0030756: Visualization, TKOpenGl - capping plane does not work for ZLayer with non...
[occt.git] / src / OpenGl / OpenGl_ShaderManager.hxx
index d4ab02c..ec3661f 100644 (file)
 #ifndef _OpenGl_ShaderManager_HeaderFile
 #define _OpenGl_ShaderManager_HeaderFile
 
-#include <Graphic3d_ShaderProgram_Handle.hxx>
+#include <Graphic3d_ShaderProgram.hxx>
+#include <Graphic3d_StereoMode.hxx>
 
 #include <NCollection_DataMap.hxx>
 #include <NCollection_Sequence.hxx>
 
-#include <Handle_OpenGl_ShaderManager.hxx>
 #include <OpenGl_SetOfShaderPrograms.hxx>
 #include <OpenGl_ShaderStates.hxx>
-#include <OpenGl_AspectFace.hxx>
-#include <OpenGl_AspectLine.hxx>
-#include <OpenGl_AspectText.hxx>
-#include <OpenGl_AspectMarker.hxx>
+#include <OpenGl_Aspects.hxx>
+#include <OpenGl_MaterialState.hxx>
 #include <OpenGl_Texture.hxx>
-#include <Visual3d_TypeOfModel.hxx>
 
 class OpenGl_View;
+class OpenGl_VertexBuffer;
 
 //! List of shader programs.
 typedef NCollection_Sequence<Handle(OpenGl_ShaderProgram)> OpenGl_ShaderProgramList;
 
-//! Map to declare per-program states of OCCT materials.
-typedef NCollection_DataMap<Handle(OpenGl_ShaderProgram), OpenGl_MaterialState> OpenGl_MaterialStates;
-
 //! This class is responsible for managing shader programs.
 class OpenGl_ShaderManager : public Standard_Transient
 {
+  DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderManager, Standard_Transient)
   friend class OpenGl_ShaderProgram;
-
 public:
 
   //! Creates new empty shader manager.
@@ -55,6 +50,28 @@ public:
   //! Release all resources.
   Standard_EXPORT void clear();
 
+  //! Return local camera transformation.
+  const gp_XYZ& LocalOrigin() const { return myLocalOrigin; }
+
+  //! Setup local camera transformation for compensating float precision issues.
+  void SetLocalOrigin (const gp_XYZ& theOrigin)
+  {
+    myLocalOrigin    = theOrigin;
+    myHasLocalOrigin = !theOrigin.IsEqual (gp_XYZ(0.0, 0.0, 0.0), gp::Resolution());
+  }
+
+  //! Return clipping plane W equation value moved considering local camera transformation.
+  Standard_Real LocalClippingPlaneW (const Graphic3d_ClipPlane& thePlane) const
+  {
+    const Graphic3d_Vec4d& anEq = thePlane.GetEquation();
+    if (myHasLocalOrigin)
+    {
+      const gp_XYZ aPos = thePlane.ToPlane().Position().Location().XYZ() - myLocalOrigin;
+      return -(anEq.x() * aPos.X() + anEq.y() * aPos.Y() + anEq.z() * aPos.Z());
+    }
+    return anEq.w();
+  }
+
   //! Creates new shader program or re-use shared instance.
   //! @param theProxy    [IN]  program definition
   //! @param theShareKey [OUT] sharing key
@@ -75,119 +92,247 @@ public:
   Standard_EXPORT Standard_Boolean IsEmpty() const;
 
   //! Bind program for filled primitives rendering
-  Standard_Boolean BindProgram (const OpenGl_AspectFace*            theAspect,
-                                const Handle(OpenGl_Texture)&       theTexture,
-                                const Standard_Boolean              theToLightOn,
-                                const Standard_Boolean              theHasVertColor,
-                                const Handle(OpenGl_ShaderProgram)& theCustomProgram)
+  Standard_Boolean BindFaceProgram (const Handle(OpenGl_TextureSet)& theTextures,
+                                    Graphic3d_TypeOfShadingModel theShadingModel,
+                                    Graphic3d_AlphaMode theAlphaMode,
+                                    Standard_Boolean theHasVertColor,
+                                    Standard_Boolean theEnableEnvMap,
+                                    const Handle(OpenGl_ShaderProgram)& theCustomProgram)
+  {
+    return BindFaceProgram (theTextures, theShadingModel, theAlphaMode, Aspect_IS_SOLID,
+                            theHasVertColor, theEnableEnvMap, false, theCustomProgram);
+  }
+
+  //! Bind program for filled primitives rendering
+  Standard_Boolean BindFaceProgram (const Handle(OpenGl_TextureSet)& theTextures,
+                                    Graphic3d_TypeOfShadingModel theShadingModel,
+                                    Graphic3d_AlphaMode theAlphaMode,
+                                    Aspect_InteriorStyle theInteriorStyle,
+                                    Standard_Boolean theHasVertColor,
+                                    Standard_Boolean theEnableEnvMap,
+                                    Standard_Boolean theEnableMeshEdges,
+                                    const Handle(OpenGl_ShaderProgram)& theCustomProgram)
   {
     if (!theCustomProgram.IsNull()
      || myContext->caps->ffpEnable)
     {
-      return bindProgramWithState (theCustomProgram, theAspect);
+      return bindProgramWithState (theCustomProgram);
     }
 
-    const Standard_Integer        aBits    = getProgramBits (theTexture, theHasVertColor);
-    Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theToLightOn, aBits);
-    return bindProgramWithState (aProgram, theAspect);
+    const Graphic3d_TypeOfShadingModel aShadeModelOnFace = theShadingModel != Graphic3d_TOSM_UNLIT
+                                                        && (theTextures.IsNull() || theTextures->IsModulate())
+                                                        ? theShadingModel
+                                                        : Graphic3d_TOSM_UNLIT;
+    const Standard_Integer aBits = getProgramBits (theTextures, theAlphaMode, theInteriorStyle, theHasVertColor, theEnableEnvMap, theEnableMeshEdges);
+    Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (aShadeModelOnFace, aBits);
+    return bindProgramWithState (aProgram);
   }
 
   //! Bind program for line rendering
-  Standard_Boolean BindProgram (const OpenGl_AspectLine*            theAspect,
-                                const Handle(OpenGl_Texture)&       theTexture,
-                                const Standard_Boolean              theToLightOn,
-                                const Standard_Boolean              theHasVertColor,
-                                const Handle(OpenGl_ShaderProgram)& theCustomProgram)
+  Standard_Boolean BindLineProgram (const Handle(OpenGl_TextureSet)&    theTextures,
+                                    const Aspect_TypeOfLine             theLineType,
+                                    const Graphic3d_TypeOfShadingModel  theShadingModel,
+                                    const Graphic3d_AlphaMode           theAlphaMode,
+                                    const Standard_Boolean              theHasVertColor,
+                                    const Handle(OpenGl_ShaderProgram)& theCustomProgram)
   {
     if (!theCustomProgram.IsNull()
      || myContext->caps->ffpEnable)
     {
-      return bindProgramWithState (theCustomProgram, theAspect);
+      return bindProgramWithState (theCustomProgram);
+    }
+
+    Standard_Integer aBits = getProgramBits (theTextures, theAlphaMode, Aspect_IS_SOLID, theHasVertColor, false, false);
+    if (theLineType != Aspect_TOL_SOLID)
+    {
+      aBits |= OpenGl_PO_StippleLine;
     }
 
-    const Standard_Integer        aBits    = getProgramBits (theTexture, theHasVertColor);
-    Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theToLightOn, aBits);
-    return bindProgramWithState (aProgram, theAspect);
+    Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theShadingModel, aBits);
+    return bindProgramWithState (aProgram);
   }
 
   //! Bind program for point rendering
-  Standard_Boolean BindProgram (const OpenGl_AspectMarker*          theAspect,
-                                const Handle(OpenGl_Texture)&       theTexture,
-                                const Standard_Boolean              theToLightOn,
-                                const Standard_Boolean              theHasVertColor,
-                                const Handle(OpenGl_ShaderProgram)& theCustomProgram)
+  Standard_EXPORT Standard_Boolean BindMarkerProgram (const Handle(OpenGl_TextureSet)& theTextures,
+                                                      Graphic3d_TypeOfShadingModel theShadingModel,
+                                                      Graphic3d_AlphaMode theAlphaMode,
+                                                      Standard_Boolean theHasVertColor,
+                                                      const Handle(OpenGl_ShaderProgram)& theCustomProgram);
+
+  //! Bind program for rendering alpha-textured font.
+  Standard_Boolean BindFontProgram (const Handle(OpenGl_ShaderProgram)& theCustomProgram)
   {
     if (!theCustomProgram.IsNull()
      || myContext->caps->ffpEnable)
     {
-      return bindProgramWithState (theCustomProgram, theAspect);
+      return bindProgramWithState (theCustomProgram);
+    }
+
+    if (myFontProgram.IsNull())
+    {
+      prepareStdProgramFont();
     }
 
-    const Standard_Integer        aBits    = getProgramBits (theTexture, theHasVertColor) | OpenGl_PO_Point;
-    Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theToLightOn, aBits);
-    return bindProgramWithState (aProgram, theAspect);
+    return bindProgramWithState (myFontProgram);
   }
 
-  //! Bind program for rendering alpha-textured font.
-  Standard_Boolean BindProgram (const OpenGl_AspectText*            theAspect,
-                                const Handle(OpenGl_ShaderProgram)& theCustomProgram)
+  //! Bind program for outline rendering
+  Standard_Boolean BindOutlineProgram()
   {
-    if (!theCustomProgram.IsNull()
-     || myContext->caps->ffpEnable)
+    if (myContext->caps->ffpEnable)
     {
-      return bindProgramWithState (theCustomProgram, theAspect);
+      return false;
     }
 
-    if (myFontProgram.IsNull())
+    const Standard_Integer aBits = getProgramBits (Handle(OpenGl_TextureSet)(), Graphic3d_AlphaMode_Opaque, Aspect_IS_SOLID, false, false, false);
+    if (myOutlinePrograms.IsNull())
     {
-      prepareStdProgramFont();
+      myOutlinePrograms = new OpenGl_SetOfPrograms();
+    }
+    Handle(OpenGl_ShaderProgram)& aProgram = myOutlinePrograms->ChangeValue (aBits);
+    if (aProgram.IsNull())
+    {
+      prepareStdProgramUnlit (aProgram, aBits, true);
+    }
+    return bindProgramWithState (aProgram);
+  }
+
+  //! Bind program for FBO blit operation.
+  Standard_Boolean BindFboBlitProgram()
+  {
+    if (myBlitProgram.IsNull())
+    {
+      prepareStdProgramFboBlit();
+    }
+    return !myBlitProgram.IsNull()
+         && myContext->BindProgram (myBlitProgram);
+  }
+
+  //! Bind program for blended order-independent transparency buffers compositing.
+  Standard_Boolean BindOitCompositingProgram (const Standard_Boolean theIsMSAAEnabled)
+  {
+    const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
+    if (myOitCompositingProgram[aProgramIdx].IsNull())
+    {
+      prepareStdProgramOitCompositing (theIsMSAAEnabled);
+    }
+
+    const Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram [aProgramIdx];
+    return !aProgram.IsNull() && myContext->BindProgram (aProgram);
+  }
+
+  //! Bind program for rendering stereoscopic image.
+  Standard_Boolean BindStereoProgram (const Graphic3d_StereoMode theStereoMode)
+  {
+    if (theStereoMode < 0 || theStereoMode >= Graphic3d_StereoMode_NB)
+    {
+      return Standard_False;
+    }
+
+    if (myStereoPrograms[theStereoMode].IsNull())
+    {
+      prepareStdProgramStereo (myStereoPrograms[theStereoMode], theStereoMode);
+    }
+    const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[theStereoMode];
+    return !aProgram.IsNull()
+         && myContext->BindProgram (aProgram);
+  }
+
+  //! Bind program for rendering bounding box.
+  Standard_Boolean BindBoundBoxProgram()
+  {
+    if (myBoundBoxProgram.IsNull())
+    {
+      prepareStdProgramBoundBox();
     }
-    return bindProgramWithState (myFontProgram, theAspect);
+    return bindProgramWithState (myBoundBoxProgram);
   }
 
+  //! Returns bounding box vertex buffer.
+  const Handle(OpenGl_VertexBuffer)& BoundBoxVertBuffer() const { return myBoundBoxVertBuffer; }
+
 public:
 
   //! Returns current state of OCCT light sources.
-  Standard_EXPORT const OpenGl_LightSourceState& LightSourceState() const;
+  const OpenGl_LightSourceState& LightSourceState() const { return myLightSourceState; }
 
   //! Updates state of OCCT light sources.
-  Standard_EXPORT void UpdateLightSourceStateTo (const OpenGl_ListOfLight* theLights);
+  Standard_EXPORT void UpdateLightSourceStateTo (const Handle(Graphic3d_LightSet)& theLights);
+
+  //! Invalidate state of OCCT light sources.
+  Standard_EXPORT void UpdateLightSourceState();
+
+  //! Pushes current state of OCCT light sources to specified program (only on state change).
+  void PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const
+  {
+    if (myLightSourceState.Index() != theProgram->ActiveState (OpenGl_LIGHT_SOURCES_STATE))
+    {
+      pushLightSourceState (theProgram);
+    }
+  }
 
   //! Pushes current state of OCCT light sources to specified program.
-  Standard_EXPORT void PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
+  Standard_EXPORT void pushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
 
 public:
 
   //! Returns current state of OCCT projection transform.
-  Standard_EXPORT const OpenGl_ProjectionState& ProjectionState() const;
+  const OpenGl_ProjectionState& ProjectionState() const { return myProjectionState; }
 
   //! Updates state of OCCT projection transform.
   Standard_EXPORT void UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix);
 
+  //! Pushes current state of OCCT projection transform to specified program (only on state change).
+  void PushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const
+  {
+    if (myProjectionState.Index() != theProgram->ActiveState (OpenGl_PROJECTION_STATE))
+    {
+      pushProjectionState (theProgram);
+    }
+  }
+
   //! Pushes current state of OCCT projection transform to specified program.
-  Standard_EXPORT void PushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
+  Standard_EXPORT void pushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
 
 public:
 
   //! Returns current state of OCCT model-world transform.
-  Standard_EXPORT const OpenGl_ModelWorldState& ModelWorldState() const;
+  const OpenGl_ModelWorldState& ModelWorldState() const { return myModelWorldState; }
 
   //! Updates state of OCCT model-world transform.
   Standard_EXPORT void UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix);
 
+  //! Pushes current state of OCCT model-world transform to specified program (only on state change).
+  void PushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const
+  {
+    if (myModelWorldState.Index() != theProgram->ActiveState (OpenGl_MODEL_WORLD_STATE))
+    {
+      pushModelWorldState (theProgram);
+    }
+  }
+
   //! Pushes current state of OCCT model-world transform to specified program.
-  Standard_EXPORT void PushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
+  Standard_EXPORT void pushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
 
 public:
 
   //! Returns current state of OCCT world-view transform.
-  Standard_EXPORT const OpenGl_WorldViewState& WorldViewState() const;
+  const OpenGl_WorldViewState& WorldViewState() const { return myWorldViewState; }
 
   //! Updates state of OCCT world-view transform.
   Standard_EXPORT void UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix);
 
+  //! Pushes current state of OCCT world-view transform to specified program (only on state change).
+  void PushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const
+  {
+    if (myWorldViewState.Index() != theProgram->ActiveState (OpenGl_WORLD_VIEW_STATE))
+    {
+      pushWorldViewState (theProgram);
+    }
+  }
+
   //! Pushes current state of OCCT world-view transform to specified program.
-  Standard_EXPORT void PushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
+  Standard_EXPORT void pushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
 
 public:
 
@@ -197,23 +342,84 @@ public:
   //! Reverts state of OCCT clipping planes.
   Standard_EXPORT void RevertClippingState();
 
+  //! Pushes current state of OCCT clipping planes to specified program (only on state change).
+  void PushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const
+  {
+    if (myClippingState.Index() != theProgram->ActiveState (OpenGl_CLIP_PLANES_STATE))
+    {
+      pushClippingState (theProgram);
+    }
+  }
+
   //! Pushes current state of OCCT clipping planes to specified program.
-  Standard_EXPORT void PushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
+  Standard_EXPORT void pushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
 
 public:
 
-  //! Resets state of OCCT material for all programs.
-  Standard_EXPORT void ResetMaterialStates();
+  //! Returns current state of material.
+  const OpenGl_MaterialState& MaterialState() const { return myMaterialState; }
 
-  //! Updates state of OCCT material for specified program.
-  Standard_EXPORT void UpdateMaterialStateTo (const Handle(OpenGl_ShaderProgram)& theProgram,
-                                              const OpenGl_Element*               theAspect);
+  //! Updates state of material.
+  void UpdateMaterialStateTo (const OpenGl_Material& theFrontMat,
+                              const OpenGl_Material& theBackMat,
+                              const float theAlphaCutoff,
+                              const bool theToDistinguish,
+                              const bool theToMapTexture)
+  {
+    myMaterialState.Set (theFrontMat, theBackMat, theAlphaCutoff, theToDistinguish, theToMapTexture);
+    myMaterialState.Update();
+  }
+
+  //! Updates state of material.
+  void UpdateMaterialState()
+  {
+    myMaterialState.Update();
+  }
+
+  //! Pushes current state of material to specified program (only on state change).
+  void PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const
+  {
+    if (myMaterialState.Index() != theProgram->ActiveState (OpenGl_MATERIAL_STATE))
+    {
+      pushMaterialState (theProgram);
+    }
+  }
+
+  //! Pushes current state of material to specified program.
+  Standard_EXPORT void pushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
 
-  //! Pushes current state of OCCT material to specified program.
-  Standard_EXPORT void PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
+public:
 
-  //! Returns current state of OCCT material for specified program.
-  Standard_EXPORT const OpenGl_MaterialState* MaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
+  //! Setup interior style line edges variables.
+  Standard_EXPORT void PushInteriorState (const Handle(OpenGl_ShaderProgram)& theProgram,
+                                          const Handle(Graphic3d_Aspects)& theAspect) const;
+
+public:
+
+  //! Returns state of OIT uniforms.
+  const OpenGl_OitState& OitState() const { return myOitState; }
+
+  //! Set the state of OIT rendering pass (only on state change).
+  //! @param theToEnableOitWrite [in] flag indicating whether the special output should be written for OIT algorithm.
+  //! @param theDepthFactor [in] the scalar factor of depth influence to the fragment's coverage.
+  void SetOitState (const bool theToEnableOitWrite, const float theDepthFactor)
+  {
+    myOitState.Set (theToEnableOitWrite, theDepthFactor);
+    myOitState.Update();
+  }
+
+  //! Pushes state of OIT uniforms to the specified program.
+  void PushOitState (const Handle(OpenGl_ShaderProgram)& theProgram) const
+  {
+    if (theProgram->IsValid()
+     && myOitState.Index() != theProgram->ActiveState (OpenGL_OIT_STATE))
+    {
+      pushOitState (theProgram);
+    }
+  }
+
+  //! Pushes state of OIT uniforms to the specified program.
+  Standard_EXPORT void pushOitState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
 
 public:
 
@@ -228,8 +434,70 @@ public:
     myContext = theCtx;
   }
 
+  //! Returns true when provided context is the same as used one by shader manager.
+  bool IsSameContext (OpenGl_Context* theCtx) const
+  {
+    return myContext == theCtx;
+  }
+
+  //! Choose Shading Model for filled primitives.
+  //! Fallbacks to FACET model if there are no normal attributes.
+  Graphic3d_TypeOfShadingModel ChooseFaceShadingModel (Graphic3d_TypeOfShadingModel theCustomModel,
+                                                       bool theHasNodalNormals) const
+  {
+    if (!myContext->ColorMask())
+    {
+      return Graphic3d_TOSM_UNLIT;
+    }
+    Graphic3d_TypeOfShadingModel aModel = theCustomModel != Graphic3d_TOSM_DEFAULT ? theCustomModel : myShadingModel;
+    switch (aModel)
+    {
+      case Graphic3d_TOSM_DEFAULT:
+      case Graphic3d_TOSM_UNLIT:
+      case Graphic3d_TOSM_FACET:
+        return aModel;
+      case Graphic3d_TOSM_VERTEX:
+      case Graphic3d_TOSM_FRAGMENT:
+        return theHasNodalNormals ? aModel : Graphic3d_TOSM_FACET;
+    }
+    return Graphic3d_TOSM_UNLIT;
+  }
+
+  //! Choose Shading Model for line primitives.
+  //! Fallbacks to UNLIT model if there are no normal attributes.
+  Graphic3d_TypeOfShadingModel ChooseLineShadingModel (Graphic3d_TypeOfShadingModel theCustomModel,
+                                                       bool theHasNodalNormals) const
+  {
+    if (!myContext->ColorMask())
+    {
+      return Graphic3d_TOSM_UNLIT;
+    }
+    Graphic3d_TypeOfShadingModel aModel = theCustomModel != Graphic3d_TOSM_DEFAULT ? theCustomModel : myShadingModel;
+    switch (aModel)
+    {
+      case Graphic3d_TOSM_DEFAULT:
+      case Graphic3d_TOSM_UNLIT:
+      case Graphic3d_TOSM_FACET:
+        return Graphic3d_TOSM_UNLIT;
+      case Graphic3d_TOSM_VERTEX:
+      case Graphic3d_TOSM_FRAGMENT:
+        return theHasNodalNormals ? aModel : Graphic3d_TOSM_UNLIT;
+    }
+    return Graphic3d_TOSM_UNLIT;
+  }
+
+  //! Choose Shading Model for Marker primitives.
+  Graphic3d_TypeOfShadingModel ChooseMarkerShadingModel (Graphic3d_TypeOfShadingModel theCustomModel,
+                                                         bool theHasNodalNormals) const
+  {
+    return ChooseLineShadingModel (theCustomModel, theHasNodalNormals);
+  }
+
+  //! Returns default Shading Model.
+  Graphic3d_TypeOfShadingModel ShadingModel() const { return myShadingModel; }
+
   //! Sets shading model.
-  Standard_EXPORT void SetShadingModel(const Visual3d_TypeOfModel theModel);
+  Standard_EXPORT void SetShadingModel (const Graphic3d_TypeOfShadingModel theModel);
 
   //! Sets last view manger used with.
   //! Helps to handle matrix states in multi-view configurations.
@@ -246,63 +514,144 @@ public:
 
 protected:
 
+  //! Define clipping planes program bits.
+  Standard_Integer getClipPlaneBits() const
+  {
+    const Standard_Integer aNbPlanes = myContext->Clipping().NbClippingOrCappingOn();
+    if (aNbPlanes <= 0)
+    {
+      return 0;
+    }
+
+    Standard_Integer aBits = 0;
+    if (myContext->Clipping().HasClippingChains())
+    {
+      aBits |= OpenGl_PO_ClipChains;
+    }
+
+    if (aNbPlanes == 1)
+    {
+      aBits |= OpenGl_PO_ClipPlanes1;
+    }
+    else if (aNbPlanes == 2)
+    {
+      aBits |= OpenGl_PO_ClipPlanes2;
+    }
+    else
+    {
+      aBits |= OpenGl_PO_ClipPlanesN;
+    }
+    return aBits;
+  }
+
   //! Define program bits.
-  Standard_Integer getProgramBits (const Handle(OpenGl_Texture)& theTexture,
-                                   const Standard_Boolean        theHasVertColor)
+  Standard_Integer getProgramBits (const Handle(OpenGl_TextureSet)& theTextures,
+                                   Graphic3d_AlphaMode theAlphaMode,
+                                   Aspect_InteriorStyle theInteriorStyle,
+                                   Standard_Boolean theHasVertColor,
+                                   Standard_Boolean theEnableEnvMap,
+                                   Standard_Boolean theEnableMeshEdges) const
   {
     Standard_Integer aBits = 0;
-    if (myContext->Clipping().IsClippingOrCappingOn())
+    if (theAlphaMode == Graphic3d_AlphaMode_Mask)
+    {
+      aBits |= OpenGl_PO_AlphaTest;
+    }
+
+    aBits |= getClipPlaneBits();
+    if (theEnableMeshEdges
+     && myContext->hasGeometryStage != OpenGl_FeatureNotAvailable)
+    {
+      aBits |= OpenGl_PO_MeshEdges;
+      if (theInteriorStyle == Aspect_IS_HOLLOW)
+      {
+        aBits |= OpenGl_PO_AlphaTest;
+      }
+    }
+
+    if (theEnableEnvMap)
     {
-      aBits |= OpenGl_PO_ClipPlanes;
+      // Environment map overwrites material texture
+      aBits |= OpenGl_PO_TextureEnv;
     }
-    if (!theTexture.IsNull())
+    else if (!theTextures.IsNull()
+           && theTextures->HasNonPointSprite())
     {
-      // GL_RED to be handled
-      aBits |= theTexture->GetFormat() == GL_ALPHA ? OpenGl_PO_TextureA : OpenGl_PO_TextureRGB;
+      aBits |= OpenGl_PO_TextureRGB;
     }
-    if (theHasVertColor)
+    if (theHasVertColor
+     && theInteriorStyle != Aspect_IS_HIDDENLINE)
     {
       aBits |= OpenGl_PO_VertColor;
     }
+
+    if (myOitState.ToEnableWrite())
+    {
+      aBits |= OpenGl_PO_WriteOit;
+    }
     return aBits;
   }
 
   //! Prepare standard GLSL program.
-  Handle(OpenGl_ShaderProgram)& getStdProgram (const Standard_Boolean theToLightOn,
-                                               const Standard_Integer theBits)
+  Handle(OpenGl_ShaderProgram)& getStdProgram (Graphic3d_TypeOfShadingModel theShadingModel,
+                                               Standard_Integer theBits)
   {
-    if (theToLightOn)
+    if (theShadingModel == Graphic3d_TOSM_UNLIT
+     || (theBits & OpenGl_PO_TextureEnv) != 0)
     {
-      Handle(OpenGl_ShaderProgram)& aProgram = myLightPrograms->ChangeValue (theBits);
+      // If environment map is enabled lighting calculations are
+      // not needed (in accordance with default OCCT behavior)
+      Handle(OpenGl_ShaderProgram)& aProgram = myUnlitPrograms->ChangeValue (theBits);
       if (aProgram.IsNull())
       {
-        prepareStdProgramLight (aProgram, theBits);
+        prepareStdProgramUnlit (aProgram, theBits, false);
       }
       return aProgram;
     }
 
-    Handle(OpenGl_ShaderProgram)& aProgram = myFlatPrograms.ChangeValue (theBits);
+    Handle(OpenGl_ShaderProgram)& aProgram = myLightPrograms->ChangeValue (theShadingModel, theBits);
     if (aProgram.IsNull())
     {
-      prepareStdProgramFlat (aProgram, theBits);
+      prepareStdProgramLight (aProgram, theShadingModel, theBits);
     }
     return aProgram;
   }
 
+  //! Prepare standard GLSL program for accessing point sprite alpha.
+  Standard_EXPORT TCollection_AsciiString pointSpriteAlphaSrc (Standard_Integer theBits);
+
+  //! Prepare standard GLSL program for computing point sprite shading.
+  Standard_EXPORT TCollection_AsciiString pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc,
+                                                                 Standard_Integer theBits);
+
   //! Prepare standard GLSL program for textured font.
   Standard_EXPORT Standard_Boolean prepareStdProgramFont();
 
+  //! Prepare standard GLSL program for FBO blit operation.
+  Standard_EXPORT Standard_Boolean prepareStdProgramFboBlit();
+
+  //! Prepare standard GLSL programs for OIT compositing operation.
+  Standard_EXPORT Standard_Boolean prepareStdProgramOitCompositing (const Standard_Boolean theMsaa);
+
   //! Prepare standard GLSL program without lighting.
-  Standard_EXPORT Standard_Boolean prepareStdProgramFlat (Handle(OpenGl_ShaderProgram)& theProgram,
-                                                          const Standard_Integer        theBits);
+  Standard_EXPORT Standard_Boolean prepareStdProgramUnlit (Handle(OpenGl_ShaderProgram)& theProgram,
+                                                           Standard_Integer theBits,
+                                                           Standard_Boolean theIsOutline = false);
 
   //! Prepare standard GLSL program with lighting.
   Standard_Boolean prepareStdProgramLight (Handle(OpenGl_ShaderProgram)& theProgram,
-                                           const Standard_Integer        theBits)
+                                           Graphic3d_TypeOfShadingModel theShadingModel,
+                                           Standard_Integer theBits)
   {
-    return myShadingModel == Visual3d_TOM_FRAGMENT
-         ? prepareStdProgramPhong   (theProgram, theBits)
-         : prepareStdProgramGouraud (theProgram, theBits);
+    switch (theShadingModel)
+    {
+      case Graphic3d_TOSM_UNLIT:    return prepareStdProgramUnlit  (theProgram, theBits, false);
+      case Graphic3d_TOSM_FACET:    return prepareStdProgramPhong  (theProgram, theBits, true);
+      case Graphic3d_TOSM_VERTEX:   return prepareStdProgramGouraud(theProgram, theBits);
+      case Graphic3d_TOSM_DEFAULT:
+      case Graphic3d_TOSM_FRAGMENT: return prepareStdProgramPhong  (theProgram, theBits, false);
+    }
+    return false;
   }
 
   //! Prepare standard GLSL program with per-vertex lighting.
@@ -310,48 +659,143 @@ protected:
                                                              const Standard_Integer        theBits);
 
   //! Prepare standard GLSL program with per-pixel lighting.
+  //! @param theIsFlatNormal when TRUE, the Vertex normals will be ignored and Face normal will be computed instead
   Standard_EXPORT Standard_Boolean prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram,
-                                                           const Standard_Integer        theBits);
+                                                           const Standard_Integer        theBits,
+                                                           const Standard_Boolean        theIsFlatNormal = false);
 
   //! Define computeLighting GLSL function depending on current lights configuration
-  //! @param theHasVertColor flag to use getVertColor() instead of Ambient and Diffuse components of active material
-  Standard_EXPORT TCollection_AsciiString stdComputeLighting (const Standard_Boolean theHasVertColor);
+  //! @param theNbLights     [out] number of defined light sources
+  //! @param theHasVertColor [in]  flag to use getVertColor() instead of Ambient and Diffuse components of active material
+  Standard_EXPORT TCollection_AsciiString stdComputeLighting (Standard_Integer& theNbLights,
+                                                              Standard_Boolean  theHasVertColor);
 
   //! Bind specified program to current context and apply state.
-  Standard_EXPORT Standard_Boolean bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram,
-                                                         const OpenGl_Element*               theAspect);
+  Standard_EXPORT Standard_Boolean bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram);
 
   //! Set pointer myLightPrograms to active lighting programs set from myMapOfLightPrograms
   Standard_EXPORT void switchLightPrograms();
 
+  //! Prepare standard GLSL program for stereoscopic image.
+  Standard_EXPORT Standard_Boolean prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
+                                                            const Graphic3d_StereoMode    theStereoMode);
+
+  //! Prepare standard GLSL program for bounding box.
+  Standard_EXPORT Standard_Boolean prepareStdProgramBoundBox();
+
+  //! Prepare GLSL version header.
+  Standard_EXPORT Standard_Integer defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
+                                                       const TCollection_AsciiString& theName,
+                                                       Standard_Integer theBits,
+                                                       bool theUsesDerivates = false) const;
+
+  //! Prepare GLSL source for geometry shader according to parameters.
+  Standard_EXPORT TCollection_AsciiString prepareGeomMainSrc (OpenGl_ShaderObject::ShaderVariableList& theUnifoms,
+                                                              OpenGl_ShaderObject::ShaderVariableList& theStageInOuts,
+                                                              Standard_Integer theBits);
+
 protected:
 
-  Visual3d_TypeOfModel               myShadingModel;       //!< lighting shading model
+  //! Packed properties of light source
+  struct OpenGl_ShaderLightParameters
+  {
+    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
+  struct OpenGl_ShaderLightType
+  {
+    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; }
+  };
+
+  //! Fake OpenGL program for tracking FFP state in the way consistent to programmable pipeline.
+  class OpenGl_ShaderProgramFFP : public OpenGl_ShaderProgram
+  {
+    DEFINE_STANDARD_RTTI_INLINE(OpenGl_ShaderProgramFFP, OpenGl_ShaderProgram)
+    friend class OpenGl_ShaderManager;
+  protected:
+    OpenGl_ShaderProgramFFP() {}
+  };
+
+protected:
+
+  //! Append clipping plane definition to temporary buffers.
+  void addClippingPlane (Standard_Integer& thePlaneId,
+                         const Graphic3d_ClipPlane& thePlane,
+                         const Graphic3d_Vec4d& theEq,
+                         const Standard_Integer theChainFwd) const
+  {
+    myClipChainArray.SetValue (thePlaneId, theChainFwd);
+    OpenGl_Vec4& aPlaneEq = myClipPlaneArray.ChangeValue (thePlaneId);
+    aPlaneEq.x() = float(theEq.x());
+    aPlaneEq.y() = float(theEq.y());
+    aPlaneEq.z() = float(theEq.z());
+    aPlaneEq.w() = float(theEq.w());
+    if (myHasLocalOrigin)
+    {
+      aPlaneEq.w() = float(LocalClippingPlaneW (thePlane));
+    }
+    ++thePlaneId;
+  }
+
+protected:
+
+  Handle(OpenGl_ShaderProgramFFP)    myFfpProgram;
+
+  Graphic3d_TypeOfShadingModel       myShadingModel;       //!< lighting shading model
   OpenGl_ShaderProgramList           myProgramList;        //!< The list of shader programs
   Handle(OpenGl_SetOfShaderPrograms) myLightPrograms;      //!< pointer to active lighting programs matrix
-  OpenGl_SetOfShaderPrograms         myFlatPrograms;       //!< programs matrix without  lighting
+  Handle(OpenGl_SetOfPrograms)       myUnlitPrograms;      //!< programs matrix without lighting
+  Handle(OpenGl_SetOfPrograms)       myOutlinePrograms;    //!< programs matrix without lighting for outline presentation
   Handle(OpenGl_ShaderProgram)       myFontProgram;        //!< standard program for textured text
-  OpenGl_MapOfShaderPrograms         myMapOfLightPrograms; //!< map of lighting programs depending on shading model and lights configuration
+  Handle(OpenGl_ShaderProgram)       myBlitProgram;        //!< standard program for FBO blit emulation
+  Handle(OpenGl_ShaderProgram)       myBoundBoxProgram;    //!< standard program for bounding box
+  Handle(OpenGl_ShaderProgram)       myOitCompositingProgram[2]; //!< standard program for OIT compositing (default and MSAA).
+  OpenGl_MapOfShaderPrograms         myMapOfLightPrograms; //!< map of lighting programs depending on lights configuration
+
+  Handle(OpenGl_ShaderProgram)       myStereoPrograms[Graphic3d_StereoMode_NB]; //!< standard stereo programs
+
+  Handle(OpenGl_VertexBuffer)        myBoundBoxVertBuffer; //!< bounding box vertex buffer
 
   OpenGl_Context*                    myContext;            //!< OpenGL context
 
 protected:
 
-  OpenGl_MaterialStates              myMaterialStates;     //!< Per-program state of OCCT material
   OpenGl_ProjectionState             myProjectionState;    //!< State of OCCT projection  transformation
   OpenGl_ModelWorldState             myModelWorldState;    //!< State of OCCT model-world transformation
   OpenGl_WorldViewState              myWorldViewState;     //!< State of OCCT world-view  transformation
   OpenGl_ClippingState               myClippingState;      //!< State of OCCT clipping planes
   OpenGl_LightSourceState            myLightSourceState;   //!< State of OCCT light sources
+  OpenGl_MaterialState               myMaterialState;      //!< State of Front and Back materials
+  OpenGl_OitState                    myOitState;           //!< State of OIT uniforms
 
-private:
+  gp_XYZ                             myLocalOrigin;        //!< local camera transformation
+  Standard_Boolean                   myHasLocalOrigin;     //!< flag indicating that local camera transformation has been set
 
-  const OpenGl_View*                 myLastView;           //!< Pointer to the last view shader manager used with
+  mutable NCollection_Array1<OpenGl_ShaderLightType>       myLightTypeArray;
+  mutable NCollection_Array1<OpenGl_ShaderLightParameters> myLightParamsArray;
+  mutable NCollection_Array1<OpenGl_Vec4>                  myClipPlaneArray;
+  mutable NCollection_Array1<OpenGl_Vec4d>                 myClipPlaneArrayFfp;
+  mutable NCollection_Array1<Standard_Integer>             myClipChainArray;
 
-public:
+private:
 
-  DEFINE_STANDARD_RTTI (OpenGl_ShaderManager)
+  const OpenGl_View*                 myLastView;           //!< Pointer to the last view shader manager used with
 
 };
 
+DEFINE_STANDARD_HANDLE(OpenGl_ShaderManager, Standard_Transient)
+
 #endif // _OpenGl_ShaderManager_HeaderFile