// Created on: 2013-09-19
// Created by: Denis BOGOLEPOV
-// Copyright (c) 2013 OPEN CASCADE SAS
+// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
-// This library is free software; you can redistribute it and / or modify it
-// under the terms of the GNU Lesser General Public version 2.1 as published
+// This library is free software; you can redistribute it and/or modify it under
+// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
#include <OSD_File.hxx>
#include <OSD_Protection.hxx>
+#include <Graphic3d_Buffer.hxx>
#include <Standard_Assert.hxx>
#include <Standard_Atomic.hxx>
#include <TCollection_ExtendedString.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_ShaderProgram.hxx>
#include <OpenGl_ShaderManager.hxx>
+#include <OpenGl_ArbTexBindless.hxx>
-IMPLEMENT_STANDARD_HANDLE (OpenGl_ShaderProgram, OpenGl_Resource)
-IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderProgram, OpenGl_Resource)
+#include <OpenGl_GlCore32.hxx>
+
+#ifdef _WIN32
+ #include <malloc.h> // for alloca()
+#endif
+
+IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderProgram,OpenGl_Resource)
OpenGl_VariableSetterSelector OpenGl_ShaderProgram::mySetterSelector = OpenGl_VariableSetterSelector();
"occProjectionMatrixInverseTranspose", // OpenGl_OCC_PROJECTION_MATRIX_INVERSE_TRANSPOSE
"occClipPlaneEquations", // OpenGl_OCC_CLIP_PLANE_EQUATIONS
- "occClipPlaneSpaces", // OpenGl_OCC_CLIP_PLANE_SPACES
+ "occClipPlaneCount", // OpenGl_OCC_CLIP_PLANE_COUNT
"occLightSourcesCount", // OpenGl_OCC_LIGHT_SOURCE_COUNT
"occLightSourcesTypes", // OpenGl_OCC_LIGHT_SOURCE_TYPES
"occTextureEnable", // OpenGl_OCCT_TEXTURE_ENABLE
"occDistinguishingMode", // OpenGl_OCCT_DISTINGUISH_MODE
"occFrontMaterial", // OpenGl_OCCT_FRONT_MATERIAL
- "occBackMaterial" // OpenGl_OCCT_BACK_MATERIAL
+ "occBackMaterial", // OpenGl_OCCT_BACK_MATERIAL
+ "occColor", // OpenGl_OCCT_COLOR
+
+ "occTexTrsf2d", // OpenGl_OCCT_TEXTURE_TRSF2D
+ "occPointSize" // OpenGl_OCCT_POINT_SIZE
};
|| !aDeclImplFile.Exists())
{
const TCollection_ExtendedString aMsg = "Error! Failed to load OCCT shader declarations file";
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB,
+ theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_ERROR,
0,
- GL_DEBUG_SEVERITY_HIGH_ARB,
+ GL_DEBUG_SEVERITY_HIGH,
aMsg);
return Standard_False;
}
+ TCollection_AsciiString aHeader = !myProxy.IsNull() && !myProxy->Header().IsEmpty()
+ ? (myProxy->Header() + "\n")
+ : TCollection_AsciiString();
+
TCollection_AsciiString aDeclarations;
aDeclFile.Open (OSD_ReadOnly, OSD_Protection());
aDeclFile.Read (aDeclarations, (int)aDeclFile.Size());
if (!anIter.Value()->IsDone())
{
const TCollection_ExtendedString aMsg = "Error! Failed to get shader source";
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB,
+ theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_ERROR,
0,
- GL_DEBUG_SEVERITY_HIGH_ARB,
+ GL_DEBUG_SEVERITY_HIGH,
aMsg);
return Standard_False;
}
if (aShader.IsNull())
{
TCollection_ExtendedString aMsg = "Error! Unsupported shader type";
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB,
+ theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_ERROR,
0,
- GL_DEBUG_SEVERITY_HIGH_ARB,
+ GL_DEBUG_SEVERITY_HIGH,
aMsg);
return Standard_False;
}
}
TCollection_AsciiString aSource = aDeclarations + anIter.Value()->Source();
- if (anIter.Value()->Type() == Graphic3d_TOS_VERTEX)
+ switch (anIter.Value()->Type())
{
- aSource = TCollection_AsciiString ("#define VERTEX_SHADER\n") + aSource;
+ case Graphic3d_TOS_VERTEX:
+ {
+ aSource = aHeader + TCollection_AsciiString ("#define VERTEX_SHADER\n") + aSource;
+ break;
+ }
+ case Graphic3d_TOS_FRAGMENT:
+ {
+ #if defined(GL_ES_VERSION_2_0)
+ TCollection_AsciiString aPrefix (theCtx->hasHighp
+ ? "precision highp float;\n"
+ "precision highp int;\n"
+ : "precision mediump float;\n"
+ "precision mediump int;\n");
+ aSource = aHeader + aPrefix + aSource;
+ #else
+ aSource = aHeader + aSource;
+ #endif
+ break;
+ }
}
if (!aShader->LoadSource (theCtx, aSource))
{
const TCollection_ExtendedString aMsg = "Error! Failed to set shader source";
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB,
+ theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_ERROR,
0,
- GL_DEBUG_SEVERITY_HIGH_ARB,
+ GL_DEBUG_SEVERITY_HIGH,
aMsg);
aShader->Release (theCtx.operator->());
return Standard_False;
{
aLog = "Compilation log is empty.";
}
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB,
+ theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_ERROR,
0,
- GL_DEBUG_SEVERITY_HIGH_ARB,
+ GL_DEBUG_SEVERITY_HIGH,
TCollection_ExtendedString ("Failed to compile shader object. Compilation log:\n") + aLog);
aShader->Release (theCtx.operator->());
return Standard_False;
if (!aLog.IsEmpty()
&& !aLog.IsEqual ("No errors.\n"))
{
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_PORTABILITY_ARB,
+ theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_PORTABILITY,
0,
- GL_DEBUG_SEVERITY_LOW_ARB,
+ GL_DEBUG_SEVERITY_LOW,
TCollection_ExtendedString ("Shader compilation log:\n") + aLog);
}
}
}
}
+ // bind locations for pre-defined Vertex Attributes
+ SetAttributeName (theCtx, Graphic3d_TOA_POS, "occVertex");
+ SetAttributeName (theCtx, Graphic3d_TOA_NORM, "occNormal");
+ SetAttributeName (theCtx, Graphic3d_TOA_UV, "occTexCoord");
+ SetAttributeName (theCtx, Graphic3d_TOA_COLOR, "occVertColor");
+
+ // bind custom Vertex Attributes
+ if (!myProxy.IsNull())
+ {
+ for (Graphic3d_ShaderAttributeList::Iterator anAttribIter (myProxy->VertexAttributes());
+ anAttribIter.More(); anAttribIter.Next())
+ {
+ SetAttributeName (theCtx, anAttribIter.Value()->Location(), anAttribIter.Value()->Name().ToCString());
+ }
+ }
+
if (!Link (theCtx))
{
TCollection_AsciiString aLog;
{
aLog = "Linker log is empty.";
}
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_ERROR_ARB,
+ theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_ERROR,
0,
- GL_DEBUG_SEVERITY_HIGH_ARB,
+ GL_DEBUG_SEVERITY_HIGH,
TCollection_ExtendedString ("Failed to link program object! Linker log:\n") + aLog);
return Standard_False;
}
if (!aLog.IsEmpty()
&& !aLog.IsEqual ("No errors.\n"))
{
- theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
- GL_DEBUG_TYPE_PORTABILITY_ARB,
+ theCtx->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
+ GL_DEBUG_TYPE_PORTABILITY,
0,
- GL_DEBUG_SEVERITY_LOW_ARB,
+ GL_DEBUG_SEVERITY_LOW,
TCollection_ExtendedString ("GLSL linker log:\n") + aLog);
}
}
+ // set uniform defaults
+ const GLint aLocSampler = GetStateLocation (OpenGl_OCCT_ACTIVE_SAMPLER);
+ const GLint aLocTexEnable = GetStateLocation (OpenGl_OCCT_TEXTURE_ENABLE);
+ if (aLocSampler != INVALID_LOCATION
+ || aLocTexEnable != INVALID_LOCATION)
+ {
+ const Handle(OpenGl_ShaderProgram)& anOldProgram = theCtx->ActiveProgram();
+ theCtx->core20fwd->glUseProgram (myProgramID);
+ SetUniform (theCtx, aLocSampler, 0); // GL_TEXTURE0
+ SetUniform (theCtx, aLocTexEnable, 0); // Off
+ theCtx->core20fwd->glUseProgram (!anOldProgram.IsNull() ? anOldProgram->ProgramId() : OpenGl_ShaderProgram::NO_PROGRAM);
+ }
+
return Standard_True;
}
}
myShaderObjects.Append (theShader);
- theCtx->core20->glAttachShader (myProgramID, theShader->myShaderID);
+ theCtx->core20fwd->glAttachShader (myProgramID, theShader->myShaderID);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glDetachShader (myProgramID, theShader->myShaderID);
+ theCtx->core20fwd->glDetachShader (myProgramID, theShader->myShaderID);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glLinkProgram (myProgramID);
-
GLint aStatus = GL_FALSE;
- theCtx->core20->glGetProgramiv (myProgramID, GL_LINK_STATUS, &aStatus);
+ theCtx->core20fwd->glLinkProgram (myProgramID);
+ theCtx->core20fwd->glGetProgramiv (myProgramID, GL_LINK_STATUS, &aStatus);
+ if (aStatus == GL_FALSE)
+ {
+ return Standard_False;
+ }
for (GLint aVar = 0; aVar < OpenGl_OCCT_NUMBER_OF_STATE_VARIABLES; ++aVar)
{
myStateLocations[aVar] = GetUniformLocation (theCtx, PredefinedKeywords[aVar]);
}
-
- return aStatus != GL_FALSE;
+ return Standard_True;
}
// =======================================================================
}
GLint aLength = 0;
- theCtx->core20->glGetProgramiv (myProgramID, GL_INFO_LOG_LENGTH, &aLength);
+ theCtx->core20fwd->glGetProgramiv (myProgramID, GL_INFO_LOG_LENGTH, &aLength);
if (aLength > 0)
{
GLchar* aLog = (GLchar*) alloca (aLength);
memset (aLog, 0, aLength);
- theCtx->core20->glGetProgramInfoLog (myProgramID, aLength, NULL, aLog);
+ theCtx->core20fwd->glGetProgramInfoLog (myProgramID, aLength, NULL, aLog);
theOutput = aLog;
}
return Standard_True;
}
-// =======================================================================
-// function : Bind
-// purpose : Sets the program object as part of current rendering state
-// =======================================================================
-void OpenGl_ShaderProgram::Bind (const Handle(OpenGl_Context)& theCtx) const
-{
- if (myProgramID == NO_PROGRAM)
- {
- return;
- }
-
- theCtx->core20->glUseProgram (myProgramID);
- theCtx->ShaderManager()->myIsPP = Standard_True;
-}
-
// =======================================================================
// function : ApplyVariables
// purpose : Fetches uniform variables from proxy shader program
return Standard_True;
}
-// =======================================================================
-// function : BindWithVariables
-// purpose : Binds the program object and applies variables
-// =======================================================================
-Standard_Boolean OpenGl_ShaderProgram::BindWithVariables (const Handle(OpenGl_Context)& theCtx)
-{
- Bind (theCtx);
- return ApplyVariables (theCtx);
-}
-
-// =======================================================================
-// function : Unbind
-// purpose : Reverts to fixed-function graphics pipeline (FFP)
-// =======================================================================
-void OpenGl_ShaderProgram::Unbind (const Handle(OpenGl_Context)& theCtx)
-{
- if (theCtx->ShaderManager()->myIsPP)
- {
- theCtx->core20->glUseProgram (NO_PROGRAM);
- theCtx->ShaderManager()->myIsPP = Standard_False;
- }
-}
-
// =======================================================================
// function : ActiveState
// purpose : Returns index of last modification for specified state type
const GLchar* theName) const
{
return myProgramID != NO_PROGRAM
- ? theCtx->core20->glGetUniformLocation (myProgramID, theName)
+ ? theCtx->core20fwd->glGetUniformLocation (myProgramID, theName)
: INVALID_LOCATION;
}
const GLchar* theName) const
{
return myProgramID != NO_PROGRAM
- ? theCtx->core20->glGetAttribLocation (myProgramID, theName)
+ ? theCtx->core20fwd->glGetAttribLocation (myProgramID, theName)
: INVALID_LOCATION;
}
return Standard_False;
}
- theCtx->core20->glGetUniformiv (myProgramID, theLocation, theValue);
+ theCtx->core20fwd->glGetUniformiv (myProgramID, theLocation, theValue);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glGetUniformfv (myProgramID, theLocation, theValue);
+ theCtx->core20fwd->glGetUniformfv (myProgramID, theLocation, theValue);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glGetVertexAttribiv (theIndex, GL_CURRENT_VERTEX_ATTRIB, theValue);
+ theCtx->core20fwd->glGetVertexAttribiv (theIndex, GL_CURRENT_VERTEX_ATTRIB, theValue);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glGetVertexAttribfv (theIndex, GL_CURRENT_VERTEX_ATTRIB, theValue);
+ theCtx->core20fwd->glGetVertexAttribfv (theIndex, GL_CURRENT_VERTEX_ATTRIB, theValue);
+ return Standard_True;
+}
+
+// =======================================================================
+// function : SetAttributeName
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderProgram::SetAttributeName (const Handle(OpenGl_Context)& theCtx,
+ GLint theIndex,
+ const GLchar* theName)
+{
+ theCtx->core20fwd->glBindAttribLocation (myProgramID, theIndex, theName);
+ return Standard_True;
+}
+
+// =======================================================================
+// function : SetAttribute
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
+ const GLchar* theName,
+ GLfloat theValue)
+{
+ return SetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
+}
+
+// =======================================================================
+// function : SetAttribute
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
+ GLint theIndex,
+ GLfloat theValue)
+{
+ if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
+ {
+ return Standard_False;
+ }
+
+ theCtx->core20fwd->glVertexAttrib1f (theIndex, theValue);
+ return Standard_True;
+}
+
+// =======================================================================
+// function : SetAttribute
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
+ const GLchar* theName,
+ const OpenGl_Vec2& theValue)
+{
+ return SetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
+}
+
+// =======================================================================
+// function : SetAttribute
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
+ GLint theIndex,
+ const OpenGl_Vec2& theValue)
+{
+ if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
+ {
+ return Standard_False;
+ }
+
+ theCtx->core20fwd->glVertexAttrib2fv (theIndex, theValue);
+ return Standard_True;
+}
+
+// =======================================================================
+// function : SetAttribute
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
+ const GLchar* theName,
+ const OpenGl_Vec3& theValue)
+{
+ return SetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
+}
+
+// =======================================================================
+// function : SetAttribute
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
+ GLint theIndex,
+ const OpenGl_Vec3& theValue)
+{
+ if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
+ {
+ return Standard_False;
+ }
+
+ theCtx->core20fwd->glVertexAttrib3fv (theIndex, theValue);
+ return Standard_True;
+}
+
+// =======================================================================
+// function : SetAttribute
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
+ const GLchar* theName,
+ const OpenGl_Vec4& theValue)
+{
+ return SetAttribute (theCtx, GetAttributeLocation (theCtx, theName), theValue);
+}
+
+// =======================================================================
+// function : SetAttribute
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderProgram::SetAttribute (const Handle(OpenGl_Context)& theCtx,
+ GLint theIndex,
+ const OpenGl_Vec4& theValue)
+{
+ if (myProgramID == NO_PROGRAM || theIndex == INVALID_LOCATION)
+ {
+ return Standard_False;
+ }
+
+ theCtx->core20fwd->glVertexAttrib4fv (theIndex, theValue);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform1i (theLocation, theValue);
+ theCtx->core20fwd->glUniform1i (theLocation, theValue);
return Standard_True;
}
+// =======================================================================
+// function : SetUniform
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
+ const GLchar* theName,
+ const OpenGl_Vec2u& theValue)
+{
+ return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue);
+}
+
+// =======================================================================
+// function : SetUniform
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
+ GLint theLocation,
+ const OpenGl_Vec2u& theValue)
+{
+ if (theCtx->core32 == NULL || myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
+ {
+ return Standard_False;
+ }
+
+#if !defined(GL_ES_VERSION_2_0)
+ theCtx->core32->glUniform2uiv (theLocation, 1, theValue.GetData());
+ return Standard_True;
+#else
+ (void )theValue;
+ return Standard_False;
+#endif
+}
+
+// =======================================================================
+// function : SetUniform
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
+ const GLchar* theName,
+ const GLsizei theCount,
+ const OpenGl_Vec2u* theValue)
+{
+ return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theCount, theValue);
+}
+
+// =======================================================================
+// function : SetUniform
+// purpose :
+// =======================================================================
+Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
+ GLint theLocation,
+ const GLsizei theCount,
+ const OpenGl_Vec2u* theValue)
+{
+ if (theCtx->core32 == NULL || myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
+ {
+ return Standard_False;
+ }
+
+#if !defined(GL_ES_VERSION_2_0)
+ theCtx->core32->glUniform2uiv (theLocation, theCount, theValue->GetData());
+ return Standard_True;
+#else
+ (void )theCount;
+ (void )theValue;
+ return Standard_False;
+#endif
+}
+
// =======================================================================
// function : SetUniform
// purpose : Specifies the value of the floating-point uniform variable
return Standard_False;
}
- theCtx->core20->glUniform1f (theLocation, theValue);
+ theCtx->core20fwd->glUniform1f (theLocation, theValue);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform2iv (theLocation, 1, theValue);
+ theCtx->core20fwd->glUniform2iv (theLocation, 1, theValue);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform3iv (theLocation, 1, theValue);
+ theCtx->core20fwd->glUniform3iv (theLocation, 1, theValue);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform4iv (theLocation, 1, theValue);
+ theCtx->core20fwd->glUniform4iv (theLocation, 1, theValue);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform2fv (theLocation, 1, theValue);
+ theCtx->core20fwd->glUniform2fv (theLocation, 1, theValue);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform3fv (theLocation, 1, theValue);
+ theCtx->core20fwd->glUniform3fv (theLocation, 1, theValue);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform4fv (theLocation, 1, theValue);
+ theCtx->core20fwd->glUniform4fv (theLocation, 1, theValue);
return Standard_True;
}
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
- const OpenGl_Matrix& theValue,
+ const OpenGl_Mat4& theValue,
GLboolean theTranspose)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue, theTranspose);
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
- const OpenGl_Matrix& theValue,
+ const OpenGl_Mat4& theValue,
GLboolean theTranspose)
{
if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
return Standard_False;
}
- theCtx->core20->glUniformMatrix4fv (theLocation, 1, theTranspose, *theValue.mat);
+ theCtx->core20fwd->glUniformMatrix4fv (theLocation, 1, GL_FALSE, theTranspose ? theValue.Transposed() : theValue);
return Standard_True;
}
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
const GLchar* theName,
- const Tmatrix3& theValue,
+ const OpenGl_Matrix& theValue,
GLboolean theTranspose)
{
return SetUniform (theCtx, GetUniformLocation (theCtx, theName), theValue, theTranspose);
// =======================================================================
Standard_Boolean OpenGl_ShaderProgram::SetUniform (const Handle(OpenGl_Context)& theCtx,
GLint theLocation,
- const Tmatrix3& theValue,
+ const OpenGl_Matrix& theValue,
GLboolean theTranspose)
{
- if (myProgramID == NO_PROGRAM || theLocation == INVALID_LOCATION)
- {
- return Standard_False;
- }
-
- theCtx->core20->glUniformMatrix4fv (theLocation, 1, theTranspose, *theValue);
- return Standard_True;
+ return SetUniform (theCtx, theLocation, OpenGl_Mat4::Map (*theValue.mat), theTranspose);
}
// =======================================================================
return Standard_False;
}
- theCtx->core20->glUniform1fv (theLocation, theCount, theData);
+ theCtx->core20fwd->glUniform1fv (theLocation, theCount, theData);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform2fv (theLocation, theCount, theData[0].GetData());
+ theCtx->core20fwd->glUniform2fv (theLocation, theCount, theData[0].GetData());
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform3fv (theLocation, theCount, theData[0].GetData());
+ theCtx->core20fwd->glUniform3fv (theLocation, theCount, theData[0].GetData());
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform4fv (theLocation, theCount, theData[0].GetData());
+ theCtx->core20fwd->glUniform4fv (theLocation, theCount, theData[0].GetData());
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform1iv (theLocation, theCount, theData);
+ theCtx->core20fwd->glUniform1iv (theLocation, theCount, theData);
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform2iv (theLocation, theCount, theData[0].GetData());
+ theCtx->core20fwd->glUniform2iv (theLocation, theCount, theData[0].GetData());
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform3iv (theLocation, theCount, theData[0].GetData());
+ theCtx->core20fwd->glUniform3iv (theLocation, theCount, theData[0].GetData());
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform4iv (theLocation, theCount, theData[0].GetData());
+ theCtx->core20fwd->glUniform4iv (theLocation, theCount, theData[0].GetData());
return Standard_True;
}
return Standard_False;
}
- theCtx->core20->glUniform1i (theLocation, theTextureUnit);
+ theCtx->core20fwd->glUniform1i (theLocation, theTextureUnit);
return Standard_True;
}
Standard_Boolean OpenGl_ShaderProgram::Create (const Handle(OpenGl_Context)& theCtx)
{
if (myProgramID == NO_PROGRAM
- && theCtx->core20 != NULL)
+ && theCtx->core20fwd != NULL)
{
- myProgramID = theCtx->core20->glCreateProgram();
+ myProgramID = theCtx->core20fwd->glCreateProgram();
}
return myProgramID != NO_PROGRAM;
// function : Release
// purpose : Destroys shader program
// =======================================================================
-void OpenGl_ShaderProgram::Release (const OpenGl_Context* theCtx)
+void OpenGl_ShaderProgram::Release (OpenGl_Context* theCtx)
{
if (myProgramID == NO_PROGRAM)
{
for (OpenGl_ShaderList::Iterator anIter (myShaderObjects); anIter.More(); anIter.Next())
{
- anIter.ChangeValue()->Release (theCtx);
- anIter.ChangeValue().Nullify();
+ if (!anIter.Value().IsNull())
+ {
+ anIter.ChangeValue()->Release (theCtx);
+ anIter.ChangeValue().Nullify();
+ }
}
- if (theCtx->core20 != NULL
+ if (theCtx->core20fwd != NULL
&& theCtx->IsValid())
{
- theCtx->core20->glDeleteProgram (myProgramID);
+ theCtx->core20fwd->glDeleteProgram (myProgramID);
}
myProgramID = NO_PROGRAM;