0024381: Visualization, TKOpenGl - revise matrices stack and usage of temporary matrices
[occt.git] / src / OpenGl / OpenGl_ShaderManager.hxx
1 // Created on: 2013-09-26
2 // Created by: Denis BOGOLEPOV
3 // Copyright (c) 2013-2014 OPEN CASCADE SAS
4 //
5 // This file is part of Open CASCADE Technology software library.
6 //
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.
12 //
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
15
16 #ifndef _OpenGl_ShaderManager_HeaderFile
17 #define _OpenGl_ShaderManager_HeaderFile
18
19 #include <Graphic3d_ShaderProgram_Handle.hxx>
20
21 #include <NCollection_DataMap.hxx>
22 #include <NCollection_Sequence.hxx>
23
24 #include <Handle_OpenGl_ShaderManager.hxx>
25 #include <OpenGl_SetOfShaderPrograms.hxx>
26 #include <OpenGl_ShaderStates.hxx>
27 #include <OpenGl_AspectFace.hxx>
28 #include <OpenGl_AspectLine.hxx>
29 #include <OpenGl_AspectText.hxx>
30 #include <OpenGl_AspectMarker.hxx>
31 #include <OpenGl_Texture.hxx>
32 #include <Visual3d_TypeOfModel.hxx>
33
34 class OpenGl_View;
35
36 //! List of shader programs.
37 typedef NCollection_Sequence<Handle(OpenGl_ShaderProgram)> OpenGl_ShaderProgramList;
38
39 //! Map to declare per-program states of OCCT materials.
40 typedef NCollection_DataMap<Handle(OpenGl_ShaderProgram), OpenGl_MaterialState> OpenGl_MaterialStates;
41
42 //! This class is responsible for managing shader programs.
43 class OpenGl_ShaderManager : public Standard_Transient
44 {
45   friend class OpenGl_ShaderProgram;
46
47 public:
48
49   //! Creates new empty shader manager.
50   Standard_EXPORT OpenGl_ShaderManager (OpenGl_Context* theContext);
51
52   //! Releases resources of shader manager.
53   Standard_EXPORT virtual ~OpenGl_ShaderManager();
54
55   //! Release all resources.
56   Standard_EXPORT void clear();
57
58   //! Creates new shader program or re-use shared instance.
59   //! @param theProxy    [IN]  program definition
60   //! @param theShareKey [OUT] sharing key
61   //! @param theProgram  [OUT] OpenGL program
62   //! @return true on success
63   Standard_EXPORT Standard_Boolean Create (const Handle(Graphic3d_ShaderProgram)& theProxy,
64                                            TCollection_AsciiString&               theShareKey,
65                                            Handle(OpenGl_ShaderProgram)&          theProgram);
66
67   //! Unregisters specified shader program.
68   Standard_EXPORT void Unregister (TCollection_AsciiString&      theShareKey,
69                                    Handle(OpenGl_ShaderProgram)& theProgram);
70
71   //! Returns list of registered shader programs.
72   Standard_EXPORT const OpenGl_ShaderProgramList& ShaderPrograms() const;
73
74   //! Returns true if no program objects are registered in the manager.
75   Standard_EXPORT Standard_Boolean IsEmpty() const;
76
77   //! Bind program for filled primitives rendering
78   Standard_Boolean BindProgram (const OpenGl_AspectFace*            theAspect,
79                                 const Handle(OpenGl_Texture)&       theTexture,
80                                 const Standard_Boolean              theToLightOn,
81                                 const Standard_Boolean              theHasVertColor,
82                                 const Handle(OpenGl_ShaderProgram)& theCustomProgram)
83   {
84     if (!theCustomProgram.IsNull()
85      || myContext->caps->ffpEnable)
86     {
87       return bindProgramWithState (theCustomProgram, theAspect);
88     }
89
90     const Standard_Integer        aBits    = getProgramBits (theTexture, theHasVertColor);
91     Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theToLightOn, aBits);
92     return bindProgramWithState (aProgram, theAspect);
93   }
94
95   //! Bind program for line rendering
96   Standard_Boolean BindProgram (const OpenGl_AspectLine*            theAspect,
97                                 const Handle(OpenGl_Texture)&       theTexture,
98                                 const Standard_Boolean              theToLightOn,
99                                 const Standard_Boolean              theHasVertColor,
100                                 const Handle(OpenGl_ShaderProgram)& theCustomProgram)
101   {
102     if (!theCustomProgram.IsNull()
103      || myContext->caps->ffpEnable)
104     {
105       return bindProgramWithState (theCustomProgram, theAspect);
106     }
107
108     const Standard_Integer        aBits    = getProgramBits (theTexture, theHasVertColor);
109     Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theToLightOn, aBits);
110     return bindProgramWithState (aProgram, theAspect);
111   }
112
113   //! Bind program for point rendering
114   Standard_Boolean BindProgram (const OpenGl_AspectMarker*          theAspect,
115                                 const Handle(OpenGl_Texture)&       theTexture,
116                                 const Standard_Boolean              theToLightOn,
117                                 const Standard_Boolean              theHasVertColor,
118                                 const Handle(OpenGl_ShaderProgram)& theCustomProgram)
119   {
120     if (!theCustomProgram.IsNull()
121      || myContext->caps->ffpEnable)
122     {
123       return bindProgramWithState (theCustomProgram, theAspect);
124     }
125
126     const Standard_Integer        aBits    = getProgramBits (theTexture, theHasVertColor) | OpenGl_PO_Point;
127     Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theToLightOn, aBits);
128     return bindProgramWithState (aProgram, theAspect);
129   }
130
131   //! Bind program for rendering alpha-textured font.
132   Standard_Boolean BindProgram (const OpenGl_AspectText*            theAspect,
133                                 const Handle(OpenGl_ShaderProgram)& theCustomProgram)
134   {
135     if (!theCustomProgram.IsNull()
136      || myContext->caps->ffpEnable)
137     {
138       return bindProgramWithState (theCustomProgram, theAspect);
139     }
140
141     if (myFontProgram.IsNull())
142     {
143       prepareStdProgramFont();
144     }
145     return bindProgramWithState (myFontProgram, theAspect);
146   }
147
148 public:
149
150   //! Returns current state of OCCT light sources.
151   Standard_EXPORT const OpenGl_LightSourceState& LightSourceState() const;
152
153   //! Updates state of OCCT light sources.
154   Standard_EXPORT void UpdateLightSourceStateTo (const OpenGl_ListOfLight* theLights);
155
156   //! Pushes current state of OCCT light sources to specified program.
157   Standard_EXPORT void PushLightSourceState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
158
159 public:
160
161   //! Returns current state of OCCT projection transform.
162   Standard_EXPORT const OpenGl_ProjectionState& ProjectionState() const;
163
164   //! Updates state of OCCT projection transform.
165   Standard_EXPORT void UpdateProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix);
166
167   //! Reverts state of OCCT projection transform.
168   Standard_EXPORT void RevertProjectionStateTo (const OpenGl_Mat4& theProjectionMatrix);
169
170   //! Pushes current state of OCCT projection transform to specified program.
171   Standard_EXPORT void PushProjectionState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
172
173 public:
174
175   //! Returns current state of OCCT model-world transform.
176   Standard_EXPORT const OpenGl_ModelWorldState& ModelWorldState() const;
177
178   //! Updates state of OCCT model-world transform.
179   Standard_EXPORT void UpdateModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix);
180
181   //! Reverts state of OCCT model-world transform.
182   Standard_EXPORT void RevertModelWorldStateTo (const OpenGl_Mat4& theModelWorldMatrix);
183
184   //! Pushes current state of OCCT model-world transform to specified program.
185   Standard_EXPORT void PushModelWorldState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
186
187 public:
188
189   //! Returns current state of OCCT world-view transform.
190   Standard_EXPORT const OpenGl_WorldViewState& WorldViewState() const;
191
192   //! Updates state of OCCT world-view transform.
193   Standard_EXPORT void UpdateWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix);
194
195   //! Reverts state of OCCT world-view transform.
196   Standard_EXPORT void RevertWorldViewStateTo (const OpenGl_Mat4& theWorldViewMatrix);
197
198   //! Pushes current state of OCCT world-view transform to specified program.
199   Standard_EXPORT void PushWorldViewState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
200
201 public:
202
203   //! Updates state of OCCT clipping planes.
204   Standard_EXPORT void UpdateClippingState();
205
206   //! Reverts state of OCCT clipping planes.
207   Standard_EXPORT void RevertClippingState();
208
209   //! Pushes current state of OCCT clipping planes to specified program.
210   Standard_EXPORT void PushClippingState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
211
212 public:
213
214   //! Resets state of OCCT material for all programs.
215   Standard_EXPORT void ResetMaterialStates();
216
217   //! Updates state of OCCT material for specified program.
218   Standard_EXPORT void UpdateMaterialStateTo (const Handle(OpenGl_ShaderProgram)& theProgram,
219                                               const OpenGl_Element*               theAspect);
220
221   //! Pushes current state of OCCT material to specified program.
222   Standard_EXPORT void PushMaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
223
224   //! Returns current state of OCCT material for specified program.
225   Standard_EXPORT const OpenGl_MaterialState* MaterialState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
226
227 public:
228
229   //! Pushes current state of OCCT graphics parameters to specified program.
230   Standard_EXPORT void PushState (const Handle(OpenGl_ShaderProgram)& theProgram) const;
231
232 public:
233
234   //! Overwrites context
235   void SetContext (OpenGl_Context* theCtx)
236   {
237     myContext = theCtx;
238   }
239
240   //! Sets shading model.
241   Standard_EXPORT void SetShadingModel(const Visual3d_TypeOfModel theModel);
242
243   //! Sets last view manger used with.
244   //! Helps to handle matrix states in multi-view configurations.
245   void SetLastView (const OpenGl_View* theLastView)
246   {
247     myLastView = theLastView;
248   }
249
250   //! Returns true when provided view is the same as cached one.
251   bool IsSameView (const OpenGl_View* theView) const
252   {
253     return myLastView == theView;
254   }
255
256 protected:
257
258   //! Define program bits.
259   Standard_Integer getProgramBits (const Handle(OpenGl_Texture)& theTexture,
260                                    const Standard_Boolean        theHasVertColor)
261   {
262     Standard_Integer aBits = 0;
263     if (myContext->Clipping().IsClippingOrCappingOn())
264     {
265       aBits |= OpenGl_PO_ClipPlanes;
266     }
267     if (!theTexture.IsNull())
268     {
269       // GL_RED to be handled
270       aBits |= theTexture->GetFormat() == GL_ALPHA ? OpenGl_PO_TextureA : OpenGl_PO_TextureRGB;
271     }
272     if (theHasVertColor)
273     {
274       aBits |= OpenGl_PO_VertColor;
275     }
276     return aBits;
277   }
278
279   //! Prepare standard GLSL program.
280   Handle(OpenGl_ShaderProgram)& getStdProgram (const Standard_Boolean theToLightOn,
281                                                const Standard_Integer theBits)
282   {
283     if (theToLightOn)
284     {
285       Handle(OpenGl_ShaderProgram)& aProgram = myLightPrograms->ChangeValue (theBits);
286       if (aProgram.IsNull())
287       {
288         prepareStdProgramLight (aProgram, theBits);
289       }
290       return aProgram;
291     }
292
293     Handle(OpenGl_ShaderProgram)& aProgram = myFlatPrograms.ChangeValue (theBits);
294     if (aProgram.IsNull())
295     {
296       prepareStdProgramFlat (aProgram, theBits);
297     }
298     return aProgram;
299   }
300
301   //! Prepare standard GLSL program for textured font.
302   Standard_EXPORT Standard_Boolean prepareStdProgramFont();
303
304   //! Prepare standard GLSL program without lighting.
305   Standard_EXPORT Standard_Boolean prepareStdProgramFlat (Handle(OpenGl_ShaderProgram)& theProgram,
306                                                           const Standard_Integer        theBits);
307
308   //! Prepare standard GLSL program with lighting.
309   Standard_Boolean prepareStdProgramLight (Handle(OpenGl_ShaderProgram)& theProgram,
310                                            const Standard_Integer        theBits)
311   {
312     return myShadingModel == Visual3d_TOM_FRAGMENT
313          ? prepareStdProgramPhong   (theProgram, theBits)
314          : prepareStdProgramGouraud (theProgram, theBits);
315   }
316
317   //! Prepare standard GLSL program with per-vertex lighting.
318   Standard_EXPORT Standard_Boolean prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram,
319                                                              const Standard_Integer        theBits);
320
321   //! Prepare standard GLSL program with per-pixel lighting.
322   Standard_EXPORT Standard_Boolean prepareStdProgramPhong (Handle(OpenGl_ShaderProgram)& theProgram,
323                                                            const Standard_Integer        theBits);
324
325   //! Define computeLighting GLSL function depending on current lights configuration
326   Standard_EXPORT TCollection_AsciiString stdComputeLighting();
327
328   //! Bind specified program to current context and apply state.
329   Standard_EXPORT Standard_Boolean bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram,
330                                                          const OpenGl_Element*               theAspect);
331
332   //! Set pointer myLightPrograms to active lighting programs set from myMapOfLightPrograms
333   Standard_EXPORT void switchLightPrograms();
334
335 protected:
336
337   Visual3d_TypeOfModel               myShadingModel;       //!< lighting shading model
338   OpenGl_ShaderProgramList           myProgramList;        //!< The list of shader programs
339   Handle(OpenGl_SetOfShaderPrograms) myLightPrograms;      //!< pointer to active lighting programs matrix
340   OpenGl_SetOfShaderPrograms         myFlatPrograms;       //!< programs matrix without  lighting
341   Handle(OpenGl_ShaderProgram)       myFontProgram;        //!< standard program for textured text
342   OpenGl_MapOfShaderPrograms         myMapOfLightPrograms; //!< map of lighting programs depending on shading model and lights configuration
343
344   OpenGl_Context*                    myContext;            //!< OpenGL context
345
346 protected:
347
348   OpenGl_MaterialStates              myMaterialStates;     //!< Per-program state of OCCT material
349   OpenGl_ProjectionState             myProjectionState;    //!< State of OCCT projection  transformation
350   OpenGl_ModelWorldState             myModelWorldState;    //!< State of OCCT model-world transformation
351   OpenGl_WorldViewState              myWorldViewState;     //!< State of OCCT world-view  transformation
352   OpenGl_LightSourceState            myClippingState;      //!< State of OCCT clipping planes
353   OpenGl_LightSourceState            myLightSourceState;   //!< State of OCCT light sources
354
355 private:
356
357   const OpenGl_View*                 myLastView;           //!< Pointer to the last view shader manager used with
358
359 public:
360
361   DEFINE_STANDARD_RTTI (OpenGl_ShaderManager)
362
363 };
364
365 #endif // _OpenGl_ShaderManager_HeaderFile