1 // Created on: 2013-09-20
2 // Created by: Denis BOGOLEPOV
3 // Copyright (c) 2013-2014 OPEN CASCADE SAS
5 // This file is part of Open CASCADE Technology software library.
7 // This library is free software; you can redistribute it and/or modify it under
8 // the terms of the GNU Lesser General Public License version 2.1 as published
9 // by the Free Software Foundation, with special exception defined in the file
10 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11 // distribution for complete text of the license and disclaimer of any warranty.
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
16 #include <Standard_Atomic.hxx>
17 #include <Standard_Assert.hxx>
19 #include <Graphic3d_GraphicDriver.hxx>
20 #include <Graphic3d_ShaderObject.hxx>
21 #include <Graphic3d_ShaderProgram.hxx>
22 #include <OSD_Directory.hxx>
23 #include <OSD_Environment.hxx>
24 #include <OSD_File.hxx>
25 #include <OSD_Path.hxx>
29 static volatile Standard_Integer THE_PROGRAM_OBJECT_COUNTER = 0;
33 // =======================================================================
34 // function : ShadersFolder
36 // =======================================================================
37 const TCollection_AsciiString& Graphic3d_ShaderProgram::ShadersFolder()
39 static Standard_Boolean THE_IS_DEFINED = Standard_False;
40 static TCollection_AsciiString THE_SHADERS_FOLDER;
43 THE_IS_DEFINED = Standard_True;
44 OSD_Environment aDirEnv ("CSF_ShadersDirectory");
45 THE_SHADERS_FOLDER = aDirEnv.Value();
46 if (THE_SHADERS_FOLDER.IsEmpty())
48 OSD_Environment aCasRootEnv ("CASROOT");
49 THE_SHADERS_FOLDER = aCasRootEnv.Value();
50 if (!THE_SHADERS_FOLDER.IsEmpty())
52 THE_SHADERS_FOLDER += "/src/Shaders";
56 if (THE_SHADERS_FOLDER.IsEmpty())
58 std::cerr << "Both environment variables CSF_ShadersDirectory and CASROOT are undefined!\n"
59 << "At least one should be defined to use standard GLSL programs.\n";
60 Standard_Failure::Raise ("CSF_ShadersDirectory and CASROOT are undefined");
61 return THE_SHADERS_FOLDER;
64 const OSD_Path aDirPath (THE_SHADERS_FOLDER);
65 OSD_Directory aDir (aDirPath);
66 const TCollection_AsciiString aProgram = THE_SHADERS_FOLDER + "/Declarations.glsl";
67 OSD_File aProgramFile (aProgram);
69 || !aProgramFile.Exists())
71 std::cerr << "Standard GLSL programs are not found in: " << THE_SHADERS_FOLDER.ToCString() << std::endl;
72 Standard_Failure::Raise ("CSF_ShadersDirectory or CASROOT is set incorrectly");
73 return THE_SHADERS_FOLDER;
76 return THE_SHADERS_FOLDER;
79 // =======================================================================
80 // function : Graphic3d_ShaderProgram
81 // purpose : Creates new empty program object
82 // =======================================================================
83 Graphic3d_ShaderProgram::Graphic3d_ShaderProgram()
85 myID = TCollection_AsciiString ("Graphic3d_ShaderProgram_")
86 + TCollection_AsciiString (Standard_Atomic_Increment (&THE_PROGRAM_OBJECT_COUNTER));
89 // =======================================================================
90 // function : Graphic3d_ShaderProgram
92 // =======================================================================
93 Graphic3d_ShaderProgram::Graphic3d_ShaderProgram (const Graphic3d_ShaderProgram::ShaderName theName)
95 const TCollection_AsciiString& aShadersRoot = Graphic3d_ShaderProgram::ShadersFolder();
98 case ShaderName_Phong:
100 myID = TCollection_AsciiString ("Graphic3d_ShaderProgram_Phong");
101 const TCollection_AsciiString aSrcVert = aShadersRoot + "/PhongShading.vs";
102 const TCollection_AsciiString aSrcFrag = aShadersRoot + "/PhongShading.fs";
104 if (!aSrcVert.IsEmpty()
105 && !OSD_File (aSrcVert).Exists())
107 Standard_Failure::Raise ("Graphic3d_ShaderProgram, PhongShading.vs is not found");
110 if (!aSrcFrag.IsEmpty()
111 && !OSD_File (aSrcFrag).Exists())
113 Standard_Failure::Raise ("Graphic3d_ShaderProgram, PhongShading.fs is not found");
117 AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_VERTEX, aSrcVert));
118 AttachShader (Graphic3d_ShaderObject::CreateFromFile (Graphic3d_TOS_FRAGMENT, aSrcFrag));
121 case ShaderName_UNKNOWN:
124 Standard_Failure::Raise ("Graphic3d_ShaderProgram, unknown program name");
130 // =======================================================================
131 // function : ~Graphic3d_ShaderProgram
132 // purpose : Releases resources of program object
133 // =======================================================================
134 Graphic3d_ShaderProgram::~Graphic3d_ShaderProgram()
139 // =======================================================================
140 // function : Destroy
141 // purpose : Releases resources of program object
142 // =======================================================================
143 void Graphic3d_ShaderProgram::Destroy() const
146 // =======================================================================
148 // purpose : Checks if the program object is valid or not
149 // =======================================================================
150 Standard_Boolean Graphic3d_ShaderProgram::IsDone() const
152 if (myShaderObjects.IsEmpty())
154 return Standard_False;
157 for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next())
159 if (!anIt.Value()->IsDone())
160 return Standard_False;
163 return Standard_True;
166 // =======================================================================
167 // function : AttachShader
168 // purpose : Attaches shader object to the program object
169 // =======================================================================
170 Standard_Boolean Graphic3d_ShaderProgram::AttachShader (const Handle(Graphic3d_ShaderObject)& theShader)
172 if (theShader.IsNull())
174 return Standard_False;
177 for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next())
179 if (anIt.Value() == theShader)
180 return Standard_False;
183 myShaderObjects.Append (theShader);
184 return Standard_True;
187 // =======================================================================
188 // function : DetachShader
189 // purpose : Detaches shader object from the program object
190 // =======================================================================
191 Standard_Boolean Graphic3d_ShaderProgram::DetachShader (const Handle(Graphic3d_ShaderObject)& theShader)
193 if (theShader.IsNull())
195 return Standard_False;
198 for (Graphic3d_ShaderObjectList::Iterator anIt (myShaderObjects); anIt.More(); anIt.Next())
200 if (anIt.Value() == theShader)
202 myShaderObjects.Remove (anIt);
203 return Standard_True;
207 return Standard_False;
210 // =======================================================================
211 // function : ClearVariables
212 // purpose : Removes all custom uniform variables from the program
213 // =======================================================================
214 void Graphic3d_ShaderProgram::ClearVariables()