// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
-#ifdef HAVE_CONFIG_H
-# include <config.h>
-#endif
-
#include <ViewerTest.hxx>
-#include <AIS_Drawer.hxx>
#include <AIS_InteractiveContext.hxx>
#include <AIS_InteractiveObject.hxx>
#include <Draw.hxx>
#include <OpenGl_Element.hxx>
#include <OpenGl_GlCore20.hxx>
#include <OpenGl_GraphicDriver.hxx>
+#include <OpenGl_ShaderManager.hxx>
#include <OpenGl_Workspace.hxx>
#include <OSD_Environment.hxx>
#include <OSD_File.hxx>
+#include <Prs3d_Drawer.hxx>
#include <Prs3d_Presentation.hxx>
#include <Prs3d_Root.hxx>
+#include <Prs3d_LineAspect.hxx>
#include <Prs3d_ShadingAspect.hxx>
#include <Select3D_SensitiveCurve.hxx>
#include <SelectMgr_EntityOwner.hxx>
#include <TCollection_AsciiString.hxx>
#include <V3d_View.hxx>
#include <V3d_Viewer.hxx>
-#include <Visual3d_View.hxx>
#include <ViewerTest_DoubleMapOfInteractiveAndName.hxx>
#include <ViewerTest_DoubleMapIteratorOfDoubleMapOfInteractiveAndName.hxx>
+#include <OpenGl_Group.hxx>
extern Standard_Boolean VDisplayAISObject (const TCollection_AsciiString& theName,
const Handle(AIS_InteractiveObject)& theAISObj,
Standard_Boolean theReplaceIfExists = Standard_True);
extern ViewerTest_DoubleMapOfInteractiveAndName& GetMapOfAIS();
+namespace {
+
//=======================================================================
//function : VUserDraw
//purpose : Checks availability and operation of UserDraw feature
//=======================================================================
-DEFINE_STANDARD_HANDLE(VUserDrawObj, AIS_InteractiveObject)
class VUserDrawObj : public AIS_InteractiveObject
{
public:
// CASCADE RTTI
- DEFINE_STANDARD_RTTI(VUserDrawObj);
+ DEFINE_STANDARD_RTTI_INLINE(VUserDrawObj,AIS_InteractiveObject);
VUserDrawObj()
{
Handle(VUserDrawObj) myIObj;
public:
- Element (const Handle(VUserDrawObj)& theIObj,
- Graphic3d_BndBox4f* theBounds)
- : myIObj( theIObj )
- {
- if (!myIObj.IsNull())
- myIObj->GetBounds(theBounds);
- }
+ Element (const Handle(VUserDrawObj)& theIObj) : myIObj (theIObj) {}
- virtual ~Element ()
- {
- }
+ virtual ~Element() {}
virtual void Render (const Handle(OpenGl_Workspace)& theWorkspace) const
{
// Virtual methods implementation
void Compute (const Handle(PrsMgr_PresentationManager3d)& thePresentationManager,
const Handle(Prs3d_Presentation)& thePresentation,
- const Standard_Integer theMode);
+ const Standard_Integer theMode) Standard_OVERRIDE;
void ComputeSelection (const Handle(SelectMgr_Selection)& theSelection,
- const Standard_Integer theMode);
+ const Standard_Integer theMode) Standard_OVERRIDE;
// Called by VUserDrawElement
void Render(const Handle(OpenGl_Workspace)& theWorkspace) const;
- void GetBounds(Graphic3d_BndBox4f* theBounds);
+private:
GLfloat myCoords[6];
-
friend class Element;
};
-IMPLEMENT_STANDARD_HANDLE(VUserDrawObj, AIS_InteractiveObject)
-IMPLEMENT_STANDARD_RTTIEXT(VUserDrawObj, AIS_InteractiveObject)
-void VUserDrawObj::Compute(const Handle(PrsMgr_PresentationManager3d)& /*thePresentationManager*/,
- const Handle(Prs3d_Presentation)& thePresentation,
+void VUserDrawObj::Compute(const Handle(PrsMgr_PresentationManager3d)& thePrsMgr,
+ const Handle(Prs3d_Presentation)& thePrs,
const Standard_Integer /*theMode*/)
{
- thePresentation->Clear();
-
- Handle(Graphic3d_Group) aGrp = Prs3d_Root::CurrentGroup(thePresentation);
- aGrp->UserDraw(this, Standard_True, Standard_True);
+ thePrs->Clear();
+
+ Graphic3d_Vec4 aBndMin (myCoords[0], myCoords[1], myCoords[2], 1.0f);
+ Graphic3d_Vec4 aBndMax (myCoords[3], myCoords[4], myCoords[5], 1.0f);
+ Handle(OpenGl_Group) aGroup = Handle(OpenGl_Group)::DownCast (thePrs->NewGroup());
+ aGroup->SetMinMaxValues (aBndMin.x(), aBndMin.y(), aBndMin.z(),
+ aBndMax.x(), aBndMax.y(), aBndMax.z());
+ aGroup->SetGroupPrimitivesAspect (myDrawer->LineAspect()->Aspect());
+ VUserDrawObj::Element* anElem = new VUserDrawObj::Element (this);
+ aGroup->AddElement(anElem);
+
+ // invalidate bounding box of the scene
+ thePrsMgr->StructureManager()->Update();
}
void VUserDrawObj::ComputeSelection (const Handle(SelectMgr_Selection)& theSelection,
theSelection->Add(aSensitive);
}
-void VUserDrawObj::GetBounds(Graphic3d_BndBox4f* theBounds)
-{
- if (theBounds)
- {
- Graphic3d_Vec4 aMinPt (myCoords[0], myCoords[1], myCoords[2], 1.0f);
- Graphic3d_Vec4 aMaxPt (myCoords[3], myCoords[4], myCoords[5], 1.0f);
- if (!theBounds->IsValid())
- {
- theBounds->Combine (Graphic3d_BndBox4f (aMinPt, aMaxPt));
- }
- else
- {
- theBounds->CornerMin() = aMinPt;
- theBounds->CornerMax() = aMaxPt;
- }
- }
-}
-
void VUserDrawObj::Render(const Handle(OpenGl_Workspace)& theWorkspace) const
{
- // To test linking against OpenGl_Workspace and all aspect classes
- const OpenGl_AspectLine* aLA = theWorkspace->AspectLine(0);
- const OpenGl_AspectMarker* aMA = theWorkspace->AspectMarker(0);
- aMA->Type();
- const OpenGl_AspectText* aTA = theWorkspace->AspectText(0);
- aTA->FontName();
- TEL_COLOUR aColor = theWorkspace->NamedStatus & OPENGL_NS_HIGHLIGHT ?
- *(theWorkspace->HighlightColor) : aLA->Color();
+ const Handle(OpenGl_Context)& aCtx = theWorkspace->GetGlContext();
- // To test OpenGl_Window
- //Handle(OpenGl_Context) aCtx = theWorkspace->GetGlContext();
+ // To test linking against OpenGl_Workspace and all aspect classes
+ const OpenGl_AspectMarker* aMA = theWorkspace->AspectMarker();
+ aMA->Aspect()->Type();
+ const OpenGl_AspectText* aTA = theWorkspace->AspectText();
+ aTA->Aspect()->Font();
+ OpenGl_Vec4 aColor = theWorkspace->LineColor();
- // Finally draw something to make sure UserDraw really works
- glPushAttrib(GL_ENABLE_BIT);
- glDisable(GL_LIGHTING);
- glColor4fv(aColor.rgb);
- glBegin(GL_LINE_LOOP);
- glVertex3f(myCoords[0], myCoords[1], myCoords[2]);
- glVertex3f(myCoords[3], myCoords[4], myCoords[2]);
- glVertex3f(myCoords[3], myCoords[4], myCoords[5]);
- glVertex3f(myCoords[0], myCoords[1], myCoords[5]);
- glEnd();
- glPopAttrib();
-}
+ aCtx->ShaderManager()->BindLineProgram (Handle(OpenGl_TextureSet)(), false, false, false, Handle(OpenGl_ShaderProgram)());
+ aCtx->SetColor4fv (aColor);
-OpenGl_Element* VUserDrawCallback(const CALL_DEF_USERDRAW * theUserDraw)
-{
- Handle(VUserDrawObj) anIObj = (VUserDrawObj*)theUserDraw->Data;
- if (anIObj.IsNull())
+ const OpenGl_Vec3 aVertArray[4] =
{
- std::cout << "VUserDrawCallback error: null object passed, the custom scene element will not be rendered" << std::endl;
- }
+ OpenGl_Vec3(myCoords[0], myCoords[1], myCoords[2]),
+ OpenGl_Vec3(myCoords[3], myCoords[4], myCoords[2]),
+ OpenGl_Vec3(myCoords[3], myCoords[4], myCoords[5]),
+ OpenGl_Vec3(myCoords[0], myCoords[1], myCoords[5]),
+ };
+ Handle(OpenGl_VertexBuffer) aVertBuffer = new OpenGl_VertexBuffer();
+ aVertBuffer->Init (aCtx, 3, 4, aVertArray[0].GetData());
- return new VUserDrawObj::Element(anIObj, theUserDraw->Bounds);
+ // Finally draw something to make sure UserDraw really works
+ aVertBuffer->BindAttribute (aCtx, Graphic3d_TOA_POS);
+ glDrawArrays(GL_LINE_LOOP, 0, aVertBuffer->GetElemsNb());
+ aVertBuffer->UnbindAttribute(aCtx, Graphic3d_TOA_POS);
+ aVertBuffer->Release (aCtx.get());
}
+} // end of anonymous namespace
+
static Standard_Integer VUserDraw (Draw_Interpretor& di,
Standard_Integer argc,
const char ** argv)
TCollection_AsciiString aName (argv[1]);
VDisplayAISObject(aName, Handle(AIS_InteractiveObject)());
- // register the custom element factory function
- aDriver->UserDrawCallback() = VUserDrawCallback;
-
Handle(VUserDrawObj) anIObj = new VUserDrawObj();
VDisplayAISObject(aName, anIObj);
Standard_Integer /*theArgNb*/,
const char** /*theArgVec*/)
{
+#if !defined(GL_ES_VERSION_2_0)
// get the active view
Handle(V3d_View) aView = ViewerTest::CurrentView();
if (aView.IsNull())
<< "Buffer size GL_3D_COLOR: " << aLen3D_rgba * double(sizeof(GLfloat)) / double(1024 * 1024) << " MiB\n";
return 0;
}
+#else
+ (void )theDI;
+ std::cout << "Command is unsupported on current platform.\n";
+ return 1;
+#endif
}
//==============================================================================
return 1;
}
- Graphic3d_CView* aCView = (Graphic3d_CView* )(ViewerTest::CurrentView()->View()->CView());
- aDriver->SetImmediateModeDrawToFront (*aCView, atoi(theArgVec[1]) != 0);
+ ViewerTest::CurrentView()->View()->SetImmediateModeDrawToFront (atoi(theArgVec[1]) != 0);
+
return 0;
}
+//! Search the info from the key.
+inline TCollection_AsciiString searchInfo (const TColStd_IndexedDataMapOfStringString& theDict,
+ const TCollection_AsciiString& theKey)
+{
+ for (TColStd_IndexedDataMapOfStringString::Iterator anIter (theDict); anIter.More(); anIter.Next())
+ {
+ if (TCollection_AsciiString::IsSameString (anIter.Key(), theKey, Standard_False))
+ {
+ return anIter.Value();
+ }
+ }
+ return TCollection_AsciiString();
+}
+
//==============================================================================
//function : VGlInfo
//purpose :
return 1;
}
- if (theArgNb <= 1)
+ Standard_Integer anArgIter = 1;
+ Graphic3d_DiagnosticInfo anInfoLevel = Graphic3d_DiagnosticInfo_Basic;
+ if (theArgNb == 2)
{
- Standard_CString aDebugInfo = OpenGl_Context::CheckExtension ((const char* )glGetString (GL_EXTENSIONS),
- "GL_ARB_debug_output")
- ? " GLdebug = ON\n" : "";
+ TCollection_AsciiString aName (theArgVec[1]);
+ aName.LowerCase();
+ if (aName == "-short")
+ {
+ ++anArgIter;
+ anInfoLevel = Graphic3d_DiagnosticInfo_Short;
+ }
+ else if (aName == "-basic")
+ {
+ ++anArgIter;
+ anInfoLevel = Graphic3d_DiagnosticInfo_Basic;
+ }
+ else if (aName == "-complete"
+ || aName == "-full")
+ {
+ ++anArgIter;
+ anInfoLevel = Graphic3d_DiagnosticInfo_Complete;
+ }
+ }
+
+ TColStd_IndexedDataMapOfStringString aDict;
+ if (anArgIter >= theArgNb)
+ {
+ aView->DiagnosticInformation (aDict, anInfoLevel);
+ TCollection_AsciiString aText;
+ for (TColStd_IndexedDataMapOfStringString::Iterator aValueIter (aDict); aValueIter.More(); aValueIter.Next())
+ {
+ if (!aText.IsEmpty())
+ {
+ aText += "\n";
+ }
+ aText += TCollection_AsciiString(" ") + aValueIter.Key() + ": " + aValueIter.Value();
+ }
+
theDI << "OpenGL info:\n"
- << " GLvendor = '" << (const char* )glGetString(GL_VENDOR) << "'\n"
- << " GLdevice = '" << (const char* )glGetString(GL_RENDERER) << "'\n"
- << " GLversion = '" << (const char* )glGetString(GL_VERSION) << "'\n"
- << " GLSLversion = '" << (const char* )glGetString(GL_SHADING_LANGUAGE_VERSION) << "'\n"
- << aDebugInfo;
+ << aText;
return 0;
}
const Standard_Boolean isList = theArgNb >= 3;
- for (Standard_Integer anIter = 1; anIter < theArgNb; ++anIter)
+ aView->DiagnosticInformation (aDict, Graphic3d_DiagnosticInfo_Complete);
+ for (; anArgIter < theArgNb; ++anArgIter)
{
- TCollection_AsciiString aName (theArgVec[anIter]);
+ TCollection_AsciiString aName (theArgVec[anArgIter]);
aName.UpperCase();
- const char* aValue = NULL;
+ TCollection_AsciiString aValue;
if (aName.Search ("VENDOR") != -1)
{
- aValue = (const char* )glGetString (GL_VENDOR);
+ aValue = searchInfo (aDict, "GLvendor");
}
else if (aName.Search ("RENDERER") != -1)
{
- aValue = (const char* )glGetString (GL_RENDERER);
+ aValue = searchInfo (aDict, "GLdevice");
}
else if (aName.Search ("SHADING_LANGUAGE_VERSION") != -1
|| aName.Search ("GLSL") != -1)
{
- aValue = (const char* )glGetString (GL_SHADING_LANGUAGE_VERSION);
+ aValue = searchInfo (aDict, "GLSLversion");
}
else if (aName.Search ("VERSION") != -1)
{
- aValue = (const char* )glGetString (GL_VERSION);
+ aValue = searchInfo (aDict, "GLversion");
}
else if (aName.Search ("EXTENSIONS") != -1)
{
- aValue = (const char* )glGetString (GL_EXTENSIONS);
+ aValue = searchInfo (aDict, "GLextensions");
}
else
{
return 0;
}
+//! Parse shader type argument.
+static bool parseShaderTypeArg (Graphic3d_TypeOfShaderObject& theType,
+ const TCollection_AsciiString& theArg)
+{
+ if (theArg == "-vertex"
+ || theArg == "-vert")
+ {
+ theType = Graphic3d_TOS_VERTEX;
+ }
+ else if (theArg == "-tessevaluation"
+ || theArg == "-tesseval"
+ || theArg == "-evaluation"
+ || theArg == "-eval")
+ {
+ theType = Graphic3d_TOS_TESS_EVALUATION;
+ }
+ else if (theArg == "-tesscontrol"
+ || theArg == "-tessctrl"
+ || theArg == "-control"
+ || theArg == "-ctrl")
+ {
+ theType = Graphic3d_TOS_TESS_CONTROL;
+ }
+ else if (theArg == "-geometry"
+ || theArg == "-geom")
+ {
+ theType = Graphic3d_TOS_GEOMETRY;
+ }
+ else if (theArg == "-fragment"
+ || theArg == "-frag")
+ {
+ theType = Graphic3d_TOS_FRAGMENT;
+ }
+ else if (theArg == "-compute"
+ || theArg == "-comp")
+ {
+ theType = Graphic3d_TOS_COMPUTE;
+ }
+ else
+ {
+ return false;
+ }
+ return true;
+}
//==============================================================================
//function : VShaderProg
Handle(AIS_InteractiveContext) aCtx = ViewerTest::GetAISContext();
if (aCtx.IsNull())
{
- std::cerr << "Use 'vinit' command before " << theArgVec[0] << "\n";
+ std::cout << "Error: no active view.\n";
return 1;
}
else if (theArgNb < 2)
{
- std::cerr << theArgVec[0] << " syntax error: lack of arguments\n";
+ std::cout << "Syntax error: lack of arguments\n";
return 1;
}
- TCollection_AsciiString aLastArg (theArgVec[theArgNb - 1]);
- aLastArg.UpperCase();
- const Standard_Boolean toTurnOff = aLastArg == "OFF";
- Standard_Integer anArgsNb = theArgNb - 1;
- Handle(Graphic3d_ShaderProgram) aProgram;
- if (!toTurnOff
- && aLastArg == "PHONG")
- {
- aProgram = new Graphic3d_ShaderProgram (Graphic3d_ShaderProgram::ShaderName_Phong);
- }
- if (!toTurnOff
- && aProgram.IsNull())
+ bool isExplicitShaderType = false;
+ Handle(Graphic3d_ShaderProgram) aProgram = new Graphic3d_ShaderProgram();
+ NCollection_Sequence<Handle(AIS_InteractiveObject)> aPrsList;
+ Graphic3d_GroupAspect aGroupAspect = Graphic3d_ASPECT_FILL_AREA;
+ bool isSetGroupAspect = false;
+ for (Standard_Integer anArgIter = 1; anArgIter < theArgNb; ++anArgIter)
{
- if (theArgNb < 3)
+ TCollection_AsciiString anArg (theArgVec[anArgIter]);
+ anArg.LowerCase();
+ Graphic3d_TypeOfShaderObject aShaderTypeArg = Graphic3d_TypeOfShaderObject(-1);
+ if (!aProgram.IsNull()
+ && aProgram->ShaderObjects().IsEmpty()
+ && (anArg == "-off"
+ || anArg == "off"))
{
- std::cerr << theArgVec[0] << " syntax error: lack of arguments\n";
- return 1;
+ aProgram.Nullify();
}
+ else if (!aProgram.IsNull()
+ && aProgram->ShaderObjects().IsEmpty()
+ && (anArg == "-phong"
+ || anArg == "phong"))
+ {
+ const TCollection_AsciiString& aShadersRoot = Graphic3d_ShaderProgram::ShadersFolder();
+ if (aShadersRoot.IsEmpty())
+ {
+ std::cout << "Error: both environment variables CSF_ShadersDirectory and CASROOT are undefined!\n"
+ "At least one should be defined to load Phong program.\n";
+ return 1;
+ }
- const TCollection_AsciiString aSrcVert = theArgVec[theArgNb - 2];
- const TCollection_AsciiString aSrcFrag = theArgVec[theArgNb - 1];
- if (!aSrcVert.IsEmpty()
- && !OSD_File (aSrcVert).Exists())
+ const TCollection_AsciiString aSrcVert = aShadersRoot + "/PhongShading.vs";
+ const TCollection_AsciiString aSrcFrag = aShadersRoot + "/PhongShading.fs";
+ if (!aSrcVert.IsEmpty()
+ && !OSD_File (aSrcVert).Exists())
+ {
+ std::cout << "Error: PhongShading.vs is not found\n";
+ return 1;
+ }
+ if (!aSrcFrag.IsEmpty()
+ && !OSD_File (aSrcFrag).Exists())
+ {
+ std::cout << "Error: PhongShading.fs is not found\n";
+ return 1;
+ }
+
+ aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_VERTEX, aSrcVert));
+ aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_FRAGMENT, aSrcFrag));
+ }
+ else if (aPrsList.IsEmpty()
+ && anArg == "*")
{
- std::cerr << "Non-existing vertex shader source\n";
- return 1;
+ //
+ }
+ else if (!isSetGroupAspect
+ && anArgIter + 1 < theArgNb
+ && (anArg == "-primtype"
+ || anArg == "-primitivetype"
+ || anArg == "-groupaspect"
+ || anArg == "-aspecttype"
+ || anArg == "-aspect"))
+ {
+ isSetGroupAspect = true;
+ TCollection_AsciiString aPrimTypeStr (theArgVec[++anArgIter]);
+ aPrimTypeStr.LowerCase();
+ if (aPrimTypeStr == "line")
+ {
+ aGroupAspect = Graphic3d_ASPECT_LINE;
+ }
+ else if (aPrimTypeStr == "tris"
+ || aPrimTypeStr == "triangles"
+ || aPrimTypeStr == "fill"
+ || aPrimTypeStr == "fillarea"
+ || aPrimTypeStr == "shading"
+ || aPrimTypeStr == "shade")
+ {
+ aGroupAspect = Graphic3d_ASPECT_FILL_AREA;
+ }
+ else if (aPrimTypeStr == "text")
+ {
+ aGroupAspect = Graphic3d_ASPECT_TEXT;
+ }
+ else if (aPrimTypeStr == "marker"
+ || aPrimTypeStr == "point"
+ || aPrimTypeStr == "pnt")
+ {
+ aGroupAspect = Graphic3d_ASPECT_MARKER;
+ }
+ else
+ {
+ std::cerr << "Syntax error at '" << aPrimTypeStr << "'\n";
+ return 1;
+ }
+ }
+ else if (anArgIter + 1 < theArgNb
+ && !aProgram.IsNull()
+ && aProgram->Header().IsEmpty()
+ && (anArg == "-version"
+ || anArg == "-glslversion"
+ || anArg == "-header"
+ || anArg == "-glslheader"))
+ {
+ TCollection_AsciiString aHeader (theArgVec[++anArgIter]);
+ if (aHeader.IsIntegerValue())
+ {
+ aHeader = TCollection_AsciiString ("#version ") + aHeader;
+ }
+ aProgram->SetHeader (aHeader);
}
- if (!aSrcFrag.IsEmpty()
- && !OSD_File (aSrcFrag).Exists())
+ else if (!anArg.StartsWith ("-")
+ && GetMapOfAIS().IsBound2 (theArgVec[anArgIter]))
{
- std::cerr << "Non-existing fragment shader source\n";
+ Handle(AIS_InteractiveObject) anIO = Handle(AIS_InteractiveObject)::DownCast (GetMapOfAIS().Find2 (theArgVec[anArgIter]));
+ if (anIO.IsNull())
+ {
+ std::cerr << "Syntax error: " << theArgVec[anArgIter] << " is not an AIS object\n";
+ return 1;
+ }
+ aPrsList.Append (anIO);
+ }
+ else if (!aProgram.IsNull()
+ && ((anArgIter + 1 < theArgNb && parseShaderTypeArg (aShaderTypeArg, anArg))
+ || (!isExplicitShaderType && aProgram->ShaderObjects().Size() < 2)))
+ {
+ TCollection_AsciiString aShaderPath (theArgVec[anArgIter]);
+ if (aShaderTypeArg != Graphic3d_TypeOfShaderObject(-1))
+ {
+ aShaderPath = (theArgVec[++anArgIter]);
+ isExplicitShaderType = true;
+ }
+
+ const bool isSrcFile = OSD_File (aShaderPath).Exists();
+ Handle(Graphic3d_ShaderObject) aShader = isSrcFile
+ ? Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_VERTEX, aShaderPath)
+ : Graphic3d_ShaderObject::CreateFromSource(Graphic3d_TOS_VERTEX, aShaderPath);
+ const TCollection_AsciiString& aShaderSrc = aShader->Source();
+
+ const bool hasVertPos = aShaderSrc.Search ("gl_Position") != -1;
+ const bool hasFragColor = aShaderSrc.Search ("occSetFragColor") != -1
+ || aShaderSrc.Search ("occFragColor") != -1
+ || aShaderSrc.Search ("gl_FragColor") != -1
+ || aShaderSrc.Search ("gl_FragData") != -1;
+ Graphic3d_TypeOfShaderObject aShaderType = aShaderTypeArg;
+ if (aShaderType == Graphic3d_TypeOfShaderObject(-1))
+ {
+ if (hasVertPos
+ && !hasFragColor)
+ {
+ aShaderType = Graphic3d_TOS_VERTEX;
+ }
+ if (hasFragColor
+ && !hasVertPos)
+ {
+ aShaderType = Graphic3d_TOS_FRAGMENT;
+ }
+ }
+ if (aShaderType == Graphic3d_TypeOfShaderObject(-1))
+ {
+ std::cerr << "Error: non-existing or invalid shader source\n";
+ return 1;
+ }
+
+ aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aShaderType, aShaderSrc));
+ }
+ else
+ {
+ std::cerr << "Syntax error at '" << anArg << "'\n";
return 1;
}
+ }
- aProgram = new Graphic3d_ShaderProgram();
- aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_VERTEX, aSrcVert));
- aProgram->AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_FRAGMENT, aSrcFrag));
- anArgsNb = theArgNb - 2;
+ if (!aProgram.IsNull()
+ && ViewerTest::CurrentView()->RenderingParams().TransparencyMethod == Graphic3d_RTM_BLEND_OIT)
+ {
+ aProgram->SetNbFragmentOutputs (2);
+ aProgram->SetWeightOitOutput (true);
}
- Handle(AIS_InteractiveObject) anIO;
- if (anArgsNb <= 1
- || *theArgVec[1] == '*')
+ ViewerTest_DoubleMapIteratorOfDoubleMapOfInteractiveAndName aGlobalPrsIter (GetMapOfAIS());
+ NCollection_Sequence<Handle(AIS_InteractiveObject)>::Iterator aPrsIter (aPrsList);
+ const bool isGlobalList = aPrsList.IsEmpty();
+ for (;;)
{
- for (ViewerTest_DoubleMapIteratorOfDoubleMapOfInteractiveAndName anIter (GetMapOfAIS());
- anIter.More(); anIter.Next())
+ Handle(AIS_InteractiveObject) anIO;
+ if (isGlobalList)
{
- anIO = Handle(AIS_InteractiveObject)::DownCast (anIter.Key1());
- if (!anIO.IsNull())
+ if (!aGlobalPrsIter.More())
+ {
+ break;
+ }
+ anIO = Handle(AIS_InteractiveObject)::DownCast (aGlobalPrsIter.Key1());
+ aGlobalPrsIter.Next();
+ if (anIO.IsNull())
{
- anIO->Attributes()->ShadingAspect()->Aspect()->SetShaderProgram (aProgram);
- aCtx->Redisplay (anIO, Standard_False);
+ continue;
}
}
- aCtx->UpdateCurrentViewer();
- return 0;
- }
+ else
+ {
+ if (!aPrsIter.More())
+ {
+ break;
+ }
+ anIO = aPrsIter.Value();
+ aPrsIter.Next();
+ }
- for (Standard_Integer anArgIter = 1; anArgIter < anArgsNb; ++anArgIter)
- {
- const TCollection_AsciiString aName (theArgVec[anArgIter]);
- if (!GetMapOfAIS().IsBound2 (aName))
+ if (anIO->Attributes()->SetShaderProgram (aProgram, aGroupAspect, true))
{
- std::cerr << "Warning: " << aName.ToCString() << " is not displayed\n";
- continue;
+ aCtx->Redisplay (anIO, Standard_False);
}
- anIO = Handle(AIS_InteractiveObject)::DownCast (GetMapOfAIS().Find2 (aName));
- if (anIO.IsNull())
+ else
{
- std::cerr << "Warning: " << aName.ToCString() << " is not an AIS object\n";
- continue;
+ anIO->SynchronizeAspects();
}
- anIO->Attributes()->ShadingAspect()->Aspect()->SetShaderProgram (aProgram);
- aCtx->Redisplay (anIO, Standard_False);
}
aCtx->UpdateCurrentViewer();
"vimmediatefront : render immediate mode to front buffer or to back buffer",
__FILE__, VImmediateFront, aGroup);
theCommands.Add("vglinfo",
- "vglinfo [GL_VENDOR] [GL_RENDERER] [GL_VERSION] [GL_SHADING_LANGUAGE_VERSION] [GL_EXTENSIONS]"
- " : prints GL info",
+ "vglinfo [-short|-basic|-complete]"
+ "\n\t\t: [GL_VENDOR] [GL_RENDERER] [GL_VERSION]"
+ "\n\t\t: [GL_SHADING_LANGUAGE_VERSION] [GL_EXTENSIONS]"
+ "\n\t\t: print OpenGL info",
__FILE__, VGlInfo, aGroup);
- theCommands.Add("vshaderprog",
- " 'vshaderprog [name] pathToVertexShader pathToFragmentShader'"
- "\n\t\t: or 'vshaderprog [name] off' to disable GLSL program"
- "\n\t\t: or 'vshaderprog [name] phong' to enable per-pixel lighting calculations"
- "\n\t\t: * might be used to specify all displayed objects",
+ theCommands.Add("vshader",
+ "vshader name -vert VertexShader -frag FragmentShader [-geom GeometryShader]"
+ "\n\t\t: [-off] [-phong] [-aspect {shading|line|point|text}=shading]"
+ "\n\t\t: [-header VersionHeader]"
+ "\n\t\t: [-tessControl TessControlShader -tesseval TessEvaluationShader]"
+ "\n\t\t: Assign custom GLSL program to presentation aspects.",
__FILE__, VShaderProg, aGroup);
+ theCommands.Add("vshaderprog", "Alias for vshader", __FILE__, VShaderProg, aGroup);
}