#include <Graphic3d_ShaderObject.hxx>
#include <OpenGl_GlCore20.hxx>
#include <OpenGl_Resource.hxx>
-
-class OpenGl_ShaderObject;
-DEFINE_STANDARD_HANDLE(OpenGl_ShaderObject, OpenGl_Resource)
+#include <Quantity_Date.hxx>
//! Wrapper for OpenGL shader object.
class OpenGl_ShaderObject : public OpenGl_Resource
{
-
+ DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderObject, OpenGl_Resource)
+ friend class OpenGl_ShaderProgram;
public:
//! Non-valid shader name.
static const GLuint NO_SHADER = 0;
+public:
+
+ //! Structure defining shader uniform or in/out variable.
+ struct ShaderVariable
+ {
+ TCollection_AsciiString Name; //!< variable name
+ Standard_Integer Stages; //!< active stages as Graphic3d_TypeOfShaderObject bits;
+ //! for in/out variables, intermediate stages will be automatically filled
+
+ //! Create new shader variable.
+ ShaderVariable (const TCollection_AsciiString& theVarName, Standard_Integer theShaderStageBits) : Name (theVarName), Stages (theShaderStageBits) {}
+
+ //! Empty constructor.
+ ShaderVariable() : Stages (0) {}
+ };
+
+ //! List of variable of shader program.
+ typedef NCollection_Sequence<ShaderVariable> ShaderVariableList;
+
+ //! This is a preprocessor for Graphic3d_ShaderObject::CreateFromSource() function.
+ //! Creates a new shader object from specified source according to list of uniforms and in/out variables.
+ //! @param theSource shader object source code to modify
+ //! @param theType shader object type to create
+ //! @param theUniforms list of uniform variables
+ //! @param theStageInOuts list of stage in/out variables
+ //! @param theInName name of input variables block;
+ //! can be empty for accessing each variable without block prefix
+ //! (mandatory for stages accessing both inputs and outputs)
+ //! @param theOutName name of output variables block;
+ //! can be empty for accessing each variable without block prefix
+ //! (mandatory for stages accessing both inputs and outputs)
+ //! @param theNbGeomInputVerts number of geometry shader input vertexes
+ Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (TCollection_AsciiString& theSource,
+ Graphic3d_TypeOfShaderObject theType,
+ const ShaderVariableList& theUniforms,
+ const ShaderVariableList& theStageInOuts,
+ const TCollection_AsciiString& theInName = TCollection_AsciiString(),
+ const TCollection_AsciiString& theOutName = TCollection_AsciiString(),
+ Standard_Integer theNbGeomInputVerts = 0);
+
public:
//! Creates uninitialized shader object.
//! Compiles the shader object.
Standard_EXPORT Standard_Boolean Compile (const Handle(OpenGl_Context)& theCtx);
- //! Initializes (loads and compiles) shader object with the specified description.
- Standard_EXPORT Standard_Boolean Initialize (const Handle(OpenGl_Context)& theCtx,
- const Handle(Graphic3d_ShaderObject)& theShader);
+ //! Wrapper for compiling shader object with verbose printing on error.
+ //! @param theCtx bound OpenGL context
+ //! @param theId GLSL program id to define file name
+ //! @param theSource source code to load
+ //! @param theIsVerbose flag to print log on error
+ //! @param theToPrintSource flag to print source code on error
+ Standard_EXPORT Standard_Boolean LoadAndCompile (const Handle(OpenGl_Context)& theCtx,
+ const TCollection_AsciiString& theId,
+ const TCollection_AsciiString& theSource,
+ bool theIsVerbose = true,
+ bool theToPrintSource = true);
+
+ //! Print source code of this shader object to messenger.
+ Standard_EXPORT void DumpSourceCode (const Handle(OpenGl_Context)& theCtx,
+ const TCollection_AsciiString& theId,
+ const TCollection_AsciiString& theSource) const;
//! Fetches information log of the last compile operation.
Standard_EXPORT Standard_Boolean FetchInfoLog (const Handle(OpenGl_Context)& theCtx,
//! Destroys shader object.
Standard_EXPORT virtual void Release (OpenGl_Context* theCtx) Standard_OVERRIDE;
+ //! Returns estimated GPU memory usage - not implemented.
+ virtual Standard_Size EstimatedDataSize() const Standard_OVERRIDE { return 0; }
+
//! Returns type of shader object.
GLenum Type() const { return myType; }
-
-protected:
-
- GLenum myType; //!< Type of OpenGL shader object
- GLuint myShaderID; //!< Handle of OpenGL shader object
public:
- DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderObject,OpenGl_Resource)
- friend class OpenGl_ShaderProgram;
+ //! Update the shader object from external file in the following way:
+ //! 1) If external file does not exist, then it will be created (current source code will be dumped, no recompilation) and FALSE will be returned.
+ //! 2) If external file exists and it has the same timestamp as myDumpDate, nothing will be done and FALSE will be returned.
+ //! 3) If external file exists and it has newer timestamp than myDumpDate, shader will be recompiled and TRUE will be returned.
+ //! @param theCtx OpenGL context bound to this working thread
+ //! @param theId GLSL program id to define file name
+ //! @param theFolder folder to store files
+ //! @param theToBeautify flag improving formatting (add extra newlines)
+ //! @param theToReset when TRUE, existing dumps will be overridden
+ Standard_EXPORT Standard_Boolean updateDebugDump (const Handle(OpenGl_Context)& theCtx,
+ const TCollection_AsciiString& theId,
+ const TCollection_AsciiString& theFolder,
+ Standard_Boolean theToBeautify,
+ Standard_Boolean theToReset);
+
+protected:
+
+ Quantity_Date myDumpDate; //!< The recent date of the shader dump
+ GLenum myType; //!< Type of OpenGL shader object
+ GLuint myShaderID; //!< Handle of OpenGL shader object
};
+DEFINE_STANDARD_HANDLE(OpenGl_ShaderObject, OpenGl_Resource)
+
#endif // _OpenGl_ShaderObject_Header