// Created on: 2013-09-26
// Created by: Denis BOGOLEPOV
-// Copyright (c) 2013 OPEN CASCADE SAS
+// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
-// The content of this file is subject to the Open CASCADE Technology Public
-// License Version 6.5 (the "License"). You may not use the content of this file
-// except in compliance with the License. Please obtain a copy of the License
-// at http://www.opencascade.org and read it completely before using this file.
+// This file is part of Open CASCADE Technology software library.
//
-// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
-// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
+// 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.
//
-// The Original Code and all software distributed under the License is
-// distributed on an "AS IS" basis, without warranty of any kind, and the
-// Initial Developer hereby disclaims all such warranties, including without
-// limitation, any warranties of merchantability, fitness for a particular
-// purpose or non-infringement. Please see the License for the specific terms
-// and conditions governing the rights and limitations under the License.
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
#include <typeinfo>
+#include <Graphic3d_TextureParams.hxx>
#include <OpenGl_AspectFace.hxx>
#include <OpenGl_AspectLine.hxx>
#include <OpenGl_AspectMarker.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_ShaderProgram.hxx>
+#include <OpenGl_Workspace.hxx>
-IMPLEMENT_STANDARD_HANDLE (OpenGl_ShaderManager, Standard_Transient)
-IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager, Standard_Transient)
+#include <TCollection_ExtendedString.hxx>
+
+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"{"
+ EOL" vec4 aResult = occWorldViewMatrixInverseTranspose"
+ EOL" * occModelWorldMatrixInverseTranspose"
+ EOL" * vec4 (theNormal, 0.0);"
+ EOL" return normalize (aResult.xyz);"
+ EOL"}";
+
+//! Global shader variable for color definition with lighting enabled.
+const char THE_FUNC_lightDef[] =
+ EOL"vec3 Ambient;" //!< Ambient contribution of light sources
+ EOL"vec3 Diffuse;" //!< Diffuse contribution of light sources
+ EOL"vec3 Specular;"; //!< Specular contribution of light sources
+
+//! Function computes contribution of isotropic point light source
+const char THE_FUNC_pointLight[] =
+ EOL"void pointLight (in int theId,"
+ EOL" in vec3 theNormal,"
+ EOL" in vec3 theView,"
+ EOL" in vec3 thePoint,"
+ EOL" in bool theIsFront)"
+ EOL"{"
+ EOL" vec3 aLight = occLight_Position (theId).xyz;"
+ EOL" if (occLight_IsHeadlight (theId) == 0)"
+ EOL" {"
+ EOL" aLight = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aLight, 1.0));"
+ EOL" }"
+ EOL" aLight -= thePoint;"
+ EOL
+ EOL" float aDist = length (aLight);"
+ EOL" aLight = aLight * (1.0 / aDist);"
+ EOL
+ EOL" float anAtten = 1.0 / (occLight_ConstAttenuation (theId)"
+ EOL" + occLight_LinearAttenuation (theId) * aDist);"
+ 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 += occLight_Diffuse (theId).rgb * aNdotL * anAtten;"
+ EOL"Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;"
+ EOL"}";
+
+//! Function computes contribution of spotlight source
+const char THE_FUNC_spotLight[] =
+ EOL"void spotLight (in int theId,"
+ EOL" in vec3 theNormal,"
+ EOL" in vec3 theView,"
+ EOL" in vec3 thePoint,"
+ EOL" in bool theIsFront)"
+ EOL"{"
+ EOL" vec3 aLight = occLight_Position (theId).xyz;"
+ EOL" vec3 aSpotDir = occLight_SpotDirection (theId).xyz;"
+ EOL" if (occLight_IsHeadlight (theId) == 0)"
+ EOL" {"
+ EOL" aLight = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aLight, 1.0));"
+ EOL" aSpotDir = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aSpotDir, 0.0));"
+ EOL" }"
+ EOL" aLight -= thePoint;"
+ EOL
+ EOL" float aDist = length (aLight);"
+ EOL" aLight = aLight * (1.0 / aDist);"
+ EOL
+ EOL" aSpotDir = normalize (aSpotDir);"
+ // light cone
+ EOL" float aCosA = dot (aSpotDir, -aLight);"
+ EOL" if (aCosA >= 1.0 || aCosA < cos (occLight_SpotCutOff (theId)))"
+ EOL" {"
+ EOL" return;"
+ EOL" }"
+ EOL
+ EOL" float anExponent = occLight_SpotExponent (theId);"
+ EOL" float anAtten = 1.0 / (occLight_ConstAttenuation (theId)"
+ EOL" + occLight_LinearAttenuation (theId) * aDist);"
+ EOL" if (anExponent > 0.0)"
+ EOL" {"
+ EOL" anAtten *= pow (aCosA, anExponent * 128.0);"
+ 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 += occLight_Diffuse (theId).rgb * aNdotL * anAtten;"
+ EOL" Specular += occLight_Specular (theId).rgb * aSpecl * anAtten;"
+ EOL"}";
+
+//! Function computes contribution of directional light source
+const char THE_FUNC_directionalLight[] =
+ EOL"void directionalLight (in int theId,"
+ EOL" in vec3 theNormal,"
+ EOL" in vec3 theView,"
+ EOL" in bool theIsFront)"
+ EOL"{"
+ EOL" vec3 aLight = normalize (occLight_Position (theId).xyz);"
+ EOL" if (occLight_IsHeadlight (theId) == 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 += occLight_Diffuse (theId).rgb * aNdotL;"
+ 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_N[] =
+ EOL" for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount; ++aPlaneIter)"
+ EOL" {"
+ EOL" vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
+ EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
+ 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" }";
+
+}
// =======================================================================
// function : OpenGl_ShaderManager
// purpose : Creates new empty shader manager
// =======================================================================
OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
-: myContext (theContext),
- myIsPP (Standard_False)
+: myShadingModel (Graphic3d_TOSM_VERTEX),
+ myContext (theContext),
+ myLastView (NULL)
{
//
}
myProgramList.Clear();
}
+// =======================================================================
+// function : clear
+// purpose :
+// =======================================================================
+void OpenGl_ShaderManager::clear()
+{
+ myProgramList.Clear();
+ myLightPrograms.Nullify();
+ myFlatPrograms = OpenGl_SetOfShaderPrograms();
+ myMapOfLightPrograms.Clear();
+ myFontProgram.Nullify();
+ myBlitProgram.Nullify();
+ for (Standard_Integer aModeIter = 0; aModeIter < Graphic3d_StereoMode_NB; ++aModeIter)
+ {
+ myStereoPrograms[aModeIter].Nullify();
+ }
+ switchLightPrograms();
+}
+
// =======================================================================
// function : Create
// purpose : Creates new shader program
// =======================================================================
-void OpenGl_ShaderManager::Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
- TCollection_AsciiString& theShareKey,
- Handle(OpenGl_ShaderProgram)& theProgram)
+Standard_Boolean OpenGl_ShaderManager::Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
+ TCollection_AsciiString& theShareKey,
+ Handle(OpenGl_ShaderProgram)& theProgram)
{
theProgram.Nullify();
if (theProxy.IsNull())
{
- return;
+ return Standard_False;
}
theShareKey = theProxy->GetId();
if (myContext->GetResource<Handle(OpenGl_ShaderProgram)> (theShareKey, theProgram))
{
- theProgram->Share();
- return;
+ if (theProgram->Share())
+ {
+ myProgramList.Append (theProgram);
+ }
+ return Standard_True;
}
theProgram = new OpenGl_ShaderProgram (theProxy);
theProgram->Release (myContext);
theShareKey.Clear();
theProgram.Nullify();
- return;
+ return Standard_False;
}
myProgramList.Append (theProgram);
myContext->ShareResource (theShareKey, theProgram);
+ return Standard_True;
}
// =======================================================================
}
myProgramList.Remove (anIt);
- myMaterialStates.UnBind (theProgram);
break;
}
}
else
{
theProgram.Nullify();
- myContext->ReleaseResource (anID);
+ myContext->ReleaseResource (anID, Standard_True);
}
}
return myProgramList.IsEmpty();
}
+// =======================================================================
+// function : switchLightPrograms
+// purpose :
+// =======================================================================
+void OpenGl_ShaderManager::switchLightPrograms()
+{
+ TCollection_AsciiString aKey (myShadingModel == Graphic3d_TOSM_FRAGMENT ? "p_" : "g_");
+ const OpenGl_ListOfLight* aLights = myLightSourceState.LightSources();
+ if (aLights != NULL)
+ {
+ for (OpenGl_ListOfLight::Iterator aLightIter (*aLights); aLightIter.More(); aLightIter.Next())
+ {
+ switch (aLightIter.Value().Type)
+ {
+ case Graphic3d_TOLS_AMBIENT:
+ break; // skip ambient
+ case Graphic3d_TOLS_DIRECTIONAL:
+ aKey += "d";
+ break;
+ case Graphic3d_TOLS_POSITIONAL:
+ aKey += "p";
+ break;
+ case Graphic3d_TOLS_SPOT:
+ aKey += "s";
+ break;
+ }
+ }
+ }
+
+ if (!myMapOfLightPrograms.Find (aKey, myLightPrograms))
+ {
+ myLightPrograms = new OpenGl_SetOfShaderPrograms();
+ myMapOfLightPrograms.Bind (aKey, myLightPrograms);
+ }
+}
+
// =======================================================================
// function : UpdateLightSourceStateTo
// purpose : Updates state of OCCT light sources
{
myLightSourceState.Set (theLights);
myLightSourceState.Update();
+ switchLightPrograms();
+}
+
+// =======================================================================
+// function : SetShadingModel
+// purpose :
+// =======================================================================
+void OpenGl_ShaderManager::SetShadingModel (const Graphic3d_TypeOfShadingModel theModel)
+{
+ myShadingModel = theModel;
+ switchLightPrograms();
}
// =======================================================================
// function : SetProjectionState
// purpose : Sets new state of OCCT projection transform
// =======================================================================
-void OpenGl_ShaderManager::UpdateProjectionStateTo (const Tmatrix3& theProjectionMatrix)
+void OpenGl_ShaderManager::UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix)
{
myProjectionState.Set (theProjectionMatrix);
myProjectionState.Update();
// function : SetModelWorldState
// purpose : Sets new state of OCCT model-world transform
// =======================================================================
-void OpenGl_ShaderManager::UpdateModelWorldStateTo (const Tmatrix3& theModelWorldMatrix)
+void OpenGl_ShaderManager::UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix)
{
myModelWorldState.Set (theModelWorldMatrix);
myModelWorldState.Update();
// function : SetWorldViewState
// purpose : Sets new state of OCCT world-view transform
// =======================================================================
-void OpenGl_ShaderManager::UpdateWorldViewStateTo (const Tmatrix3& theWorldViewMatrix)
+void OpenGl_ShaderManager::UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix)
{
myWorldViewState.Set (theWorldViewMatrix);
myWorldViewState.Update();
}
-// =======================================================================
-// function : RevertProjectionStateTo
-// purpose : Reverts state of OCCT projection transform
-// =======================================================================
-void OpenGl_ShaderManager::RevertProjectionStateTo (const Tmatrix3& theProjectionMatrix)
-{
- myProjectionState.Set (theProjectionMatrix);
- myProjectionState.Revert();
-}
-
-// =======================================================================
-// function : RevertModelWorldStateTo
-// purpose : Reverts state of OCCT model-world transform
-// =======================================================================
-void OpenGl_ShaderManager::RevertModelWorldStateTo (const Tmatrix3& theModelWorldMatrix)
-{
- myModelWorldState.Set (theModelWorldMatrix);
- myModelWorldState.Revert();
-}
-
-// =======================================================================
-// function : RevertWorldViewStateTo
-// purpose : Reverts state of OCCT world-view transform
-// =======================================================================
-void OpenGl_ShaderManager::RevertWorldViewStateTo (const Tmatrix3& theWorldViewMatrix)
-{
- myWorldViewState.Set (theWorldViewMatrix);
- myWorldViewState.Revert();
-}
-
// =======================================================================
// function : LightSourceState
// purpose : Returns current state of OCCT light sources
return myWorldViewState;
}
+//! Packed properties of light source
+class OpenGl_ShaderLightParameters
+{
+public:
+
+ OpenGl_Vec4 Color;
+ OpenGl_Vec4 Position;
+ OpenGl_Vec4 Direction;
+ OpenGl_Vec4 Parameters;
+
+ //! Returns packed (serialized) representation of light source properties
+ const OpenGl_Vec4* Packed() const { return reinterpret_cast<const OpenGl_Vec4*> (this); }
+ static Standard_Integer NbOfVec4() { return 4; }
+
+};
+
+//! Packed light source type information
+class OpenGl_ShaderLightType
+{
+public:
+
+ Standard_Integer Type;
+ Standard_Integer IsHeadlight;
+
+ //! Returns packed (serialized) representation of light source type
+ const OpenGl_Vec2i* Packed() const { return reinterpret_cast<const OpenGl_Vec2i*> (this); }
+ static Standard_Integer NbOfVec2i() { return 1; }
+
+};
+
// =======================================================================
// function : PushLightSourceState
// purpose : Pushes state of OCCT light sources to the program
// =======================================================================
void OpenGl_ShaderManager::PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
- if (myLightSourceState.Index() == theProgram->ActiveState (OpenGl_LIGHT_SOURCES_STATE))
+ if (myLightSourceState.Index() == theProgram->ActiveState (OpenGl_LIGHT_SOURCES_STATE)
+ || !theProgram->IsValid())
{
return;
}
-
- theProgram->SetUniform (myContext, theProgram->GetStateLocation (
- OpenGl_OCC_LIGHT_SOURCE_COUNT), myLightSourceState.LightSources()->Size());
- OpenGl_ListOfLight::Iterator anIter (*myLightSourceState.LightSources());
- for (unsigned int anIndex = 0; anIter.More(); anIter.Next())
+ OpenGl_ShaderLightType* aLightTypeArray = new OpenGl_ShaderLightType[OpenGLMaxLights];
+ for (Standard_Integer aLightIt = 0; aLightIt < OpenGLMaxLights; ++aLightIt)
{
- if (anIndex >= OpenGLMaxLights)
- {
- break;
- }
-
- const OpenGl_Light& aLight = anIter.Value();
- if (aLight.type == TLightAmbient)
- {
- OpenGl_Vec3 anAmbient (aLight.col.rgb[0],
- aLight.col.rgb[1],
- aLight.col.rgb[2]);
-
- theProgram->SetUniform (myContext,
- theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_0_AMBIENT + anIndex), anAmbient);
-
- anIter.Next();
- if (!anIter.More())
- {
- theProgram->SetUniform (myContext,
- theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_0_TYPE + anIndex), int (aLight.type));
- break;
- }
- }
-
- OpenGl_Vec3 aDiffuse (aLight.col.rgb[0],
- aLight.col.rgb[1],
- aLight.col.rgb[2]);
-
- OpenGl_Vec3 aPosition (aLight.type == TLightDirectional ? -aLight.dir[0] : aLight.pos[0],
- aLight.type == TLightDirectional ? -aLight.dir[1] : aLight.pos[1],
- aLight.type == TLightDirectional ? -aLight.dir[2] : aLight.pos[2]);
-
- theProgram->SetUniform (myContext,
- theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_0_TYPE + anIndex), int (aLight.type));
-
- theProgram->SetUniform (myContext,
- theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_0_HEAD + anIndex), aLight.HeadLight);
-
- theProgram->SetUniform (myContext,
- theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_0_DIFFUSE + anIndex), aDiffuse);
+ aLightTypeArray[aLightIt].Type = -1;
+ }
+ const Standard_Integer aLightsDefNb = Min (myLightSourceState.LightSources()->Size(), OpenGLMaxLights);
+ if (aLightsDefNb < 1)
+ {
theProgram->SetUniform (myContext,
- theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_0_SPECULAR + anIndex), aDiffuse);
-
+ theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
+ 0);
theProgram->SetUniform (myContext,
- theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_0_POSITION + anIndex), aPosition);
-
+ theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT),
+ OpenGl_Vec4 (0.0f, 0.0f, 0.0f, 0.0f));
theProgram->SetUniform (myContext,
- theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_0_CONST_ATTENUATION + anIndex), aLight.atten[0]);
+ theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
+ OpenGLMaxLights * OpenGl_ShaderLightType::NbOfVec2i(),
+ aLightTypeArray[0].Packed());
+ theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
+ delete[] aLightTypeArray;
+ return;
+ }
- theProgram->SetUniform (myContext,
- theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_0_LINEAR_ATTENUATION + anIndex), aLight.atten[1]);
+ OpenGl_ShaderLightParameters* aLightParamsArray = new OpenGl_ShaderLightParameters[aLightsDefNb];
- if (aLight.type == TLightSpot)
+ OpenGl_Vec4 anAmbient (0.0f, 0.0f, 0.0f, 0.0f);
+ Standard_Integer aLightsNb = 0;
+ for (OpenGl_ListOfLight::Iterator anIter (*myLightSourceState.LightSources()); anIter.More(); anIter.Next())
+ {
+ const OpenGl_Light& aLight = anIter.Value();
+ if (aLight.Type == Graphic3d_TOLS_AMBIENT)
{
- OpenGl_Vec3 aDirection (aLight.dir[0],
- aLight.dir[1],
- aLight.dir[2]);
-
- theProgram->SetUniform (myContext,
- theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_0_SPOT_CUTOFF + anIndex), aLight.angle);
+ anAmbient += aLight.Color;
+ continue;
+ }
+ else if (aLightsNb >= OpenGLMaxLights)
+ {
+ continue;
+ }
- theProgram->SetUniform (myContext,
- theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_0_SPOT_EXPONENT + anIndex), aLight.shine);
+ OpenGl_ShaderLightType& aLightType = aLightTypeArray[aLightsNb];
+ aLightType.Type = aLight.Type;
+ aLightType.IsHeadlight = aLight.IsHeadlight;
- theProgram->SetUniform (myContext,
- theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_0_SPOT_DIRECTION + anIndex), aDirection);
+ OpenGl_ShaderLightParameters& aLightParams = aLightParamsArray[aLightsNb];
+ aLightParams.Color = aLight.Color;
+ aLightParams.Position = aLight.Type == Graphic3d_TOLS_DIRECTIONAL
+ ? -aLight.Direction
+ : aLight.Position;
+ if (aLight.Type == Graphic3d_TOLS_SPOT)
+ {
+ aLightParams.Direction = aLight.Direction;
}
+ aLightParams.Parameters = aLight.Params;
+ ++aLightsNb;
+ }
- ++anIndex;
+ theProgram->SetUniform (myContext,
+ theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_COUNT),
+ aLightsNb);
+ theProgram->SetUniform (myContext,
+ theProgram->GetStateLocation (OpenGl_OCC_LIGHT_AMBIENT),
+ anAmbient);
+ theProgram->SetUniform (myContext,
+ theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
+ OpenGLMaxLights * OpenGl_ShaderLightType::NbOfVec2i(),
+ aLightTypeArray[0].Packed());
+ if (aLightsNb > 0)
+ {
+ theProgram->SetUniform (myContext,
+ theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_PARAMS),
+ aLightsNb * OpenGl_ShaderLightParameters::NbOfVec4(),
+ aLightParamsArray[0].Packed());
}
+ delete[] aLightParamsArray;
+ delete[] aLightTypeArray;
theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
}
return;
}
- Graphic3d_SetOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
- for (GLuint anIndex = 0; anIter.More(); anIter.Next())
+ theProgram->UpdateState (OpenGl_CLIP_PLANES_STATE, myClippingState.Index());
+ const GLint aLocEquations = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_EQUATIONS);
+ if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION)
+ {
+ return;
+ }
+
+ GLint aPlanesNb = 0;
+ for (Graphic3d_SequenceOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
+ anIter.More(); anIter.Next())
{
const Handle(Graphic3d_ClipPlane)& aPlane = anIter.Value();
if (!myContext->Clipping().IsEnabled (aPlane))
continue;
}
- GLint aLocation = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_0_EQUATION + anIndex);
- if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
+ ++aPlanesNb;
+ }
+ if (aPlanesNb < 1)
+ {
+ return;
+ }
+
+ OpenGl_Vec4 anEquations[THE_MAX_CLIP_PLANES];
+ GLuint aPlaneId = 0;
+ for (Graphic3d_SequenceOfHClipPlane::Iterator anIter (myContext->Clipping().Planes());
+ anIter.More(); anIter.Next())
+ {
+ const Handle(Graphic3d_ClipPlane)& aPlane = anIter.Value();
+ if (!myContext->Clipping().IsEnabled (aPlane))
{
- const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
- theProgram->SetUniform (myContext, aLocation, OpenGl_Vec4 ((float) anEquation.x(),
- (float) anEquation.y(),
- (float) anEquation.z(),
- (float) anEquation.w()));
+ 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;
}
- theProgram->SetUniform (myContext,
- theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_0_SPACE + anIndex),
- myContext->Clipping().GetEquationSpace (aPlane));
- ++anIndex;
+ const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
+ anEquations[aPlaneId] = OpenGl_Vec4 ((float) anEquation.x(),
+ (float) anEquation.y(),
+ (float) anEquation.z(),
+ (float) anEquation.w());
+ ++aPlaneId;
}
- theProgram->UpdateState (OpenGl_CLIP_PLANES_STATE, myClippingState.Index());
+ theProgram->SetUniform (myContext,
+ theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT),
+ aPlanesNb);
+ theProgram->SetUniform (myContext, aLocEquations, THE_MAX_CLIP_PLANES, anEquations);
+}
+
+// =======================================================================
+// function : PushState
+// purpose : Pushes state of OCCT graphics parameters to the program
+// =======================================================================
+void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const
+{
+ PushClippingState (theProgram);
+ PushWorldViewState (theProgram);
+ PushModelWorldState (theProgram);
+ PushProjectionState (theProgram);
+ PushLightSourceState (theProgram);
}
// =======================================================================
-// function : UpdateMaterialStateTo
-// purpose : Updates state of OCCT material for specified program
+// function : prepareStdProgramFont
+// purpose :
// =======================================================================
-void OpenGl_ShaderManager::UpdateMaterialStateTo (const Handle(OpenGl_ShaderProgram)& theProgram,
- const OpenGl_Element* theAspect)
+Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFont()
{
- if (myMaterialStates.IsBound (theProgram))
+ 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)
{
- myMaterialStates.ChangeFind (theProgram).Set (theAspect);
+ aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, TexCoord.st).r; }";
}
- else
+#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)
{
- myMaterialStates.Bind (theProgram, OpenGl_MaterialState (theAspect));
+ aProgramSrc->SetHeader ("#version 150");
}
-
- myMaterialStates.ChangeFind (theProgram).Update();
+#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))
+ {
+ myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
+ return Standard_False;
+ }
+ return Standard_True;
}
// =======================================================================
-// function : ResetMaterialStates
-// purpose : Resets state of OCCT material for all programs
+// function : prepareStdProgramFboBlit
+// purpose :
// =======================================================================
-void OpenGl_ShaderManager::ResetMaterialStates()
+Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFboBlit()
{
- for (OpenGl_ShaderProgramList::Iterator anIt (myProgramList); anIt.More(); anIt.Next())
+ 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 =
+ EOL"uniform sampler2D uColorSampler;"
+ EOL"uniform sampler2D uDepthSampler;"
+ EOL
+ EOL"THE_SHADER_IN vec2 TexCoord;"
+ EOL
+ EOL"void main()"
+ EOL"{"
+ 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, myBlitProgram))
{
- anIt.Value()->UpdateState (OpenGl_MATERIALS_STATE, 0);
+ 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 : MaterialState
-// purpose : Returns state of OCCT material for specified program
+// function : pointSpriteAlphaSrc
+// purpose :
// =======================================================================
-const OpenGl_MaterialState* OpenGl_ShaderManager::MaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
+TCollection_AsciiString OpenGl_ShaderManager::pointSpriteAlphaSrc (const Standard_Integer theBits)
{
- if (!myMaterialStates.IsBound (theProgram))
- return NULL;
-
- return &myMaterialStates.Find (theProgram);
+ 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
{
-static const OpenGl_Vec4 THE_COLOR_BLACK_VEC4 (0.0f, 0.0f, 0.0f, 0.0f);
+ // =======================================================================
+ // function : textureUsed
+ // purpose :
+ // =======================================================================
+ static bool textureUsed (const Standard_Integer theBits)
+ {
+ return (theBits & OpenGl_PO_TextureA) != 0 || (theBits & OpenGl_PO_TextureRGB) != 0;
+ }
+
+}
// =======================================================================
-// function : PushAspectFace
+// function : prepareStdProgramFlat
// purpose :
// =======================================================================
-static void PushAspectFace (const Handle(OpenGl_Context)& theCtx,
- const Handle(OpenGl_ShaderProgram)& theProgram,
- const OpenGl_AspectFace* theAspect)
+Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFlat (Handle(OpenGl_ShaderProgram)& theProgram,
+ const Standard_Integer theBits)
{
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE),
- theAspect->DoTextureMap());
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain;
+ TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return occColor; }";
+ 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
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER),
- 0 /* GL_TEXTURE0 */);
+ if ((theBits & OpenGl_PO_TextureRGB) != 0)
+ {
+ aSrcFragGetColor =
+ EOL"vec4 getColor(void) { return occTexture2D(occActiveSampler, " THE_VEC2_glPointCoord "); }";
+ }
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE),
- theAspect->DistinguishingMode());
+ if (textureUsed (theBits))
+ {
+ aSrcGetAlpha = pointSpriteAlphaSrc (theBits);
- for (int anIndex = 0; anIndex < 2; ++anIndex)
+ #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" occFragColor = aColor;";
+ }
+ else
+ {
+ aSrcFragMainGetColor =
+ EOL" vec4 aColor = getColor();"
+ EOL" if (aColor.a <= 0.1) discard;"
+ EOL" occFragColor = aColor;";
+ }
+ }
+ else
{
- const OPENGL_SURF_PROP& aProperties = (anIndex == 0) ? theAspect->IntFront() : theAspect->IntBack();
- GLint aLocation = theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_AMBIENT + anIndex);
- if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
+ if ((theBits & OpenGl_PO_TextureRGB) != 0)
{
- OpenGl_Vec4 anAmbient (aProperties.ambcol.rgb[0] * aProperties.amb,
- aProperties.ambcol.rgb[1] * aProperties.amb,
- aProperties.ambcol.rgb[2] * aProperties.amb,
- aProperties.ambcol.rgb[3] * aProperties.amb);
- theProgram->SetUniform (theCtx, aLocation, anAmbient);
+ 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;
- aLocation = theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_DIFFUSE + anIndex);
- if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
+ 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"THE_SHADER_OUT vec4 VertColor;";
+ aSrcVertExtraMain += EOL" VertColor = occVertColor;";
+ aSrcFragExtraOut += EOL"THE_SHADER_IN vec4 VertColor;";
+ aSrcFragGetColor = EOL"vec4 getColor(void) { return VertColor; }";
+ }
+ 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 = occModelWorldMatrix * occVertex;"
+ EOL" Position = occWorldViewMatrix * PositionWorld;";
+
+ 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
{
- OpenGl_Vec4 aDiffuse (aProperties.difcol.rgb[0] * aProperties.diff,
- aProperties.difcol.rgb[1] * aProperties.diff,
- aProperties.difcol.rgb[2] * aProperties.diff,
- aProperties.difcol.rgb[3] * aProperties.diff);
- theProgram->SetUniform (theCtx, aLocation, aDiffuse);
+ aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_N;
}
+ }
- aLocation = theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_SPECULAR + anIndex);
- if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
+ 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))
{
- OpenGl_Vec4 aSpecular (aProperties.speccol.rgb[0] * aProperties.spec,
- aProperties.speccol.rgb[1] * aProperties.spec,
- aProperties.speccol.rgb[2] * aProperties.spec,
- aProperties.speccol.rgb[3] * aProperties.spec);
- theProgram->SetUniform (theCtx, aLocation, aSpecular);
+ 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
- aLocation = theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_EMISSION + anIndex);
- if (aLocation != OpenGl_ShaderProgram::INVALID_LOCATION)
+ if (hasGlslBitOps)
{
- OpenGl_Vec4 anEmission (aProperties.emscol.rgb[0] * aProperties.emsv,
- aProperties.emscol.rgb[1] * aProperties.emsv,
- aProperties.emscol.rgb[2] * aProperties.emsv,
- aProperties.emscol.rgb[3] * aProperties.emsv);
- theProgram->SetUniform (theCtx, aLocation, anEmission);
+ 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;";
}
-
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_SHININESS + anIndex),
- aProperties.shine);
+ 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);
+ }
+ }
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_TRANSPARENCY + anIndex),
- aProperties.trans);
+ aSrcVert =
+ aSrcVertExtraFunc
+ + aSrcVertExtraOut
+ + EOL"void main()"
+ EOL"{"
+ + aSrcVertExtraMain
+ + EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
+ + 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));
+
+ TCollection_AsciiString aKey;
+ if (!Create (aProgramSrc, aKey, theProgram))
+ {
+ theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
+ return Standard_False;
+ }
+ return Standard_True;
}
// =======================================================================
-// function : PushAspectLine
+// function : pointSpriteShadingSrc
// 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]);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_AMBIENT),
- THE_COLOR_BLACK_VEC4);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_DIFFUSE),
- aDiffuse);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_SPECULAR),
- THE_COLOR_BLACK_VEC4);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_EMISSION),
- THE_COLOR_BLACK_VEC4);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_TRANSPARENCY),
- 0.0f);
-}
-
-// =======================================================================
-// function : PushAspectText
-// 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;
+}
+
// =======================================================================
-static void PushAspectText (const Handle(OpenGl_Context)& theCtx,
- const Handle(OpenGl_ShaderProgram)& theProgram,
- const OpenGl_AspectText* 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 */);
-
- 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]);
- }
-
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_AMBIENT),
- THE_COLOR_BLACK_VEC4);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_DIFFUSE),
- aDiffuse);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_SPECULAR),
- THE_COLOR_BLACK_VEC4);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_EMISSION),
- THE_COLOR_BLACK_VEC4);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_TRANSPARENCY),
- 0.0f);
-}
-
-// =======================================================================
-// function : PushAspectMarker
+// function : stdComputeLighting
// purpose :
// =======================================================================
-static void PushAspectMarker (const Handle(OpenGl_Context)& theCtx,
- const Handle(OpenGl_ShaderProgram)& theProgram,
- const OpenGl_AspectMarker* theAspect)
+TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting (const Standard_Boolean theHasVertColor)
{
- 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 */);
+ Standard_Integer aLightsMap[Graphic3d_TOLS_SPOT + 1] = { 0, 0, 0, 0 };
+ TCollection_AsciiString aLightsFunc, aLightsLoop;
+ const OpenGl_ListOfLight* aLights = myLightSourceState.LightSources();
+ if (aLights != NULL)
+ {
+ Standard_Integer anIndex = 0;
+ for (OpenGl_ListOfLight::Iterator aLightIter (*aLights); aLightIter.More(); aLightIter.Next(), ++anIndex)
+ {
+ switch (aLightIter.Value().Type)
+ {
+ case Graphic3d_TOLS_AMBIENT:
+ --anIndex;
+ break; // skip ambient
+ case Graphic3d_TOLS_DIRECTIONAL:
+ aLightsLoop = aLightsLoop + EOL" directionalLight (" + anIndex + ", theNormal, theView, theIsFront);";
+ break;
+ case Graphic3d_TOLS_POSITIONAL:
+ aLightsLoop = aLightsLoop + EOL" pointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
+ break;
+ case Graphic3d_TOLS_SPOT:
+ aLightsLoop = aLightsLoop + EOL" spotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
+ 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;
+ }
+ }
- const OpenGl_Vec4 aDiffuse (theAspect->Color().rgb[0],
- theAspect->Color().rgb[1],
- theAspect->Color().rgb[2],
- theAspect->Color().rgb[3]);
+ TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient() : occBackMaterial_Ambient();";
+ TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse() : occBackMaterial_Diffuse();";
+ if (theHasVertColor)
+ {
+ aGetMatAmbient = "getVertColor();";
+ aGetMatDiffuse = "getVertColor();";
+ }
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_AMBIENT),
- THE_COLOR_BLACK_VEC4);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_DIFFUSE),
- aDiffuse);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_SPECULAR),
- THE_COLOR_BLACK_VEC4);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_EMISSION),
- THE_COLOR_BLACK_VEC4);
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL_TRANSPARENCY),
- 0.0f);
+ return TCollection_AsciiString()
+ + THE_FUNC_lightDef
+ + aLightsFunc
+ + EOL
+ EOL"vec4 computeLighting (in vec3 theNormal,"
+ EOL" in vec3 theView,"
+ EOL" in vec4 thePoint,"
+ EOL" in bool theIsFront)"
+ EOL"{"
+ EOL" Ambient = occLightAmbient.rgb;"
+ EOL" Diffuse = vec3 (0.0);"
+ EOL" Specular = vec3 (0.0);"
+ EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
+ + aLightsLoop
+ + 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"}";
}
-}; // nameless namespace
+// =======================================================================
+// function : prepareStdProgramGouraud
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderManager::prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram,
+ const Standard_Integer theBits)
+{
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ 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);
+ }
+ }
+ 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)
+ {
+ aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
+ }
+
+ 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;";
+
+ 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 ((theBits & OpenGl_PO_VertColor) != 0);
+ aSrcVert = TCollection_AsciiString()
+ + THE_FUNC_transformNormal
+ + EOL
+ + aSrcVertColor
+ + aLights
+ + EOL
+ EOL"THE_SHADER_OUT vec4 FrontColor;"
+ EOL"THE_SHADER_OUT vec4 BackColor;"
+ EOL
+ + aSrcVertExtraOut
+ + EOL"void main()"
+ EOL"{"
+ EOL" vec4 aPositionWorld = occModelWorldMatrix * occVertex;"
+ EOL" vec4 aPosition = occWorldViewMatrix * aPositionWorld;"
+ EOL" vec3 aNormal = transformNormal (occNormal);"
+ EOL" vec3 aView = vec3 (0.0, 0.0, 1.0);"
+ EOL" FrontColor = computeLighting (normalize (aNormal), normalize (aView), aPosition, true);"
+ EOL" BackColor = computeLighting (normalize (aNormal), normalize (aView), aPosition, false);"
+ + aSrcVertExtraMain
+ + EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
+ EOL"}";
+
+ aSrcFrag = TCollection_AsciiString()
+ + EOL"THE_SHADER_IN vec4 FrontColor;"
+ EOL"THE_SHADER_IN vec4 BackColor;"
+ + aSrcFragExtraOut
+ + aSrcFragGetColor
+ + EOL"void main()"
+ EOL"{"
+ + aSrcFragExtraMain
+ + 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;
+ if (!Create (aProgramSrc, aKey, theProgram))
+ {
+ theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
+ return Standard_False;
+ }
+ return Standard_True;
+}
// =======================================================================
-// function : PushMaterialState
-// purpose : Pushes current state of OCCT material to the program
+// function : prepareStdProgramPhong
+// purpose :
// =======================================================================
-void OpenGl_ShaderManager::PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
+Standard_Boolean OpenGl_ShaderManager::prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram,
+ const Standard_Integer theBits)
{
- if (!myMaterialStates.IsBound (theProgram))
+ #define thePhongCompLight "computeLighting (normalize (Normal), normalize (View), Position, gl_FrontFacing)"
+
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ TCollection_AsciiString aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraOut, aSrcFragGetVertColor, aSrcFragExtraMain;
+ TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return " thePhongCompLight "; }";
+ if ((theBits & OpenGl_PO_Point) != 0)
{
- return;
+ #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);
+ }
+ }
+ 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 = " thePhongCompLight ";"
+ EOL" return occTexture2D(occActiveSampler, TexCoord.st / TexCoord.w) * aColor;"
+ EOL"}";
+ }
}
- const OpenGl_MaterialState& aState = myMaterialStates.Find (theProgram);
- if (aState.Index() == theProgram->ActiveState (OpenGl_MATERIALS_STATE))
+ if ((theBits & OpenGl_PO_VertColor) != 0)
{
- return;
+ 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 (typeid (*aState.Aspect()) == typeid (OpenGl_AspectFace))
+ if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
{
- PushAspectFace (myContext, theProgram, dynamic_cast<const OpenGl_AspectFace*> (aState.Aspect()));
+ 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;
+ }
}
- else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectLine))
+
+ aSrcVert = TCollection_AsciiString()
+ + THE_FUNC_transformNormal
+ + EOL
+ 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"{"
+ EOL" PositionWorld = occModelWorldMatrix * occVertex;"
+ EOL" Position = occWorldViewMatrix * PositionWorld;"
+ EOL" Normal = transformNormal (occNormal);"
+ EOL" View = vec3 (0.0, 0.0, 1.0);"
+ + aSrcVertExtraMain
+ + EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
+ EOL"}";
+
+ const TCollection_AsciiString aLights = stdComputeLighting ((theBits & OpenGl_PO_VertColor) != 0);
+ aSrcFrag = TCollection_AsciiString()
+ + 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" occFragColor = getColor();"
+ EOL"}";
+
+#if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core32 != NULL)
{
- PushAspectLine (myContext, theProgram, dynamic_cast<const OpenGl_AspectLine*> (aState.Aspect()));
+ aProgramSrc->SetHeader ("#version 150");
}
- else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectText))
+#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))
{
- PushAspectText (myContext, theProgram, dynamic_cast<const OpenGl_AspectText*> (aState.Aspect()));
+ theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
+ return Standard_False;
}
- else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectMarker))
+ return Standard_True;
+}
+
+// =======================================================================
+// function : prepareStdProgramStereo
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderManager::prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
+ const Graphic3d_StereoMode theStereoMode)
+{
+ 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)
{
- PushAspectMarker (myContext, theProgram, dynamic_cast<const OpenGl_AspectMarker*> (aState.Aspect()));
+ 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
- theProgram->UpdateState (OpenGl_MATERIALS_STATE, aState.Index());
+ 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;
+ }
+
+ myContext->BindProgram (theProgram);
+ theProgram->SetSampler (myContext, "uLeftSampler", 0);
+ theProgram->SetSampler (myContext, "uRightSampler", 1);
+ myContext->BindProgram (NULL);
+ return Standard_True;
}
// =======================================================================
-// function : PushWorldViewState
-// purpose : Pushes state of OCCT graphics parameters to the program
+// function : bindProgramWithState
+// purpose :
// =======================================================================
-void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const
+Standard_Boolean OpenGl_ShaderManager::bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram)
{
- PushClippingState (theProgram);
- PushMaterialState (theProgram);
- PushWorldViewState (theProgram);
- PushModelWorldState (theProgram);
- PushProjectionState (theProgram);
- PushLightSourceState (theProgram);
-}
\ No newline at end of file
+ if (!myContext->BindProgram (theProgram))
+ {
+ return Standard_False;
+ }
+ theProgram->ApplyVariables (myContext);
+
+ PushState (theProgram);
+ return Standard_True;
+}