();"
- EOL" return aColor;"
- EOL"}";
+ EOL"vec4 getColor(void) { return occTexture2D(occActiveSampler, " THE_VEC2_glPointCoord "); }";
+ }
+
+ if (textureUsed (theBits))
+ {
+ aSrcGetAlpha = pointSpriteAlphaSrc (theBits);
+
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core11 != NULL
+ && myContext->IsGlGreaterEqual (2, 1))
+ {
+ aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
+ }
+ #endif
aSrcFragMainGetColor =
EOL" vec4 aColor = getColor();"
+ EOL" aColor.a = getAlpha();"
EOL" if (aColor.a <= 0.1) discard;"
- EOL" gl_FragColor = aColor;";
+ EOL" occFragColor = aColor;";
}
- else if ((theBits & OpenGl_PO_TextureRGB) != 0)
+ else
{
- aSrcFragGetColor =
- EOL"vec4 getColor(void) { return texture2D(occActiveSampler, gl_PointCoord); }";
aSrcFragMainGetColor =
EOL" vec4 aColor = getColor();"
EOL" if (aColor.a <= 0.1) discard;"
- EOL" gl_FragColor = aColor;";
+ EOL" occFragColor = aColor;";
+ }
+ }
+ else
+ {
+ if ((theBits & OpenGl_PO_TextureRGB) != 0)
+ {
+ aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
+ aSrcFragExtraOut += THE_VARY_TexCoord_IN;
+ aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
+
+ aSrcFragGetColor =
+ EOL"vec4 getColor(void) { return occTexture2D(occActiveSampler, TexCoord.st / TexCoord.w); }";
+ }
+ else if ((theBits & OpenGl_PO_TextureEnv) != 0)
+ {
+ aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
+ aSrcFragExtraOut += THE_VARY_TexCoord_IN;
+
+ aSrcVertExtraFunc = THE_FUNC_transformNormal;
+
+ aSrcVertExtraMain +=
+ EOL" vec4 aPosition = occWorldViewMatrix * occModelWorldMatrix * occVertex;"
+ EOL" vec3 aNormal = transformNormal (occNormal);"
+ EOL" vec3 aReflect = reflect (normalize (aPosition.xyz), aNormal);"
+ EOL" aReflect.z += 1.0;"
+ EOL" TexCoord = vec4(aReflect.xy * inversesqrt (dot (aReflect, aReflect)) * 0.5 + vec2 (0.5), 0.0, 1.0);";
+
+ aSrcFragGetColor =
+ EOL"vec4 getColor(void) { return occTexture2D (occActiveSampler, TexCoord.st); }";
}
}
if ((theBits & OpenGl_PO_VertColor) != 0)
{
- aSrcVertExtraOut += EOL"varying vec4 VertColor;";
+ aSrcVertExtraOut += EOL"THE_SHADER_OUT vec4 VertColor;";
aSrcVertExtraMain += EOL" VertColor = occVertColor;";
- aSrcFragExtraOut += EOL"varying vec4 VertColor;";
+ aSrcFragExtraOut += EOL"THE_SHADER_IN vec4 VertColor;";
aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }";
}
- if ((theBits & OpenGl_PO_ClipPlanes) != 0)
+ if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
{
- const char THE_POS_VARY[] =
- EOL"varying vec4 PositionWorld;"
- EOL"varying vec4 Position;";
-
- aSrcVertExtraOut += THE_POS_VARY;
- aSrcFragExtraOut += THE_POS_VARY;
+ aSrcVertExtraOut +=
+ EOL"THE_SHADER_OUT vec4 PositionWorld;"
+ EOL"THE_SHADER_OUT vec4 Position;";
+ aSrcFragExtraOut +=
+ EOL"THE_SHADER_IN vec4 PositionWorld;"
+ EOL"THE_SHADER_IN vec4 Position;";
aSrcVertExtraMain +=
EOL" PositionWorld = occModelWorldMatrix * occVertex;"
EOL" Position = occWorldViewMatrix * PositionWorld;";
- aSrcFragExtraMain += THE_FRAG_CLIP_PLANES;
+
+ if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
+ {
+ aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
+ }
+ else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
+ {
+ aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_2;
+ }
+ else
+ {
+ aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_N;
+ }
+ }
+
+ TCollection_AsciiString aSrcVertEndMain;
+ if ((theBits & OpenGl_PO_StippleLine) != 0)
+ {
+ bool hasGlslBitOps = false;
+ #if defined(GL_ES_VERSION_2_0)
+ if (myContext->IsGlGreaterEqual (3, 0))
+ {
+ aProgramSrc->SetHeader ("#version 300 es");
+ hasGlslBitOps = true;
+ }
+ #else
+ if (myContext->IsGlGreaterEqual (3, 0))
+ {
+ aProgramSrc->SetHeader ("#version 130");
+ hasGlslBitOps = true;
+ }
+ else if(myContext->CheckExtension("GL_EXT_gpu_shader4"))
+ {
+ aProgramSrc->SetHeader ("#extension GL_EXT_gpu_shader4 : enable");
+ hasGlslBitOps = true;
+ }
+ #endif
+
+ if (hasGlslBitOps)
+ {
+ aSrcVertExtraOut +=
+ EOL"THE_SHADER_OUT vec2 ScreenSpaceCoord;";
+ aSrcFragExtraOut +=
+ EOL"THE_SHADER_IN vec2 ScreenSpaceCoord;"
+ EOL"uniform int uPattern;"
+ EOL"uniform float uFactor;";
+ aSrcVertEndMain =
+ EOL" ScreenSpaceCoord = gl_Position.xy / gl_Position.w;";
+ aSrcFragMainGetColor =
+ EOL" float anAngle = atan (dFdx (ScreenSpaceCoord.x), dFdy (ScreenSpaceCoord.y));"
+ EOL" float aRotatePoint = gl_FragCoord.x * sin (anAngle) + gl_FragCoord.y * cos (anAngle);"
+ EOL" uint aBit = uint (floor (aRotatePoint / uFactor + 0.5)) & 15U;"
+ EOL" if ((uint (uPattern) & (1U << aBit)) == 0U) discard;"
+ EOL" vec4 aColor = getColor();"
+ EOL" if (aColor.a <= 0.1) discard;"
+ EOL" occFragColor = aColor;";
+ }
+ else
+ {
+ const TCollection_ExtendedString aWarnMessage =
+ "Warning: stipple lines in GLSL will be ignored.";
+ myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, aWarnMessage);
+ }
}
aSrcVert =
- aSrcVertExtraOut
+ aSrcVertExtraFunc
+ + aSrcVertExtraOut
+ EOL"void main()"
EOL"{"
+ aSrcVertExtraMain
+ EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
- EOL"}";
+ + aSrcVertEndMain
+ + EOL"}";
aSrcFrag =
aSrcFragExtraOut
+ aSrcFragGetColor
+ + aSrcGetAlpha
+ EOL"void main()"
EOL"{"
+ aSrcFragExtraMain
+ aSrcFragMainGetColor
+ EOL"}";
+#if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core32 != NULL)
+ {
+ aProgramSrc->SetHeader ("#version 150");
+ }
+#endif
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
return Standard_True;
}
+// =======================================================================
+// function : pointSpriteShadingSrc
+// purpose :
+// =======================================================================
+TCollection_AsciiString OpenGl_ShaderManager::pointSpriteShadingSrc (const TCollection_AsciiString theBaseColorSrc,
+ const Standard_Integer theBits)
+{
+ TCollection_AsciiString aSrcFragGetColor;
+ if ((theBits & OpenGl_PO_TextureA) != 0)
+ {
+ aSrcFragGetColor = pointSpriteAlphaSrc (theBits) +
+ EOL"vec4 getColor(void)"
+ EOL"{"
+ EOL" vec4 aColor = " + theBaseColorSrc + ";"
+ EOL" aColor.a = getAlpha();"
+ EOL" if (aColor.a <= 0.1) discard;"
+ EOL" return aColor;"
+ EOL"}";
+ }
+ else if ((theBits & OpenGl_PO_TextureRGB) != 0)
+ {
+ aSrcFragGetColor = TCollection_AsciiString() +
+ EOL"vec4 getColor(void)"
+ EOL"{"
+ EOL" vec4 aColor = " + theBaseColorSrc + ";"
+ EOL" aColor = occTexture2D(occActiveSampler, " THE_VEC2_glPointCoord ") * aColor;"
+ EOL" if (aColor.a <= 0.1) discard;"
+ EOL" return aColor;"
+ EOL"}";
+ }
+
+ return aSrcFragGetColor;
+}
+
// =======================================================================
// function : stdComputeLighting
// purpose :
// =======================================================================
-TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting()
+TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting (const Standard_Boolean theHasVertColor)
{
- bool aLightsMap[Visual3d_TOLS_SPOT + 1] = { false, false, false, false };
+ Standard_Integer aLightsMap[Graphic3d_TOLS_SPOT + 1] = { 0, 0, 0, 0 };
TCollection_AsciiString aLightsFunc, aLightsLoop;
const OpenGl_ListOfLight* aLights = myLightSourceState.LightSources();
if (aLights != NULL)
{
switch (aLightIter.Value().Type)
{
- case Visual3d_TOLS_AMBIENT:
+ case Graphic3d_TOLS_AMBIENT:
--anIndex;
break; // skip ambient
- case Visual3d_TOLS_DIRECTIONAL:
+ case Graphic3d_TOLS_DIRECTIONAL:
aLightsLoop = aLightsLoop + EOL" directionalLight (" + anIndex + ", theNormal, theView, theIsFront);";
break;
- case Visual3d_TOLS_POSITIONAL:
+ case Graphic3d_TOLS_POSITIONAL:
aLightsLoop = aLightsLoop + EOL" pointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
break;
- case Visual3d_TOLS_SPOT:
+ case Graphic3d_TOLS_SPOT:
aLightsLoop = aLightsLoop + EOL" spotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
break;
}
-
- bool& aTypeBit = aLightsMap[aLightIter.Value().Type];
- if (aTypeBit)
- {
- continue;
- }
-
- aTypeBit = true;
- switch (aLightIter.Value().Type)
- {
- case Visual3d_TOLS_AMBIENT: break;
- case Visual3d_TOLS_DIRECTIONAL: aLightsFunc += THE_FUNC_directionalLight; break;
- case Visual3d_TOLS_POSITIONAL: aLightsFunc += THE_FUNC_pointLight; break;
- case Visual3d_TOLS_SPOT: aLightsFunc += THE_FUNC_spotLight; break;
- }
+ aLightsMap[aLightIter.Value().Type] += 1;
}
+ const Standard_Integer aNbLoopLights = aLightsMap[Graphic3d_TOLS_DIRECTIONAL]
+ + aLightsMap[Graphic3d_TOLS_POSITIONAL]
+ + aLightsMap[Graphic3d_TOLS_SPOT];
+ if (aLightsMap[Graphic3d_TOLS_DIRECTIONAL] == 1
+ && aNbLoopLights == 1)
+ {
+ // use the version with hard-coded first index
+ aLightsLoop = EOL" directionalLightFirst(theNormal, theView, theIsFront);";
+ aLightsFunc += THE_FUNC_directionalLightFirst;
+ }
+ else if (aLightsMap[Graphic3d_TOLS_DIRECTIONAL] > 0)
+ {
+ aLightsFunc += THE_FUNC_directionalLight;
+ }
+ if (aLightsMap[Graphic3d_TOLS_POSITIONAL] > 0)
+ {
+ aLightsFunc += THE_FUNC_pointLight;
+ }
+ if (aLightsMap[Graphic3d_TOLS_SPOT] > 0)
+ {
+ aLightsFunc += THE_FUNC_spotLight;
+ }
+ }
+
+ TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();";
+ TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();";
+ if (theHasVertColor)
+ {
+ aGetMatAmbient = "getVertColor();";
+ aGetMatDiffuse = "getVertColor();";
}
return TCollection_AsciiString()
EOL" Specular = vec3 (0.0);"
EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
+ aLightsLoop
- + EOL" vec4 aMaterialAmbient = theIsFront ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();"
- EOL" vec4 aMaterialDiffuse = theIsFront ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();"
- EOL" vec4 aMaterialSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();"
- EOL" vec4 aMaterialEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
- EOL" return vec4 (Ambient, 1.0) * aMaterialAmbient"
- EOL" + vec4 (Diffuse, 1.0) * aMaterialDiffuse"
- EOL" + vec4 (Specular, 1.0) * aMaterialSpecular"
- EOL" + aMaterialEmission;"
+ + EOL" vec4 aMatAmbient = " + aGetMatAmbient
+ + EOL" vec4 aMatDiffuse = " + aGetMatDiffuse
+ + EOL" vec4 aMatSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();"
+ EOL" vec4 aMatEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
+ EOL" vec3 aColor = Ambient * aMatAmbient.rgb"
+ EOL" + Diffuse * aMatDiffuse.rgb"
+ EOL" + Specular * aMatSpecular.rgb"
+ EOL" + aMatEmission.rgb;"
+ EOL" return vec4 (aColor, aMatDiffuse.a);"
EOL"}";
}
const Standard_Integer theBits)
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
- TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain;
+ TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain;
+ TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
if ((theBits & OpenGl_PO_Point) != 0)
{
#if defined(GL_ES_VERSION_2_0)
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
#endif
+
+ if (textureUsed (theBits))
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core11 != NULL
+ && myContext->IsGlGreaterEqual (2, 1))
+ {
+ aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
+ }
+ #endif
+
+ aSrcFragGetColor = pointSpriteShadingSrc ("gl_FrontFacing ? FrontColor : BackColor", theBits);
+ }
}
- if ((theBits & OpenGl_PO_ClipPlanes) != 0)
+ else
+ {
+ if ((theBits & OpenGl_PO_TextureRGB) != 0)
+ {
+ aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
+ aSrcFragExtraOut += THE_VARY_TexCoord_IN;
+ aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
+
+ aSrcFragGetColor =
+ EOL"vec4 getColor(void)"
+ EOL"{"
+ EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
+ EOL" return occTexture2D(occActiveSampler, TexCoord.st / TexCoord.w) * aColor;"
+ EOL"}";
+ }
+ }
+
+ if ((theBits & OpenGl_PO_VertColor) != 0)
{
- const char THE_POS_VARY[] =
- EOL"varying vec4 PositionWorld;"
- EOL"varying vec4 Position;";
+ aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
+ }
- aSrcVertExtraOut += THE_POS_VARY;
- aSrcFragExtraOut += THE_POS_VARY;
+ if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
+ {
+ aSrcVertExtraOut +=
+ EOL"THE_SHADER_OUT vec4 PositionWorld;"
+ EOL"THE_SHADER_OUT vec4 Position;";
+ aSrcFragExtraOut +=
+ EOL"THE_SHADER_IN vec4 PositionWorld;"
+ EOL"THE_SHADER_IN vec4 Position;";
aSrcVertExtraMain +=
EOL" PositionWorld = aPositionWorld;"
EOL" Position = aPosition;";
- aSrcFragExtraMain += THE_FRAG_CLIP_PLANES;
+
+ if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
+ {
+ aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
+ }
+ else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
+ {
+ aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_2;
+ }
+ else
+ {
+ aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_N;
+ }
}
- const TCollection_AsciiString aLights = stdComputeLighting();
+ const TCollection_AsciiString aLights = stdComputeLighting ((theBits & OpenGl_PO_VertColor) != 0);
aSrcVert = TCollection_AsciiString()
+ THE_FUNC_transformNormal
+ EOL
+ + aSrcVertColor
+ aLights
+ EOL
- EOL"varying vec4 FrontColor;"
- EOL"varying vec4 BackColor;"
+ EOL"THE_SHADER_OUT vec4 FrontColor;"
+ EOL"THE_SHADER_OUT vec4 BackColor;"
EOL
+ aSrcVertExtraOut
+ EOL"void main()"
EOL"}";
aSrcFrag = TCollection_AsciiString()
- + EOL"varying vec4 FrontColor;"
- EOL"varying vec4 BackColor;"
+ + EOL"THE_SHADER_IN vec4 FrontColor;"
+ EOL"THE_SHADER_IN vec4 BackColor;"
+ aSrcFragExtraOut
+ + aSrcFragGetColor
+ EOL"void main()"
EOL"{"
+ aSrcFragExtraMain
- + EOL" gl_FragColor = gl_FrontFacing ? FrontColor : BackColor;"
+ + EOL" occFragColor = getColor();"
EOL"}";
+#if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core32 != NULL)
+ {
+ aProgramSrc->SetHeader ("#version 150");
+ }
+#endif
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
TCollection_AsciiString aKey;
Standard_Boolean OpenGl_ShaderManager::prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram,
const Standard_Integer theBits)
{
+ #define thePhongCompLight "computeLighting (normalize (Normal), normalize (View), Position, gl_FrontFacing)"
+
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
- TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraMain;
+ TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraOut, aSrcFragGetVertColor, aSrcFragExtraMain;
+ TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return " thePhongCompLight "; }";
if ((theBits & OpenGl_PO_Point) != 0)
{
#if defined(GL_ES_VERSION_2_0)
aSrcVertExtraMain += EOL" gl_PointSize = occPointSize;";
#endif
+
+ if (textureUsed (theBits))
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core11 != NULL
+ && myContext->IsGlGreaterEqual (2, 1))
+ {
+ aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
+ }
+ #endif
+
+ aSrcFragGetColor = pointSpriteShadingSrc (thePhongCompLight, theBits);
+ }
}
- if ((theBits & OpenGl_PO_ClipPlanes) != 0)
+ else
{
- aSrcFragExtraMain += THE_FRAG_CLIP_PLANES;
+ if ((theBits & OpenGl_PO_TextureRGB) != 0)
+ {
+ aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
+ aSrcFragExtraOut += THE_VARY_TexCoord_IN;
+ aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
+
+ aSrcFragGetColor =
+ EOL"vec4 getColor(void)"
+ EOL"{"
+ EOL" vec4 aColor = " thePhongCompLight ";"
+ EOL" return occTexture2D(occActiveSampler, TexCoord.st / TexCoord.w) * aColor;"
+ EOL"}";
+ }
+ }
+
+ if ((theBits & OpenGl_PO_VertColor) != 0)
+ {
+ aSrcVertExtraOut += EOL"THE_SHADER_OUT vec4 VertColor;";
+ aSrcVertExtraMain += EOL" VertColor = occVertColor;";
+ aSrcFragGetVertColor = EOL"THE_SHADER_IN vec4 VertColor;"
+ EOL"vec4 getVertColor(void) { return VertColor; }";
+ }
+
+ if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
+ {
+ if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
+ {
+ aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
+ }
+ else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
+ {
+ aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_2;
+ }
+ else
+ {
+ aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_N;
+ }
}
aSrcVert = TCollection_AsciiString()
+ THE_FUNC_transformNormal
+ EOL
- EOL"varying vec4 PositionWorld;"
- EOL"varying vec4 Position;"
- EOL"varying vec3 Normal;"
- EOL"varying vec3 View;"
+ EOL"THE_SHADER_OUT vec4 PositionWorld;"
+ EOL"THE_SHADER_OUT vec4 Position;"
+ EOL"THE_SHADER_OUT vec3 Normal;"
+ EOL"THE_SHADER_OUT vec3 View;"
EOL
+ aSrcVertExtraOut
+ EOL"void main()"
+ EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
EOL"}";
- const TCollection_AsciiString aLights = stdComputeLighting();
+ const TCollection_AsciiString aLights = stdComputeLighting ((theBits & OpenGl_PO_VertColor) != 0);
aSrcFrag = TCollection_AsciiString()
- + EOL"varying vec4 PositionWorld;"
- EOL"varying vec4 Position;"
- EOL"varying vec3 Normal;"
- EOL"varying vec3 View;"
+ + EOL"THE_SHADER_IN vec4 PositionWorld;"
+ EOL"THE_SHADER_IN vec4 Position;"
+ EOL"THE_SHADER_IN vec3 Normal;"
+ EOL"THE_SHADER_IN vec3 View;"
+ EOL
+ + aSrcFragExtraOut
+ + aSrcFragGetVertColor
+ aLights
+ + aSrcFragGetColor
+ EOL
EOL"void main()"
EOL"{"
+ aSrcFragExtraMain
- + EOL" gl_FragColor = computeLighting (normalize (Normal), normalize (View), Position, gl_FrontFacing);"
+ + EOL" occFragColor = getColor();"
EOL"}";
+#if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core32 != NULL)
+ {
+ aProgramSrc->SetHeader ("#version 150");
+ }
+#endif
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
TCollection_AsciiString aKey;
}
// =======================================================================
-// function : bindProgramWithState
+// function : prepareStdProgramStereo
// purpose :
// =======================================================================
-Standard_Boolean OpenGl_ShaderManager::bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram,
- const OpenGl_Element* theAspect)
+Standard_Boolean OpenGl_ShaderManager::prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
+ const Graphic3d_StereoMode theStereoMode)
{
- if (!myContext->BindProgram (theProgram))
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ TCollection_AsciiString aSrcVert =
+ EOL"THE_SHADER_OUT vec2 TexCoord;"
+ EOL"void main()"
+ EOL"{"
+ EOL" TexCoord = occVertex.zw;"
+ EOL" gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
+ EOL"}";
+
+ TCollection_AsciiString aSrcFrag;
+ switch (theStereoMode)
{
+ case Graphic3d_StereoMode_Anaglyph:
+ {
+ aSrcFrag =
+ EOL"uniform sampler2D uLeftSampler;"
+ EOL"uniform sampler2D uRightSampler;"
+ EOL
+ EOL"uniform mat4 uMultL;"
+ EOL"uniform mat4 uMultR;"
+ EOL
+ EOL"vec4 THE_POW_UP = vec4 (2.2, 2.2, 2.2, 1.0);"
+ EOL"vec4 THE_POW_DOWN = 1.0 / THE_POW_UP;"
+ EOL
+ EOL"THE_SHADER_IN vec2 TexCoord;"
+ EOL
+ EOL"void main()"
+ EOL"{"
+ EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
+ EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
+ EOL" aColorL = pow (aColorL, THE_POW_UP);" // normalize
+ EOL" aColorR = pow (aColorR, THE_POW_UP);"
+ EOL" vec4 aColor = uMultR * aColorR + uMultL * aColorL;"
+ EOL" occFragColor = pow (aColor, THE_POW_DOWN);"
+ EOL"}";
+ break;
+ }
+ case Graphic3d_StereoMode_RowInterlaced:
+ {
+ aSrcFrag =
+ EOL"uniform sampler2D uLeftSampler;"
+ EOL"uniform sampler2D uRightSampler;"
+ EOL
+ EOL"THE_SHADER_IN vec2 TexCoord;"
+ EOL
+ EOL"void main()"
+ EOL"{"
+ EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
+ EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
+ EOL" if (int (mod (gl_FragCoord.y - 1023.5, 2.0)) != 1)"
+ EOL" {"
+ EOL" occFragColor = aColorL;"
+ EOL" }"
+ EOL" else"
+ EOL" {"
+ EOL" occFragColor = aColorR;"
+ EOL" }"
+ EOL"}";
+ break;
+ }
+ case Graphic3d_StereoMode_ColumnInterlaced:
+ {
+ aSrcFrag =
+ EOL"uniform sampler2D uLeftSampler;"
+ EOL"uniform sampler2D uRightSampler;"
+ EOL
+ EOL"THE_SHADER_IN vec2 TexCoord;"
+ EOL
+ EOL"void main()"
+ EOL"{"
+ EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
+ EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
+ EOL" if (int (mod (gl_FragCoord.x - 1023.5, 2.0)) == 1)"
+ EOL" {"
+ EOL" occFragColor = aColorL;"
+ EOL" }"
+ EOL" else"
+ EOL" {"
+ EOL" occFragColor = aColorR;"
+ EOL" }"
+ EOL"}";
+ break;
+ }
+ case Graphic3d_StereoMode_ChessBoard:
+ {
+ aSrcFrag =
+ EOL"uniform sampler2D uLeftSampler;"
+ EOL"uniform sampler2D uRightSampler;"
+ EOL
+ EOL"THE_SHADER_IN vec2 TexCoord;"
+ EOL
+ EOL"void main()"
+ EOL"{"
+ EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
+ EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
+ EOL" bool isEvenX = int(mod(floor(gl_FragCoord.x - 1023.5), 2.0)) != 1;"
+ EOL" bool isEvenY = int(mod(floor(gl_FragCoord.y - 1023.5), 2.0)) == 1;"
+ EOL" if ((isEvenX && isEvenY) || (!isEvenX && !isEvenY))"
+ EOL" {"
+ EOL" occFragColor = aColorL;"
+ EOL" }"
+ EOL" else"
+ EOL" {"
+ EOL" occFragColor = aColorR;"
+ EOL" }"
+ EOL"}";
+ break;
+ }
+ case Graphic3d_StereoMode_SideBySide:
+ {
+ aSrcFrag =
+ EOL"uniform sampler2D uLeftSampler;"
+ EOL"uniform sampler2D uRightSampler;"
+ EOL
+ EOL"THE_SHADER_IN vec2 TexCoord;"
+ EOL
+ EOL"void main()"
+ EOL"{"
+ EOL" vec2 aTexCoord = vec2 (TexCoord.x * 2.0, TexCoord.y);"
+ EOL" if (TexCoord.x > 0.5)"
+ EOL" {"
+ EOL" aTexCoord.x -= 1.0;"
+ EOL" }"
+ EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
+ EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
+ EOL" if (TexCoord.x <= 0.5)"
+ EOL" {"
+ EOL" occFragColor = aColorL;"
+ EOL" }"
+ EOL" else"
+ EOL" {"
+ EOL" occFragColor = aColorR;"
+ EOL" }"
+ EOL"}";
+ break;
+ }
+ case Graphic3d_StereoMode_OverUnder:
+ {
+ aSrcFrag =
+ EOL"uniform sampler2D uLeftSampler;"
+ EOL"uniform sampler2D uRightSampler;"
+ EOL
+ EOL"THE_SHADER_IN vec2 TexCoord;"
+ EOL
+ EOL"void main()"
+ EOL"{"
+ EOL" vec2 aTexCoord = vec2 (TexCoord.x, TexCoord.y * 2.0);"
+ EOL" if (TexCoord.y > 0.5)"
+ EOL" {"
+ EOL" aTexCoord.y -= 1.0;"
+ EOL" }"
+ EOL" vec4 aColorL = occTexture2D (uLeftSampler, aTexCoord);"
+ EOL" vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
+ EOL" if (TexCoord.y <= 0.5)"
+ EOL" {"
+ EOL" occFragColor = aColorL;"
+ EOL" }"
+ EOL" else"
+ EOL" {"
+ EOL" occFragColor = aColorR;"
+ EOL" }"
+ EOL"}";
+ break;
+ }
+ case Graphic3d_StereoMode_QuadBuffer:
+ case Graphic3d_StereoMode_SoftPageFlip:
+ default:
+ {
+ /*const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[Graphic3d_StereoMode_QuadBuffer];
+ if (!aProgram.IsNull())
+ {
+ return aProgram->IsValid();
+ }*/
+ aSrcFrag =
+ EOL"uniform sampler2D uLeftSampler;"
+ EOL"uniform sampler2D uRightSampler;"
+ EOL
+ EOL"THE_SHADER_IN vec2 TexCoord;"
+ EOL
+ EOL"void main()"
+ EOL"{"
+ EOL" vec4 aColorL = occTexture2D (uLeftSampler, TexCoord);"
+ EOL" vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
+ EOL" aColorL.b = 0.0;"
+ EOL" aColorL.g = 0.0;"
+ EOL" aColorR.r = 0.0;"
+ EOL" occFragColor = aColorL + aColorR;"
+ EOL"}";
+ break;
+ }
+ }
+
+#if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core32 != NULL)
+ {
+ aProgramSrc->SetHeader ("#version 150");
+ }
+#endif
+
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
+ aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
+ TCollection_AsciiString aKey;
+ if (!Create (aProgramSrc, aKey, theProgram))
+ {
+ theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
return Standard_False;
}
- theProgram->ApplyVariables (myContext);
- const OpenGl_MaterialState* aMaterialState = MaterialState (theProgram);
- if (aMaterialState == NULL || aMaterialState->Aspect() != theAspect)
+ myContext->BindProgram (theProgram);
+ theProgram->SetSampler (myContext, "uLeftSampler", 0);
+ theProgram->SetSampler (myContext, "uRightSampler", 1);
+ myContext->BindProgram (NULL);
+ return Standard_True;
+}
+
+// =======================================================================
+// function : bindProgramWithState
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderManager::bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram)
+{
+ if (!myContext->BindProgram (theProgram))
{
- UpdateMaterialStateTo (theProgram, theAspect);
+ return Standard_False;
}
+ theProgram->ApplyVariables (myContext);
PushState (theProgram);
return Standard_True;