#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 VertColor varying.
+//! Definition of TexCoord varying.
const char THE_VARY_TexCoord_OUT[] =
- EOL"THE_SHADER_OUT vec2 TexCoord;";
+ EOL"THE_SHADER_OUT vec4 TexCoord;";
const char THE_VARY_TexCoord_IN[] =
- EOL"THE_SHADER_IN vec2 TexCoord;";
+ 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 aLight = occLight_Position (theId).xyz;"
EOL" if (occLight_IsHeadlight (theId) == 0)"
EOL" {"
- EOL" aLight = vec3 (occWorldViewMatrix * occModelWorldMatrix * vec4 (aLight, 1.0));"
+ EOL" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 1.0));"
EOL" }"
EOL" aLight -= thePoint;"
EOL
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" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 1.0));"
+ EOL" aSpotDir = vec3 (occWorldViewMatrix * vec4 (aSpotDir, 0.0));"
EOL" }"
EOL" aLight -= thePoint;"
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" aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 0.0));"
EOL" }"
EOL
EOL" vec3 aHalf = normalize (aLight + theView);"
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 * 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" {"
- EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz) + aClipEquation.w < 0.0)"
- EOL" {"
- EOL" discard;"
- EOL" }"
- EOL" }"
- EOL" else if (aClipSpace == OccEquationCoords_View)"
+ EOL" if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
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" }";
+
+//! Output color and coverage for accumulation by OIT algorithm.
+const char THE_FRAG_write_oit_buffers[] =
+ EOL" float aWeight = occFragColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2);"
+ EOL" occFragCoverage.r = occFragColor.a * aWeight;"
+ EOL" occFragColor = vec4 (occFragColor.rgb * occFragColor.a * aWeight, occFragColor.a);";
+
+#if !defined(GL_ES_VERSION_2_0)
+
+ static const GLfloat THE_DEFAULT_AMBIENT[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ static const GLfloat THE_DEFAULT_SPOT_DIR[3] = { 0.0f, 0.0f, -1.0f };
+ static const GLfloat THE_DEFAULT_SPOT_EXPONENT = 0.0f;
+ static const GLfloat THE_DEFAULT_SPOT_CUTOFF = 180.0f;
+
+ //! Bind FFP light source.
+ static void bindLight (const OpenGl_Light& theLight,
+ const GLenum theLightGlId,
+ const OpenGl_Mat4& theModelView,
+ OpenGl_Context* theCtx)
+ {
+ // the light is a headlight?
+ if (theLight.IsHeadlight)
+ {
+ theCtx->core11->glMatrixMode (GL_MODELVIEW);
+ theCtx->core11->glLoadIdentity();
+ }
+
+ // setup light type
+ switch (theLight.Type)
+ {
+ case Graphic3d_TOLS_AMBIENT : break; // handled by separate if-clause at beginning of method
+ case Graphic3d_TOLS_DIRECTIONAL:
+ {
+ // if the last parameter of GL_POSITION, is zero, the corresponding light source is a Directional one
+ const OpenGl_Vec4 anInfDir = -theLight.Direction;
+
+ // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE.
+ theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
+ theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
+ theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
+ theCtx->core11->glLightfv (theLightGlId, GL_POSITION, anInfDir.GetData());
+ theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
+ theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
+ theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
+ break;
+ }
+ case Graphic3d_TOLS_POSITIONAL:
+ {
+ // to create a realistic effect, set the GL_SPECULAR parameter to the same value as the GL_DIFFUSE
+ const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position.x()), static_cast<float>(theLight.Position.y()), static_cast<float>(theLight.Position.z()), 1.0f);
+ theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
+ theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
+ theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
+ theCtx->core11->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
+ theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, THE_DEFAULT_SPOT_DIR);
+ theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, THE_DEFAULT_SPOT_EXPONENT);
+ theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, THE_DEFAULT_SPOT_CUTOFF);
+ theCtx->core11->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
+ theCtx->core11->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
+ theCtx->core11->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0);
+ break;
+ }
+ case Graphic3d_TOLS_SPOT:
+ {
+ const OpenGl_Vec4 aPosition (static_cast<float>(theLight.Position.x()), static_cast<float>(theLight.Position.y()), static_cast<float>(theLight.Position.z()), 1.0f);
+ theCtx->core11->glLightfv (theLightGlId, GL_AMBIENT, THE_DEFAULT_AMBIENT);
+ theCtx->core11->glLightfv (theLightGlId, GL_DIFFUSE, theLight.Color.GetData());
+ theCtx->core11->glLightfv (theLightGlId, GL_SPECULAR, theLight.Color.GetData());
+ theCtx->core11->glLightfv (theLightGlId, GL_POSITION, aPosition.GetData());
+ theCtx->core11->glLightfv (theLightGlId, GL_SPOT_DIRECTION, theLight.Direction.GetData());
+ theCtx->core11->glLightf (theLightGlId, GL_SPOT_EXPONENT, theLight.Concentration() * 128.0f);
+ theCtx->core11->glLightf (theLightGlId, GL_SPOT_CUTOFF, (theLight.Angle() * 180.0f) / GLfloat(M_PI));
+ theCtx->core11->glLightf (theLightGlId, GL_CONSTANT_ATTENUATION, theLight.ConstAttenuation());
+ theCtx->core11->glLightf (theLightGlId, GL_LINEAR_ATTENUATION, theLight.LinearAttenuation());
+ theCtx->core11->glLightf (theLightGlId, GL_QUADRATIC_ATTENUATION, 0.0f);
+ break;
+ }
+ }
+
+ // restore matrix in case of headlight
+ if (theLight.IsHeadlight)
+ {
+ theCtx->core11->glLoadMatrixf (theModelView.GetData());
+ }
+
+ glEnable (theLightGlId);
+ }
+#endif
+
}
// =======================================================================
// purpose : Creates new empty shader manager
// =======================================================================
OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
-: myShadingModel (Visual3d_TOM_VERTEX),
+: myFfpProgram (new OpenGl_ShaderProgramFFP()),
+ myShadingModel (Graphic3d_TOSM_VERTEX),
myContext (theContext),
+ myHasLocalOrigin (Standard_False),
myLastView (NULL)
{
//
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;
}
switchLightPrograms();
}
+// =======================================================================
+// function : UpdateLightSourceState
+// purpose :
+// =======================================================================
+void OpenGl_ShaderManager::UpdateLightSourceState()
+{
+ myLightSourceState.Update();
+}
+
// =======================================================================
// 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 : LightSourceState
-// purpose : Returns current state of OCCT light sources
-// =======================================================================
-const OpenGl_LightSourceState& OpenGl_ShaderManager::LightSourceState() const
-{
- return myLightSourceState;
-}
-
-// =======================================================================
-// function : ProjectionState
-// purpose : Returns current state of OCCT projection transform
-// =======================================================================
-const OpenGl_ProjectionState& OpenGl_ShaderManager::ProjectionState() const
-{
- return myProjectionState;
-}
-
-// =======================================================================
-// function : ModelWorldState
-// purpose : Returns current state of OCCT model-world transform
-// =======================================================================
-const OpenGl_ModelWorldState& OpenGl_ShaderManager::ModelWorldState() const
-{
- return myModelWorldState;
-}
-
-// =======================================================================
-// function : WorldViewState
-// purpose : Returns current state of OCCT world-view transform
-// =======================================================================
-const OpenGl_WorldViewState& OpenGl_ShaderManager::WorldViewState() const
-{
- 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)
- || !theProgram->IsValid())
+ if (myLightSourceState.Index() == theProgram->ActiveState (OpenGl_LIGHT_SOURCES_STATE))
+ {
+ return;
+ }
+
+ theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
+ if (theProgram == myFfpProgram)
{
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core11 == NULL)
+ {
+ return;
+ }
+
+ if (myContext->core11 != NULL)
+ {
+ GLenum aLightGlId = GL_LIGHT0;
+ OpenGl_Vec4 anAmbient (0.0f, 0.0f, 0.0f, 0.0f);
+ const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
+ for (OpenGl_ListOfLight::Iterator aLightIt (*myLightSourceState.LightSources()); aLightIt.More(); aLightIt.Next())
+ {
+ const OpenGl_Light& aLight = aLightIt.Value();
+ if (aLight.Type == Graphic3d_TOLS_AMBIENT)
+ {
+ anAmbient += aLight.Color;
+ continue;
+ }
+ else if (aLightGlId > GL_LIGHT7) // OpenGLMaxLights - only 8 lights in OpenGL...
+ {
+ continue;
+ }
+
+ bindLight (aLightIt.Value(), aLightGlId, aModelView, myContext);
+ ++aLightGlId;
+ }
+
+ // apply accumulated ambient color
+ anAmbient.a() = 1.0f;
+ myContext->core11->glLightModelfv (GL_LIGHT_MODEL_AMBIENT, anAmbient.GetData());
+
+ // GL_LIGHTING is managed by drawers to switch between shaded / no lighting output,
+ // therefore managing the state here does not have any effect - do it just for consistency.
+ if (aLightGlId != GL_LIGHT0)
+ {
+ ::glEnable (GL_LIGHTING);
+ }
+ else
+ {
+ ::glDisable (GL_LIGHTING);
+ }
+ // switch off unused lights
+ for (; aLightGlId <= GL_LIGHT7; ++aLightGlId)
+ {
+ ::glDisable (aLightGlId);
+ }
+ }
+ #endif
return;
}
- OpenGl_ShaderLightType* aLightTypeArray = new OpenGl_ShaderLightType[OpenGLMaxLights];
for (Standard_Integer aLightIt = 0; aLightIt < OpenGLMaxLights; ++aLightIt)
{
- aLightTypeArray[aLightIt].Type = -1;
+ myLightTypeArray[aLightIt].Type = -1;
}
const Standard_Integer aLightsDefNb = Min (myLightSourceState.LightSources()->Size(), OpenGLMaxLights);
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
OpenGLMaxLights * OpenGl_ShaderLightType::NbOfVec2i(),
- aLightTypeArray[0].Packed());
- theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
- delete[] aLightTypeArray;
+ myLightTypeArray[0].Packed());
return;
}
- OpenGl_ShaderLightParameters* aLightParamsArray = new OpenGl_ShaderLightParameters[aLightsDefNb];
-
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 == Visual3d_TOLS_AMBIENT)
+ if (aLight.Type == Graphic3d_TOLS_AMBIENT)
{
anAmbient += aLight.Color;
continue;
continue;
}
- OpenGl_ShaderLightType& aLightType = aLightTypeArray[aLightsNb];
+ OpenGl_ShaderLightType& aLightType = myLightTypeArray[aLightsNb];
aLightType.Type = aLight.Type;
aLightType.IsHeadlight = aLight.IsHeadlight;
- OpenGl_ShaderLightParameters& aLightParams = aLightParamsArray[aLightsNb];
- aLightParams.Color = aLight.Color;
- aLightParams.Position = aLight.Type == Visual3d_TOLS_DIRECTIONAL
- ? -aLight.Direction
- : aLight.Position;
- if (aLight.Type == Visual3d_TOLS_SPOT)
+ OpenGl_ShaderLightParameters& aLightParams = myLightParamsArray[aLightsNb];
+ aLightParams.Color = aLight.Color;
+ if (aLight.Type == Graphic3d_TOLS_DIRECTIONAL)
+ {
+ aLightParams.Position = -aLight.Direction;
+ }
+ else if (!aLight.IsHeadlight)
+ {
+ aLightParams.Position.x() = static_cast<float>(aLight.Position.x() - myLocalOrigin.X());
+ aLightParams.Position.y() = static_cast<float>(aLight.Position.y() - myLocalOrigin.Y());
+ aLightParams.Position.z() = static_cast<float>(aLight.Position.z() - myLocalOrigin.Z());
+ aLightParams.Position.w() = 1.0f;
+ }
+ else
+ {
+ aLightParams.Position.x() = static_cast<float>(aLight.Position.x());
+ aLightParams.Position.y() = static_cast<float>(aLight.Position.y());
+ aLightParams.Position.z() = static_cast<float>(aLight.Position.z());
+ aLightParams.Position.w() = 1.0f;
+ }
+
+ if (aLight.Type == Graphic3d_TOLS_SPOT)
{
aLightParams.Direction = aLight.Direction;
}
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_TYPES),
OpenGLMaxLights * OpenGl_ShaderLightType::NbOfVec2i(),
- aLightTypeArray[0].Packed());
+ myLightTypeArray[0].Packed());
if (aLightsNb > 0)
{
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_LIGHT_SOURCE_PARAMS),
aLightsNb * OpenGl_ShaderLightParameters::NbOfVec4(),
- aLightParamsArray[0].Packed());
+ myLightParamsArray[0].Packed());
}
- delete[] aLightParamsArray;
- delete[] aLightTypeArray;
-
- theProgram->UpdateState (OpenGl_LIGHT_SOURCES_STATE, myLightSourceState.Index());
}
// =======================================================================
return;
}
+ theProgram->UpdateState (OpenGl_PROJECTION_STATE, myProjectionState.Index());
+ if (theProgram == myFfpProgram)
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core11 != NULL)
+ {
+ myContext->core11->glMatrixMode (GL_PROJECTION);
+ myContext->core11->glLoadMatrixf (myProjectionState.ProjectionMatrix());
+ }
+ #endif
+ return;
+ }
+
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_PROJECTION_MATRIX),
myProjectionState.ProjectionMatrix());
{
theProgram->SetUniform (myContext, aLocation, myProjectionState.ProjectionMatrixInverse(), true);
}
-
- theProgram->UpdateState (OpenGl_PROJECTION_STATE, myProjectionState.Index());
}
// =======================================================================
return;
}
+ theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
+ if (theProgram == myFfpProgram)
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core11 != NULL)
+ {
+ const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
+ myContext->core11->glMatrixMode (GL_MODELVIEW);
+ myContext->core11->glLoadMatrixf (aModelView.GetData());
+ theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
+ }
+ #endif
+ return;
+ }
+
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_MODEL_WORLD_MATRIX),
myModelWorldState.ModelWorldMatrix());
{
theProgram->SetUniform (myContext, aLocation, myModelWorldState.ModelWorldMatrixInverse(), true);
}
-
- theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
}
// =======================================================================
return;
}
+ theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
+ if (theProgram == myFfpProgram)
+ {
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core11 != NULL)
+ {
+ const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
+ myContext->core11->glMatrixMode (GL_MODELVIEW);
+ myContext->core11->glLoadMatrixf (aModelView.GetData());
+ theProgram->UpdateState (OpenGl_MODEL_WORLD_STATE, myModelWorldState.Index());
+ }
+ #endif
+ return;
+ }
+
theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCC_WORLD_VIEW_MATRIX),
myWorldViewState.WorldViewMatrix());
{
theProgram->SetUniform (myContext, aLocation, myWorldViewState.WorldViewMatrixInverse(), true);
}
-
- theProgram->UpdateState (OpenGl_WORLD_VIEW_STATE, myWorldViewState.Index());
}
// =======================================================================
}
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 (theProgram == myFfpProgram)
{
- return;
- }
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core11 == NULL)
+ {
+ 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))
+ const Standard_Integer aNbMaxPlanes = Min (myContext->MaxClipPlanes(), THE_MAX_CLIP_PLANES);
+ OpenGl_Vec4d anEquations[THE_MAX_CLIP_PLANES];
+ Standard_Integer aPlaneId = 0;
+ Standard_Boolean toRestoreModelView = Standard_False;
+ for (OpenGl_ClippingIterator aPlaneIter (myContext->Clipping()); aPlaneIter.More(); aPlaneIter.Next())
{
- continue;
+ const Handle(Graphic3d_ClipPlane)& aPlane = aPlaneIter.Value();
+ if (aPlaneIter.IsDisabled())
+ {
+ continue;
+ }
+ else if (aPlaneId >= aNbMaxPlanes)
+ {
+ myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
+ TCollection_ExtendedString("Warning: clipping planes limit (") + aNbMaxPlanes + ") has been exceeded.");
+ break;
+ }
+
+ const Graphic3d_ClipPlane::Equation& anEquation = aPlane->GetEquation();
+ OpenGl_Vec4d& aPlaneEq = anEquations[aPlaneId];
+ aPlaneEq.x() = anEquation.x();
+ aPlaneEq.y() = anEquation.y();
+ aPlaneEq.z() = anEquation.z();
+ aPlaneEq.w() = anEquation.w();
+ if (myHasLocalOrigin)
+ {
+ const gp_XYZ aPos = aPlane->ToPlane().Position().Location().XYZ() - myLocalOrigin;
+ const Standard_Real aD = -(anEquation.x() * aPos.X() + anEquation.y() * aPos.Y() + anEquation.z() * aPos.Z());
+ aPlaneEq.w() = aD;
+ }
+
+ const GLenum anFfpPlaneID = GL_CLIP_PLANE0 + aPlaneId;
+ if (anFfpPlaneID == GL_CLIP_PLANE0)
+ {
+ // set either identity or pure view matrix
+ toRestoreModelView = Standard_True;
+ myContext->core11->glMatrixMode (GL_MODELVIEW);
+ myContext->core11->glLoadMatrixf (myWorldViewState.WorldViewMatrix().GetData());
+ }
+
+ ::glEnable (anFfpPlaneID);
+ myContext->core11->glClipPlane (anFfpPlaneID, aPlaneEq);
+
+ ++aPlaneId;
+ }
+
+ // switch off unused lights
+ for (; aPlaneId < aNbMaxPlanes; ++aPlaneId)
+ {
+ ::glDisable (GL_CLIP_PLANE0 + aPlaneId);
+ }
+
+ // restore combined model-view matrix
+ if (toRestoreModelView)
+ {
+ const OpenGl_Mat4 aModelView = myWorldViewState.WorldViewMatrix() * myModelWorldState.ModelWorldMatrix();
+ myContext->core11->glLoadMatrixf (aModelView.GetData());
}
+ #endif
+ return;
+ }
- ++aPlanesNb;
+ const GLint aLocEquations = theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_EQUATIONS);
+ if (aLocEquations == OpenGl_ShaderProgram::INVALID_LOCATION)
+ {
+ return;
}
- if (aPlanesNb < 1)
+
+ const GLint aNbPlanes = Min (myContext->Clipping().NbClippingOrCappingOn(), THE_MAX_CLIP_PLANES);
+ theProgram->SetUniform (myContext,
+ theProgram->GetStateLocation (OpenGl_OCC_CLIP_PLANE_COUNT),
+ aNbPlanes);
+ if (aNbPlanes < 1)
{
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())
+ for (OpenGl_ClippingIterator aPlaneIter (myContext->Clipping()); aPlaneIter.More(); aPlaneIter.Next())
{
- const Handle(Graphic3d_ClipPlane)& aPlane = anIter.Value();
- if (!myContext->Clipping().IsEnabled (aPlane))
+ const Handle(Graphic3d_ClipPlane)& aPlane = aPlaneIter.Value();
+ if (aPlaneIter.IsDisabled())
{
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);
+ OpenGl_Vec4& aPlaneEq = anEquations[aPlaneId];
+ aPlaneEq.x() = float(anEquation.x());
+ aPlaneEq.y() = float(anEquation.y());
+ aPlaneEq.z() = float(anEquation.z());
+ aPlaneEq.w() = float(anEquation.w());
+ if (myHasLocalOrigin)
+ {
+ const gp_XYZ aPos = aPlane->ToPlane().Position().Location().XYZ() - myLocalOrigin;
+ const Standard_Real aD = -(anEquation.x() * aPos.X() + anEquation.y() * aPos.Y() + anEquation.z() * aPos.Z());
+ aPlaneEq.w() = float(aD);
+ }
++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;
+ theProgram->SetUniform (myContext, aLocEquations, THE_MAX_CLIP_PLANES, anEquations);
}
// =======================================================================
-// function : UpdateMaterialStateTo
-// purpose : Updates state of OCCT material for specified program
+// function : PushMaterialState
+// purpose :
// =======================================================================
-void OpenGl_ShaderManager::UpdateMaterialStateTo (const Handle(OpenGl_ShaderProgram)& theProgram,
- const OpenGl_Element* theAspect)
+void OpenGl_ShaderManager::PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
- if (myMaterialStates.IsBound (theProgram))
+ if (myMaterialState.Index() == theProgram->ActiveState (OpenGl_MATERIAL_STATE))
{
- OpenGl_MaterialState& aState = myMaterialStates.ChangeFind (theProgram);
- aState.Set (theAspect);
- aState.Update();
- }
- else
- {
- myMaterialStates.Bind (theProgram, OpenGl_MaterialState (theAspect));
- myMaterialStates.ChangeFind (theProgram).Update();
+ return;
}
-}
-// =======================================================================
-// 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())
+ const OpenGl_Material& aFrontMat = myMaterialState.FrontMaterial();
+ const OpenGl_Material& aBackMat = myMaterialState.BackMaterial();
+ theProgram->UpdateState (OpenGl_MATERIAL_STATE, myMaterialState.Index());
+ if (theProgram == myFfpProgram)
{
- 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
-{
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core11 == NULL)
+ {
+ return;
+ }
-static const OpenGl_Vec4 THE_COLOR_BLACK_VEC4 (0.0f, 0.0f, 0.0f, 0.0f);
+ const GLenum aFrontFace = myMaterialState.ToDistinguish() ? GL_FRONT : GL_FRONT_AND_BACK;
+ myContext->core11->glMaterialfv(aFrontFace, GL_AMBIENT, aFrontMat.Ambient.GetData());
+ myContext->core11->glMaterialfv(aFrontFace, GL_DIFFUSE, aFrontMat.Diffuse.GetData());
+ myContext->core11->glMaterialfv(aFrontFace, GL_SPECULAR, aFrontMat.Specular.GetData());
+ myContext->core11->glMaterialfv(aFrontFace, GL_EMISSION, aFrontMat.Emission.GetData());
+ myContext->core11->glMaterialf (aFrontFace, GL_SHININESS, aFrontMat.Shine());
+ if (myMaterialState.ToDistinguish())
+ {
+ myContext->core11->glMaterialfv(GL_BACK, GL_AMBIENT, aBackMat.Ambient.GetData());
+ myContext->core11->glMaterialfv(GL_BACK, GL_DIFFUSE, aBackMat.Diffuse.GetData());
+ myContext->core11->glMaterialfv(GL_BACK, GL_SPECULAR, aBackMat.Specular.GetData());
+ myContext->core11->glMaterialfv(GL_BACK, GL_EMISSION, aBackMat.Emission.GetData());
+ myContext->core11->glMaterialf (GL_BACK, GL_SHININESS, aBackMat.Shine());
+ }
+ #endif
+ return;
+ }
-// =======================================================================
-// function : PushAspectFace
-// purpose :
-// =======================================================================
-static void PushAspectFace (const Handle(OpenGl_Context)& theCtx,
- const Handle(OpenGl_ShaderProgram)& theProgram,
- const OpenGl_AspectFace* theAspect)
-{
- theProgram->SetUniform (theCtx,
+ theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE),
- theAspect->DoTextureMap());
- theProgram->SetUniform (theCtx,
- theProgram->GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER),
- 0 /* GL_TEXTURE0 */);
- theProgram->SetUniform (theCtx,
+ myMaterialState.ToMapTexture() ? 1 : 0);
+ theProgram->SetUniform (myContext,
theProgram->GetStateLocation (OpenGl_OCCT_DISTINGUISH_MODE),
- theAspect->DistinguishingMode());
+ myMaterialState.ToDistinguish() ? 1 : 0);
- OpenGl_Material aParams;
- for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
+ const GLint aLocFront = theProgram->GetStateLocation (OpenGl_OCCT_FRONT_MATERIAL);
+ if (aLocFront != OpenGl_ShaderProgram::INVALID_LOCATION)
{
- 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->DistinguishingMode() != TOn
- ? theAspect->IntFront()
- : theAspect->IntBack());
- theProgram->SetUniform (theCtx, aLoc, OpenGl_Material::NbOfVec4(),
- aParams.Packed());
+ theProgram->SetUniform (myContext, aLocFront, OpenGl_Material::NbOfVec4(),
+ aFrontMat.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);
-}
-// =======================================================================
-// function : PushAspectText
-// purpose :
-// =======================================================================
-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]);
- }
-
- 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);
-}
-
-// =======================================================================
-// function : PushAspectMarker
-// 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);
+ const GLint aLocBack = theProgram->GetStateLocation (OpenGl_OCCT_BACK_MATERIAL);
+ if (aLocBack != OpenGl_ShaderProgram::INVALID_LOCATION)
+ {
+ theProgram->SetUniform (myContext, aLocBack, OpenGl_Material::NbOfVec4(),
+ aBackMat.Packed());
+ }
}
-}; // nameless namespace
-
// =======================================================================
-// function : PushMaterialState
-// purpose : Pushes current state of OCCT material to the program
+// function : PushOitState
+// purpose : Pushes state of OIT uniforms to the specified program
// =======================================================================
-void OpenGl_ShaderManager::PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
+void OpenGl_ShaderManager::PushOitState (const Handle(OpenGl_ShaderProgram)& theProgram) const
{
- if (!myMaterialStates.IsBound (theProgram))
+ if (!theProgram->IsValid())
{
return;
}
- const OpenGl_MaterialState& aState = myMaterialStates.Find (theProgram);
- if (aState.Index() == theProgram->ActiveState (OpenGl_MATERIALS_STATE))
+ if (myOitState.Index() == theProgram->ActiveState (OpenGL_OIT_STATE))
{
return;
}
- if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectFace))
+ const GLint aLocOutput = theProgram->GetStateLocation (OpenGl_OCCT_OIT_OUTPUT);
+ if (aLocOutput != OpenGl_ShaderProgram::INVALID_LOCATION)
{
- PushAspectFace (myContext, theProgram, dynamic_cast<const OpenGl_AspectFace*> (aState.Aspect()));
+ theProgram->SetUniform (myContext, aLocOutput, myOitState.ToEnableWrite());
}
- else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectLine))
+
+ const GLint aLocDepthFactor = theProgram->GetStateLocation (OpenGl_OCCT_OIT_DEPTH_FACTOR);
+ if (aLocDepthFactor != OpenGl_ShaderProgram::INVALID_LOCATION)
{
- PushAspectLine (myContext, theProgram, dynamic_cast<const OpenGl_AspectLine*> (aState.Aspect()));
+ theProgram->SetUniform (myContext, aLocDepthFactor, myOitState.DepthFactor());
}
- else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectText))
- {
- PushAspectText (myContext, theProgram, dynamic_cast<const OpenGl_AspectText*> (aState.Aspect()));
- }
- else if (typeid (*aState.Aspect()) == typeid (OpenGl_AspectMarker))
- {
- PushAspectMarker (myContext, theProgram, dynamic_cast<const OpenGl_AspectMarker*> (aState.Aspect()));
- }
-
- theProgram->UpdateState (OpenGl_MATERIALS_STATE, aState.Index());
}
// =======================================================================
-// function : PushWorldViewState
+// function : PushState
// 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);
+ const Handle(OpenGl_ShaderProgram)& aProgram = !theProgram.IsNull() ? theProgram : myFfpProgram;
+ PushClippingState (aProgram);
+ PushWorldViewState (aProgram);
+ PushModelWorldState (aProgram);
+ PushProjectionState (aProgram);
+ PushLightSourceState (aProgram);
+ PushMaterialState (aProgram);
+ PushOitState (aProgram);
}
// =======================================================================
{
Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
TCollection_AsciiString aSrcVert = TCollection_AsciiString()
- + THE_VARY_TexCoord_OUT
- + EOL"void main()"
+ + EOL"THE_SHADER_OUT vec2 TexCoord;"
+ EOL"void main()"
EOL"{"
EOL" TexCoord = occTexCoord.st;"
EOL" gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;"
#endif
TCollection_AsciiString aSrcFrag = TCollection_AsciiString() +
- + THE_VARY_TexCoord_IN
+ + EOL"THE_SHADER_IN vec2 TexCoord;"
+ aSrcGetAlpha
+ EOL"void main()"
EOL"{"
{
aProgramSrc->SetHeader ("#version 150");
}
+#else
+ if (myContext->IsGlGreaterEqual (3, 0))
+ {
+ aProgramSrc->SetHeader ("#version 300 es");
+ }
#endif
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
{
aProgramSrc->SetHeader ("#version 300 es");
}
+ else if (myContext->extFragDepth)
+ {
+ aProgramSrc->SetHeader ("#extension GL_EXT_frag_depth : enable"
+ EOL"#define gl_FragDepth gl_FragDepthEXT");
+ }
else
{
// there is no way to draw into depth buffer
return Standard_True;
}
+// =======================================================================
+// function : prepareStdProgramOitCompositing
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitCompositing (const Standard_Boolean theMsaa)
+{
+ Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram[theMsaa ? 1 : 0];
+ Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+ TCollection_AsciiString aSrcVert, aSrcFrag;
+
+ 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"}";
+
+ if (!theMsaa)
+ {
+ aSrcFrag =
+ EOL"uniform sampler2D uAccumTexture;"
+ EOL"uniform sampler2D uWeightTexture;"
+ EOL
+ EOL"THE_SHADER_IN vec2 TexCoord;"
+ EOL
+ EOL"void main()"
+ EOL"{"
+ EOL" vec4 aAccum = occTexture2D (uAccumTexture, TexCoord);"
+ EOL" float aWeight = occTexture2D (uWeightTexture, TexCoord).r;"
+ EOL" occFragColor = vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a);"
+ EOL"}";
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myContext->IsGlGreaterEqual (3, 2))
+ {
+ aProgramSrc->SetHeader ("#version 150");
+ }
+ #else
+ if (myContext->IsGlGreaterEqual (3, 0))
+ {
+ aProgramSrc->SetHeader ("#version 300 es");
+ }
+ #endif
+ }
+ else
+ {
+ aSrcFrag =
+ EOL"uniform sampler2DMS uAccumTexture;"
+ EOL"uniform sampler2DMS uWeightTexture;"
+ EOL
+ EOL"THE_SHADER_IN vec2 TexCoord;"
+ EOL
+ EOL"void main()"
+ EOL"{"
+ EOL" ivec2 aTexel = ivec2 (textureSize (uAccumTexture) * TexCoord);"
+ EOL" vec4 aAccum = texelFetch (uAccumTexture, aTexel, gl_SampleID);"
+ EOL" float aWeight = texelFetch (uWeightTexture, aTexel, gl_SampleID).r;"
+ EOL" occFragColor = vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a);"
+ EOL"}";
+ #if !defined(GL_ES_VERSION_2_0)
+ if (myContext->IsGlGreaterEqual (4, 0))
+ {
+ aProgramSrc->SetHeader ("#version 400");
+ }
+ #else
+ if (myContext->IsGlGreaterEqual (3, 0))
+ {
+ aProgramSrc->SetHeader ("#version 300 es");
+ }
+ #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, aProgram))
+ {
+ aProgram = new OpenGl_ShaderProgram(); // just mark as invalid
+ return Standard_False;
+ }
+
+ myContext->BindProgram (aProgram);
+ aProgram->SetSampler (myContext, "uAccumTexture", 0);
+ aProgram->SetSampler (myContext, "uWeightTexture", 1);
+ myContext->BindProgram (Handle(OpenGl_ShaderProgram)());
+ 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;
+ TCollection_AsciiString aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain, aSrcFragWriteOit;
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
- if ((theBits & OpenGl_PO_TextureA) != 0)
+
+ if ((theBits & OpenGl_PO_TextureRGB) != 0)
{
- TCollection_AsciiString
- aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, gl_PointCoord).a; }";
+ aSrcFragGetColor =
+ 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)
+ if (myContext->core11 != NULL
+ && myContext->IsGlGreaterEqual (2, 1))
{
- aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occActiveSampler, gl_PointCoord).r; }";
+ aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
}
#endif
- aSrcFragGetColor = aSrcGetAlpha
- + EOL"vec4 getColor(void)"
- EOL"{"
- EOL" vec4 aColor = occColor;"
- EOL" aColor.a *= getAlpha();"
- EOL" return aColor;"
- EOL"}";
-
aSrcFragMainGetColor =
EOL" vec4 aColor = getColor();"
+ EOL" aColor.a = getAlpha();"
EOL" if (aColor.a <= 0.1) discard;"
EOL" occFragColor = aColor;";
}
- else if ((theBits & OpenGl_PO_TextureRGB) != 0)
+ else
{
- aSrcFragGetColor =
- EOL"vec4 getColor(void) { return occTexture2D(occActiveSampler, gl_PointCoord); }";
aSrcFragMainGetColor =
EOL" vec4 aColor = getColor();"
EOL" if (aColor.a <= 0.1) discard;"
{
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" TexCoord = occTexCoord.st;";
+ 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); }";
+ EOL"vec4 getColor(void) { return occTexture2D (occActiveSampler, TexCoord.st); }";
}
}
if ((theBits & OpenGl_PO_VertColor) != 0)
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)
{
aSrcVertExtraOut +=
EOL"THE_SHADER_OUT vec4 PositionWorld;"
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;
+ }
+ }
+ if ((theBits & OpenGl_PO_WriteOit) != 0)
+ {
+ aSrcFragWriteOit += THE_FRAG_write_oit_buffers;
+ }
+
+ TCollection_AsciiString aSrcVertEndMain;
+ if ((theBits & OpenGl_PO_StippleLine) != 0)
+ {
+ bool hasGlslBitOps = false;
+ #if defined(GL_ES_VERSION_2_0)
+ if (myContext->IsGlGreaterEqual (3, 0))
+ {
+ 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
+ + aSrcFragWriteOit
+ EOL"}";
#if !defined(GL_ES_VERSION_2_0)
{
aProgramSrc->SetHeader ("#version 150");
}
+#else
+ if (myContext->IsGlGreaterEqual (3, 0))
+ {
+ aProgramSrc->SetHeader ("#version 300 es");
+ }
#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 (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;
}
}
EOL" Specular = vec3 (0.0);"
EOL" vec3 aPoint = thePoint.xyz / thePoint.w;"
+ aLightsLoop
- + EOL" vec4 aMaterialAmbient = " + aGetMatAmbient
- + EOL" vec4 aMaterialDiffuse = " + aGetMatDiffuse
- + 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, aSrcVertColor, aSrcVertExtraOut, aSrcVertExtraMain, aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain;
+ TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraOut, aSrcVertExtraMain;
+ TCollection_AsciiString aSrcFrag, aSrcFragExtraOut, aSrcFragExtraMain, aSrcFragWriteOit;
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 ((theBits & OpenGl_PO_VertColor) != 0)
- {
- aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
- }
- if ((theBits & OpenGl_PO_Point) != 0)
- {
- if ((theBits & OpenGl_PO_TextureRGB) != 0)
+
+ if (textureUsed (theBits))
{
- aSrcFragGetColor =
- EOL"vec4 getColor(void)"
- EOL"{"
- EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
- EOL" return occTexture2D(occActiveSampler, gl_PointCoord) * aColor;"
- EOL"}";
+ #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
{
aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
aSrcFragExtraOut += THE_VARY_TexCoord_IN;
- aSrcVertExtraMain +=
- EOL" TexCoord = occTexCoord.st;";
+ aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
aSrcFragGetColor =
EOL"vec4 getColor(void)"
EOL"{"
EOL" vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
- EOL" return occTexture2D(occActiveSampler, TexCoord.st) * aColor;"
+ EOL" return occTexture2D(occActiveSampler, TexCoord.st / TexCoord.w) * aColor;"
EOL"}";
}
}
- if ((theBits & OpenGl_PO_ClipPlanes) != 0)
+
+ 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;"
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;
+ }
+ }
+ if ((theBits & OpenGl_PO_WriteOit) != 0)
+ {
+ aSrcFragWriteOit += THE_FRAG_write_oit_buffers;
}
const TCollection_AsciiString aLights = stdComputeLighting ((theBits & OpenGl_PO_VertColor) != 0);
EOL"{"
+ aSrcFragExtraMain
+ EOL" occFragColor = getColor();"
- EOL"}";
+ + aSrcFragWriteOit
+ + EOL"}";
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core32 != NULL)
{
aProgramSrc->SetHeader ("#version 150");
}
+#else
+ if (myContext->IsGlGreaterEqual (3, 0))
+ {
+ aProgramSrc->SetHeader ("#version 300 es");
+ }
#endif
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
#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 aSrcVert, aSrcVertExtraOut, aSrcVertExtraMain;
+ TCollection_AsciiString aSrcFrag, aSrcFragExtraOut, aSrcFragGetVertColor, aSrcFragExtraMain, aSrcFragWriteOit;
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 ((theBits & OpenGl_PO_VertColor) != 0)
- {
- aSrcVertExtraOut += EOL"THE_SHADER_OUT vec4 VertColor;";
- aSrcVertExtraMain += EOL" VertColor = occVertColor;";
- aSrcFragGetColor = EOL"THE_SHADER_IN vec4 VertColor;"
- EOL"vec4 getVertColor(void) { return VertColor; }";
- }
- if ((theBits & OpenGl_PO_Point) != 0)
- {
- if ((theBits & OpenGl_PO_TextureRGB) != 0)
+ if (textureUsed (theBits))
{
- aSrcFragGetColor =
- EOL"vec4 getColor(void)"
- EOL"{"
- EOL" vec4 aColor = " thePhongCompLight ";"
- EOL" return occTexture2D(occActiveSampler, gl_PointCoord) * aColor;"
- EOL"}";
+ #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
{
aSrcVertExtraOut += THE_VARY_TexCoord_OUT;
aSrcFragExtraOut += THE_VARY_TexCoord_IN;
- aSrcVertExtraMain +=
- EOL" TexCoord = occTexCoord.st;";
+ aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
aSrcFragGetColor =
EOL"vec4 getColor(void)"
EOL"{"
EOL" vec4 aColor = " thePhongCompLight ";"
- EOL" return occTexture2D(occActiveSampler, TexCoord.st) * aColor;"
+ EOL" return occTexture2D(occActiveSampler, TexCoord.st / TexCoord.w) * aColor;"
EOL"}";
}
}
- if ((theBits & OpenGl_PO_ClipPlanes) != 0)
+ 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;
+ }
+ }
+ if ((theBits & OpenGl_PO_WriteOit) != 0)
{
- aSrcFragExtraMain += THE_FRAG_CLIP_PLANES;
+ aSrcFragWriteOit += THE_FRAG_write_oit_buffers;
}
aSrcVert = TCollection_AsciiString()
EOL"{"
+ aSrcFragExtraMain
+ EOL" occFragColor = getColor();"
- EOL"}";
+ + aSrcFragWriteOit
+ + EOL"}";
#if !defined(GL_ES_VERSION_2_0)
if (myContext->core32 != NULL)
{
aProgramSrc->SetHeader ("#version 150");
}
+#else
+ if (myContext->IsGlGreaterEqual (3, 0))
+ {
+ aProgramSrc->SetHeader ("#version 300 es");
+ }
#endif
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_VERTEX, aSrcVert));
aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (Graphic3d_TOS_FRAGMENT, aSrcFrag));
}
// =======================================================================
-// 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)
{
- return Standard_False;
+ case Graphic3d_StereoMode_Anaglyph:
+ {
+ aSrcFrag =
+ EOL"uniform sampler2D uLeftSampler;"
+ EOL"uniform sampler2D uRightSampler;"
+ EOL
+ EOL"uniform mat4 uMultL;"
+ EOL"uniform mat4 uMultR;"
+ EOL
+ EOL"const vec4 THE_POW_UP = vec4 (2.2, 2.2, 2.2, 1.0);"
+ EOL"const vec4 THE_POW_DOWN = 1.0 / vec4 (2.2, 2.2, 2.2, 1.0);"
+ 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;
+ }
}
- theProgram->ApplyVariables (myContext);
- const OpenGl_MaterialState* aMaterialState = MaterialState (theProgram);
- if (aMaterialState == NULL || aMaterialState->Aspect() != theAspect)
+#if !defined(GL_ES_VERSION_2_0)
+ if (myContext->core32 != NULL)
{
- UpdateMaterialStateTo (theProgram, theAspect);
+ aProgramSrc->SetHeader ("#version 150");
}
+#else
+ if (myContext->IsGlGreaterEqual (3, 0))
+ {
+ aProgramSrc->SetHeader ("#version 300 es");
+ }
+#endif
- PushState (theProgram);
+ 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 : bindProgramWithState
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderManager::bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram)
+{
+ const Standard_Boolean isBound = myContext->BindProgram (theProgram);
+ if (isBound
+ && !theProgram.IsNull())
+ {
+ theProgram->ApplyVariables (myContext);
+ }
+ PushState (theProgram);
+ return isBound;
+}