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 #ifndef _Graphic3d_ShaderProgram_HeaderFile
17 #define _Graphic3d_ShaderProgram_HeaderFile
19 #include <Graphic3d_RenderTransparentMethod.hxx>
20 #include <Graphic3d_ShaderAttribute.hxx>
21 #include <Graphic3d_ShaderObject.hxx>
22 #include <Graphic3d_ShaderVariable.hxx>
23 #include <Graphic3d_TextureParams.hxx>
24 #include <Graphic3d_TextureSetBits.hxx>
25 #include <NCollection_Sequence.hxx>
27 //! List of shader objects.
28 typedef NCollection_Sequence<Handle(Graphic3d_ShaderObject)> Graphic3d_ShaderObjectList;
30 //! List of custom uniform shader variables.
31 typedef NCollection_Sequence<Handle(Graphic3d_ShaderVariable)> Graphic3d_ShaderVariableList;
33 //! List of custom vertex shader attributes
34 typedef NCollection_Sequence<Handle(Graphic3d_ShaderAttribute)> Graphic3d_ShaderAttributeList;
36 //! This class is responsible for managing shader programs.
37 class Graphic3d_ShaderProgram : public Standard_Transient
39 DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderProgram, Standard_Transient)
42 //! Default value of THE_MAX_LIGHTS macros within GLSL program (see Declarations.glsl).
43 static const Standard_Integer THE_MAX_LIGHTS_DEFAULT = 8;
45 //! Default value of THE_MAX_CLIP_PLANES macros within GLSL program (see Declarations.glsl).
46 static const Standard_Integer THE_MAX_CLIP_PLANES_DEFAULT = 8;
48 //! Default value of THE_NB_FRAG_OUTPUTS macros within GLSL program (see Declarations.glsl).
49 static const Standard_Integer THE_NB_FRAG_OUTPUTS = 1;
53 //! Creates new empty program object.
54 Standard_EXPORT Graphic3d_ShaderProgram();
56 //! Releases resources of program object.
57 Standard_EXPORT virtual ~Graphic3d_ShaderProgram();
59 //! Checks if the program object is valid or not.
60 Standard_EXPORT virtual Standard_Boolean IsDone() const;
62 //! Returns unique ID used to manage resource in graphic driver.
63 const TCollection_AsciiString& GetId() const { return myID; }
65 //! Sets unique ID used to manage resource in graphic driver.
66 //! WARNING! Graphic3d_ShaderProgram constructor generates a unique id for proper resource management;
67 //! however if application overrides it, it is responsibility of application to avoid name collisions.
68 void SetId (const TCollection_AsciiString& theId) { myID = theId; }
70 //! Returns GLSL header (version code and extensions).
71 const TCollection_AsciiString& Header() const { return myHeader; }
73 //! Setup GLSL header containing language version code and used extensions.
74 //! Will be prepended to the very beginning of the source code.
78 //! #extension GL_ARB_bindless_texture : require
80 void SetHeader (const TCollection_AsciiString& theHeader) { myHeader = theHeader; }
82 //! Append line to GLSL header.
83 void AppendToHeader (const TCollection_AsciiString& theHeaderLine)
85 if (!myHeader.IsEmpty())
89 myHeader += theHeaderLine;
92 //! Return the length of array of light sources (THE_MAX_LIGHTS),
93 //! to be used for initialization occLightSources.
94 //! Default value is THE_MAX_LIGHTS_DEFAULT.
95 Standard_Integer NbLightsMax() const { return myNbLightsMax; }
97 //! Specify the length of array of light sources (THE_MAX_LIGHTS).
98 void SetNbLightsMax (Standard_Integer theNbLights) { myNbLightsMax = theNbLights; }
100 //! Return the length of array of shadow maps (THE_NB_SHADOWMAPS); 0 by default.
101 Standard_Integer NbShadowMaps() const { return myNbShadowMaps; }
103 //! Specify the length of array of shadow maps (THE_NB_SHADOWMAPS).
104 void SetNbShadowMaps (Standard_Integer theNbMaps) { myNbShadowMaps = theNbMaps; }
106 //! Return the length of array of clipping planes (THE_MAX_CLIP_PLANES),
107 //! to be used for initialization occClipPlaneEquations.
108 //! Default value is THE_MAX_CLIP_PLANES_DEFAULT.
109 Standard_Integer NbClipPlanesMax() const { return myNbClipPlanesMax; }
111 //! Specify the length of array of clipping planes (THE_MAX_CLIP_PLANES).
112 void SetNbClipPlanesMax (Standard_Integer theNbPlanes) { myNbClipPlanesMax = theNbPlanes; }
114 //! Attaches shader object to the program object.
115 Standard_EXPORT Standard_Boolean AttachShader (const Handle(Graphic3d_ShaderObject)& theShader);
117 //! Detaches shader object from the program object.
118 Standard_EXPORT Standard_Boolean DetachShader (const Handle(Graphic3d_ShaderObject)& theShader);
120 //! Returns list of attached shader objects.
121 const Graphic3d_ShaderObjectList& ShaderObjects() const { return myShaderObjects; }
123 //! The list of currently pushed but not applied custom uniform variables.
124 //! This list is automatically cleared after applying to GLSL program.
125 const Graphic3d_ShaderVariableList& Variables() const { return myVariables; }
127 //! Return the list of custom vertex attributes.
128 const Graphic3d_ShaderAttributeList& VertexAttributes() const { return myAttributes; }
130 //! Assign the list of custom vertex attributes.
131 //! Should be done before GLSL program initialization.
132 Standard_EXPORT void SetVertexAttributes (const Graphic3d_ShaderAttributeList& theAttributes);
134 //! Returns the number (1+) of Fragment Shader outputs to be written to
135 //! (more than 1 can be in case of multiple draw buffers); 1 by default.
136 Standard_Integer NbFragmentOutputs() const { return myNbFragOutputs; }
138 //! Sets the number of Fragment Shader outputs to be written to.
139 //! Should be done before GLSL program initialization.
140 void SetNbFragmentOutputs (const Standard_Integer theNbOutputs) { myNbFragOutputs = theNbOutputs; }
142 //! Return true if Fragment Shader should perform alpha test; FALSE by default.
143 Standard_Boolean HasAlphaTest() const { return myHasAlphaTest; }
145 //! Set if Fragment Shader should perform alpha test.
146 //! Note that this flag is designed for usage with - custom shader program may discard fragment regardless this flag.
147 void SetAlphaTest (Standard_Boolean theAlphaTest) { myHasAlphaTest = theAlphaTest; }
149 //! Return TRUE if standard program header should define default texture sampler occSampler0; TRUE by default for compatibility.
150 Standard_Boolean HasDefaultSampler() const { return myHasDefSampler; }
152 //! Set if standard program header should define default texture sampler occSampler0.
153 void SetDefaultSampler (Standard_Boolean theHasDefSampler) { myHasDefSampler = theHasDefSampler; }
155 //! Return if Fragment Shader color should output to OIT buffers; OFF by default.
156 Graphic3d_RenderTransparentMethod OitOutput() const { return myOitOutput; }
158 //! Set if Fragment Shader color should output to OIT buffers.
159 //! Note that weighted OIT also requires at least 2 Fragment Outputs (color + coverage),
160 //! and Depth Peeling requires at least 3 Fragment Outputs (depth + front color + back color),
161 void SetOitOutput (Graphic3d_RenderTransparentMethod theOutput) { myOitOutput = theOutput; }
163 //! Return TRUE if standard program header should define functions and variables used in PBR pipeline.
164 //! FALSE by default.
165 Standard_Boolean IsPBR() const { return myIsPBR; }
167 //! Sets whether standard program header should define functions and variables used in PBR pipeline.
168 void SetPBR (Standard_Boolean theIsPBR) { myIsPBR = theIsPBR; }
170 //! Return texture units declared within the program, @sa Graphic3d_TextureSetBits.
171 Standard_Integer TextureSetBits() const { return myTextureSetBits; }
173 //! Set texture units declared within the program.
174 void SetTextureSetBits (Standard_Integer theBits) { myTextureSetBits = theBits; }
176 //! Pushes custom uniform variable to the program.
177 //! The list of pushed variables is automatically cleared after applying to GLSL program.
178 //! Thus after program recreation even unchanged uniforms should be pushed anew.
180 Standard_Boolean PushVariable (const TCollection_AsciiString& theName,
183 //! Removes all custom uniform variables from the program.
184 Standard_EXPORT void ClearVariables();
186 //! Pushes float uniform.
187 Standard_Boolean PushVariableFloat (const TCollection_AsciiString& theName, const float theValue) { return PushVariable (theName, theValue); }
189 //! Pushes vec2 uniform.
190 Standard_Boolean PushVariableVec2 (const TCollection_AsciiString& theName, const Graphic3d_Vec2& theValue) { return PushVariable (theName, theValue); }
192 //! Pushes vec3 uniform.
193 Standard_Boolean PushVariableVec3 (const TCollection_AsciiString& theName, const Graphic3d_Vec3& theValue) { return PushVariable (theName, theValue); }
195 //! Pushes vec4 uniform.
196 Standard_Boolean PushVariableVec4 (const TCollection_AsciiString& theName, const Graphic3d_Vec4& theValue) { return PushVariable (theName, theValue); }
198 //! Pushes int uniform.
199 Standard_Boolean PushVariableInt (const TCollection_AsciiString& theName, const int theValue) { return PushVariable (theName, theValue); }
201 //! Pushes vec2i uniform.
202 Standard_Boolean PushVariableVec2i (const TCollection_AsciiString& theName, const Graphic3d_Vec2i& theValue) { return PushVariable (theName, theValue); }
204 //! Pushes vec3i uniform.
205 Standard_Boolean PushVariableVec3i (const TCollection_AsciiString& theName, const Graphic3d_Vec3i& theValue) { return PushVariable (theName, theValue); }
207 //! Pushes vec4i uniform.
208 Standard_Boolean PushVariableVec4i (const TCollection_AsciiString& theName, const Graphic3d_Vec4i& theValue) { return PushVariable (theName, theValue); }
212 //! The path to GLSL programs determined from CSF_ShadersDirectory or CASROOT environment variables.
213 //! @return the root folder with default GLSL programs.
214 Standard_EXPORT static const TCollection_AsciiString& ShadersFolder();
218 TCollection_AsciiString myID; //!< the unique identifier of program object
219 Graphic3d_ShaderObjectList myShaderObjects; //!< the list of attached shader objects
220 Graphic3d_ShaderVariableList myVariables; //!< the list of custom uniform variables
221 Graphic3d_ShaderAttributeList myAttributes; //!< the list of custom vertex attributes
222 TCollection_AsciiString myHeader; //!< GLSL header with version code and used extensions
223 Standard_Integer myNbLightsMax; //!< length of array of light sources (THE_MAX_LIGHTS)
224 Standard_Integer myNbShadowMaps; //!< length of array of shadow maps (THE_NB_SHADOWMAPS)
225 Standard_Integer myNbClipPlanesMax; //!< length of array of clipping planes (THE_MAX_CLIP_PLANES)
226 Standard_Integer myNbFragOutputs; //!< length of array of Fragment Shader outputs (THE_NB_FRAG_OUTPUTS)
227 Standard_Integer myTextureSetBits;//!< texture units declared within the program, @sa Graphic3d_TextureSetBits
228 Graphic3d_RenderTransparentMethod myOitOutput; //!< flag indicating that Fragment Shader includes OIT outputs
229 Standard_Boolean myHasDefSampler; //!< flag indicating that program defines default texture sampler occSampler0
230 Standard_Boolean myHasAlphaTest; //!< flag indicating that Fragment Shader performs alpha test
231 Standard_Boolean myIsPBR; //!< flag indicating that program defines functions and variables used in PBR pipeline
235 DEFINE_STANDARD_HANDLE (Graphic3d_ShaderProgram, Standard_Transient)
237 // =======================================================================
238 // function : PushVariable
239 // purpose : Pushes custom uniform variable to the program
240 // =======================================================================
241 template<class T> inline
242 Standard_Boolean Graphic3d_ShaderProgram::PushVariable (const TCollection_AsciiString& theName,
245 Handle(Graphic3d_ShaderVariable) aVariable = Graphic3d_ShaderVariable::Create (theName, theValue);
246 if (aVariable.IsNull() || !aVariable->IsDone())
248 return Standard_False;
251 myVariables.Append (aVariable);
252 return Standard_True;